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RimWorld is balanced around sitting on a single map, with everything easily accessible. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that. Interacting with the wider world is entirely optional. Being a new engine, Godot is still rough in places.
So, why should I go back to make a historical, tile-based 4X game? Here are some screen’s from the game’s prototyping phase. Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. somewhere in the comments.
The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.
RimWorld is balanced around sitting on a single map, with everything easily accessible. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that. Interacting with the wider world is entirely optional. Being a new engine, Godot is still rough in places.
In the original version, one player discovered that the optimum strategy was to cover every fourth tile on the board with a city, a mind-numbingly boring strategy that was always the best choice. Namely, building an urban improvement and producing a specialist on any tile extend the city borders in all six directions.
At that point, I’m getting close to a prototype. In a game I co-designed with Matt Greenleaf, which is currently unpublished, I had come up with a mechanic that was whenever a player made a move, the game state would either go to imbalance or balance.
At different parts of the bridge there were investment tiles, so on a basic level the premise was kind of, “do I move to a relatively unsafe investment tile, or do I BUMP?” You win by bumping the opponent into damage areas, dealing damage to them until their health reached zero, before they could do it to you.
Hence, themed victory conditions were out for Old World , but we needed something in place, especially since we were playing MP within a few months of early prototyping. Then make sure to always choose the religious option! I kept it a secret because I wasn’t sure playing ten rulers would actually work, and it turned out I was right.
So often, when we’re balancing our designs , it’s because we’re trying to nail down board game pacing. There is also an escalation in strategy as the players fill up their boards by acquiring more and more Leader tiles. They have just a single Leader tile and their monster’s unique “personal craving.”
The majority of growth in 2020 in Match-3 games came from Tile Blast, Puzzle & Decorate, and classic match-3 games. Similar to Today’s: Current level setup (clear objectives in X moves or less) Mode: Balance Description: Collect 2 colors of gems roughly at the same pace. With $3.7B A small price to pay.
I first prototyped it back in 2019, but I didn't really know how to finish it. Originally this was prototyped as "Saugzwang" and I made it for the 7 Day Broughlike Jam back in 2019. For balance purposes, I limit the number of voyeurs in the maze, otherwise it can enter a deadlock where there's only voyeurs but no one for them to watch.
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