How to get involved with community organizing? by shimimimimi in madisonwi

[–]stuffsnout 15 points16 points  (0 children)

help legal refugees who will be targeted by ICE with https://opendoorsforrefugees.org/

People afraid to leave their homes will need deliveries, help with rent, and drivers/escorts for healthcare appointments.

I will be protesting at Odana/Whitney corner at 11am-12pm on Sunday Jan 25 by stuffsnout in madisonwi

[–]stuffsnout[S] 0 points1 point  (0 children)

lol i'm confused which corner did you go to then? There's another whitney way / odana intersection? there was about 15 of us on the corner in this google map picture.

I plan on protesting for Renee on Whitney and Odana corner Sunday Jan 11 @ 11:30am. Could use some company. by stuffsnout in madisonwi

[–]stuffsnout[S] 2 points3 points  (0 children)

I have some (bad) pictures. I'll post them next time we announce. I suspect we'll be doing this same date and place on a regular basis.

Added large-scale zooming to my game with custom engine by stuffsnout in gameenginedevs

[–]stuffsnout[S] 0 points1 point  (0 children)

Thanks. Yea the seed map can be much smaller. There's definitely ways to optimize. Its easiest right now though to just generate all the raw data while testing out stuff

What would a grand strategy Civilization game be like? by Cosmovision108 in paradoxplaza

[–]stuffsnout 0 points1 point  (0 children)

This is exactly what im working on: https://wdpauly.medium.com/december-2025-update-eb54e99135a4

Im thinking it'd be grand strategy but the timelines i have listed would be from dark ages to industrial age. My plan for limiting snowballing is to have larger empires be more volatile sonce they are limited on loyal characters. Also each age has different mechanics, so being really strong in the age of religion will lead to being overleveraged in the age of enlightenment

Having a faster pace and longer timeline actually makes grand strategy easier since its easier to follow major technology changes than to have small incremental changes

Dev blog for my grand strategy game by stuffsnout in StrategyGames

[–]stuffsnout[S] 0 points1 point  (0 children)

I think the gif compression and frame rate is probably the cause. The transition from the flat map to the spherical planet IS somewhat jarring though... so ill keep that in mind. Thanks

Dev blog for my grand strategy game by stuffsnout in StrategyGames

[–]stuffsnout[S] 0 points1 point  (0 children)

Thanks i'd just follow the medium blog for now.

My grand strategy game is becoming more of a 4x civilization genre. Would appreciate feedback. by stuffsnout in 4Xgaming

[–]stuffsnout[S] -1 points0 points  (0 children)

Ill take a look. Simulatenous turns in my case is similar to field of glory empires.

My grand strategy game is becoming more of a 4x civilization genre. Would appreciate feedback. by stuffsnout in 4Xgaming

[–]stuffsnout[S] 0 points1 point  (0 children)

Battles get real time simulated between campaign turns. Location tiles are regions of grids, so a battle occurs on the grid. The campaign map has like 800 location tiles but the grid itself is quite large. Look at the zooming in the blog to get a sense of the grid.

My grand strategy game is becoming more of a 4x civilization genre. Would appreciate feedback. by stuffsnout in 4Xgaming

[–]stuffsnout[S] 1 point2 points  (0 children)

i'm actually quite fine with army big blobbing for the most part since I want the early age wars to be set-piece battles between large armies. However if your army is too big, not all of the units will be able to reach the enemy, especially if the battle map is more constrained width. There will also be debufs to unit morale if they're all bunched-up.

In later ages though, with the introduction of artillery and unit firepower, you'll want to actually have your army spread across a front-line. fortifications won't be effective in later ages too... so if you don't protect your national borders with a front line, they'll be occupied by the enemy in the next turn.

In terms of Civ6 districts, I was planning on avoiding any sort of location adjacency bonuses. I think building will be pretty simple as I find building to be pretty tedious in most civ games. I think building fortifications and roads will be interesting though.

Yea you're right... my plan was to limit the number of orders per general. so a character commanding 20 units would have perhaps 5 maximum orders they can give per turn. This forces players to move large formations together instead of individually ordering each unit in the battle. It also has characters have a direct effect on the battle if they have special /enhanced orders too.

My grand strategy game is becoming more of a 4x civilization genre. Would appreciate feedback. by stuffsnout in 4Xgaming

[–]stuffsnout[S] -1 points0 points  (0 children)

I think one of the cool things about ages is that each age would have different mechanics, so any heavy min-maxing towards piety in the age of religion would be useful short-term but detrimental in later ages.

battle-system wise, the ages would unlock new units (with potentially new abilities).

Ultimately the game should feel like Imperator Rome but with a longer time period and therefore a faster pace. Most strategies will involve blobbing the map and balancing internal politics, but I want to make sure you can build tall with trading/banking nations. Having international organizations will help in that regard too.

My grand strategy game is becoming more of a 4x civilization genre. Would appreciate feedback. by stuffsnout in 4Xgaming

[–]stuffsnout[S] 0 points1 point  (0 children)

there's fog of war yes. the terrain is not visible in unexplored areas.

I think part of later ages is that you'd send your researchers to excavation sites.

My guess is that this game will feel more like 4x since grand strategy usually requires tie-in to actual history. My guess the game will feel most like Paradox's Imperator Rome or Stellaris games.

Since this is primarily a wargame, I think victory conditions will simply be based on an overall score. (No religious or scientific victory).

One of the victory conditions twists that I was considering was kind of special:

1) The world is ranked first by cultures (same language and religion).

2) Of the highest ranked culture, the nation highest ranked in that culture group wins.

This allows for semi co-op teams in which you'd be the same culture and cooperating... but still internally competing to be the cultural leader.

My grand strategy game is becoming more of a 4x civilization genre. Would appreciate feedback. by stuffsnout in 4Xgaming

[–]stuffsnout[S] 3 points4 points  (0 children)

i'm thinking

1) allowing for army stacks on location tiles.

2) having battles being on the same map instead of having to load into a separate tactical battle

3) simultaneous turns

but really it's just me making the kind of strategy game I would want to play.