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Axioms Of Dominion is a project I got about 40% through and then had to let go for life stuff. Now I have roughly a year where I shouldn't have anything else to do so I'm hoping to release in late 2022 or very early 2023 if I run into serious issues.

This is a fantasy geopolitics simulator that is broadly comparable to CK2+Vicky2+Dominions4+more. As a fantasy game it has tons of magic stuff but the focus is on DIP mechanics.

Diplomacy(foreign affairs)
Intrigue(shadowy affairs)
Politics(domestic affairs)

I have a Substack which can be located by searching the game name in Google.

I have a goal of enabling 40000 provinces on very new PCs but the game is perfectly functional around 14000. I have a major goal of playing an almost purely combat free couple millenia taking down a major empire in the world from the inside. I'd expect an average top tier empire to have roughly 7000 provinces on larger maps if you run history for 4000-8000 years. Anywhere from 15% to 40% of a larger map. What constitutes an empire or even a kingdom is much more fluid and dynamic than in existing games. A 7000 province empire would have something like 10 ~100 province substates at the core, 40 ~50 province "major vassals", and then 200 ~20 province periphery/border vassals. Of course you can fiddle those numbers a bit but that is a good illustration of my goal.

Several of the substack posts relate the very detailed political sim I am designing to make this goal plausible. I still have a few major and a few minor things to talk about on the blog. There is a Fandom wiki that has a few dozen pages on various major and minor systems. It hasn't been changed much since mid 2015 when I had to pause working on the game until now.

Most of the backend stuff is done and I'm primarily figuring out the equations for mechanics, doing all the UI stuff, and getting the AI to function. I expect I'll do a UI theme, smooth out map generation, and maybe polish up the art assets at the end.

The game is turn based with attention points. So you have like 1000 attention points per turn, still testing the proper amount and the costs for actions. I wanted to do a time based system but it is hard to code and people will just get mad anyways. It is a province map style like Sovereignty or Paradox games.

There is a very detailed population simulation which interacts with the character mechanics. Ideology covers almost a dozen areas, Propaganda impacts ideology and religion and the military, there's a Quality Of Life system regarding food variety/quality and material goods plus shelter, Religion ties into both magic and diplomacy/politics, population is where your troops come from and there is a logistics system.

https://imgur.com/a/AlPew
Those are some early maps. The top one almost looks like Europe/Africa/Near East. Maps are generated procedurally as will the world be if you don't start on world creation but run history for a few centuries or millenia.

The magic aspect is highly integrated and very expansive. It impacts every game system in various ways. I have a substack post about just magic. My substack is free for anyone to read. Magic can build roads, discover secrets, troop movements, and other knowledge from distant provinces, change the weather and climate, be used in various enchantments, etc. There is even a cool The Runelords(think that is the right series) inspired magical transference/pacts thing where you can empower your soldiers or other people with the powers of captured, or tamed, magical creatures. Or sentient captives. Strength, mana pool, speed, physical features like scales or claws, etc. And you can do evil mad science shit.

Speaking of evil Axioms allows you to play a truly ruthless tyrant rather than just a good boy. Fear, blackmail, military threats, second class citizens, slaves, etc.

The culture system allows a something like a society that reveres dragons, character secretly captures a dragon, transfers dragon traits to himself, become leader of confederation of tribes. Someone finds out, and can blackmail him, reveal him, kill him and become dragon king themselves, etc.

You can destabilize a society by cutting off their access to a prestigious food resource that is a traditional staple of cultural diet, say cinnamon, assuming the leader has depleted his political capital and put himself in a risky position. Much more detailed example on the blog.

The trade off is graphical sugar, no voice acting or 3d models, random world gen vs handcrafted map, although players/modders can make scenarios if they want, I just don't plan to release official ones but there is mod support.

A stretch goal, well not really since there isn't a kickstarter, if I finish the main stuff early before release date is to integrate a "History" system that records important actions and can be loaded/interpreted by a wiki type program to allow you to read "history books" about the game world. The "simulated" history mentioned earlier is just starting a game with no player or observer and letting the AI play a few centuries or millenia and then picking a point jump in. Player could look at data files in theory but the idea is that you only know what your AI guy knew when you swapped in.

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These are just working visuals except maybe the icons. I plan to finish the UI skinning and other art type stuff once the code is finalized.

Debugging some stuff:
https://imgur.com/a/23cnnra

A Randomly Generated Map:
pJGGiKy.png

Unique colors for province detection on maps:
q6ueCG4.png

Icons:
ApBn7dH.png

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https://axiomsofdominion.substack.com/p/war-planning-overview?r=i2fsj&utm_campaign=post&utm_medium=web

 

I wrote an important design post about warfare. Preparing for and declaring war is an interesting process with lots of stakeholders. You don't just click and go. And in the right game that is more fun. Of course for like Total War it wouldn't work. But for a more diplomatic and character based game I think it works.

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Still working on this. Tons more posts on the blog plus if you go to the subreddit I have a thread about my day to day or sometimes a few days at a time, work on the actual programming of the game. Trying to get to the point by the end of the month where a video is justified.

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Been a while since I posted here, mostly cause it isn't very active. Did a ton of work on optimization for RAM, this game is quite RAM hungry for various reasons, as well as basic multithreading, getting 80% less time spent on the NPC AI Planner, actually if player turns last long enough, like 60 seconds or so, you don't even spent end turn time on it, just executing the plans.

 

Generally filling out the AI with various capabilities so the game becomes "playable". Also wrote plent more blog posts which you can find at the substack linked above.

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There's quite a lot of design posts available on the substack since my last post here. I'm on pace to get an EA version ready for Steam this Winter. Family issues, getting covid, the US election and a variety of other stuff I wasn't expecting really put me behind my original completion date. Luckily none of that is likely this year. Really recommend reading the posts about meaningful characters and diplomacy.

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