Funcitonal terrain modification and platforms

I have completed implementing terrain modification.
As you can see on the screenshots below, the terrain tool as a UI giving you informations of how to use it and cost prediction. Once you’re happy with your modifications and validate, the modified tiles become marked. At this point, the process is free.
Then, each tile will be worked gradually with time, actually consuming the required tools and coins as it goes.


I’ve also implemented platforms.
Their creation and tool is similar to terrain modification. You first plan and preview your work and then validate the task, which creates marked tiles that are gradually modified one by one ( also the task can be cancelled just by deleting these marked tiles ).

Once a platform is built, its acts almost like a any tile of terrain. You may actually build any infrastructure on it, but also buildings.
Each platform can be built as a bloc, or a bridge letting units pass beneath ( though the logic and pathfinding parts arnt implemented yet ).
Here you can see a bridge over water with a house built on it. So you may now build a Venice if you feel like it.

Another example of platforms used as defensive walls. Next thing i’m working on : you’ll be able to build actual defensive buildings ( towers ) and infrastructures ( battlements ) on these. These defensive things will only be buildable on platforms.

Currently there is 2 types of platforms. These will be very expensive to build, especially the stone one. But also very time consuming.
The wooden one will have little defensive value but will be faster to build, so best for bridges and things like that.
Below you can see a leveled rocky hill fortified with stone platforms.
A stone platform costs 5 stone blocs, so building a “castle” like this will be quite expensive.

Growth details, new unit recruitment and terrain tools.

I have, at last, reworked the population Growth algorythm and finally added all the details UI so players can understand more what’s going on.
All the stats are displayed ‘per generation’ so you can get a good idea of how your demographics are evolving.
Here you can see my active population is stable as the amount of new actives just balances out the amount dying or getting old.
Sickness is directly connected to health and vital needs of your populaiton while murders will be connected to the amount of ‘conflict’ in your society.
I will later on add one thing that is still not implemented at this point : armies support. Like in the old Civs, armies will have a “support” home region, because as generations pass and soliders get older, they also need to be constantly renewed and that will take a share of the supporting region’s growth. Right now it’s a bit odd as soldiers in armies are therefore immortals. ^^

The growth UI also gives a detailed breakdown of the birthrate in your population with the ” breeding rate” pannel. This represents the percentage of adult population that will breed and have piglets, and it depends as you can see on many factors such as the number of piglets Sows already have, the city size, vital needs satisfaction etc…


There’s still a lot of UI to finish in this game…
Its now possible to recruit units into formations again, as i’ve completed this new UI for recruitment.
Also you no longer need to be into the region to do that, and you can load/unload inventory or recruit new troops directly from the world map.

Now an exiting new feature :
I’m now starting the work on fortifications and defensive measures. That means walls, platforms but also , for now, terrain modification.
I’ve began implementing the possibility to modify the height of the terrain, which will allow players to rearrange terrain as they wish, like flattening areas or developing a defensive position to build a nice fort.
However this will be a really costly thing to do for players especially in early game.

As you can see in the screenshot below, when using the tool you will first get a preview of the planned work with the modified tiles appearing hightlighted.
When validated, the tiles to be modified will be marked and locked, waiting to be actually worked one by one as the task progresses. This will be a pretty slow process and will consume a huge amount of tools in particular. So doing something a bit crazy like what i did there is probably not going to be a good idea.

State Power and sources of Legitimacy

Importance of the different legitimacy sources
More details about how Legitimacy actually works:
There is several “sources” of legitimacy : legitimacy from religiosity, legitimacy from people’s approval, legitimacy from the Senate etc…
Many policies affect a certain type of legitimacy. For instance, enabling the Senate through the power policy “Senate” obviously increases the Legitimacy from Senate stat.
But a legitimacy source doesnt necessarily have any effect. It will depend on your active Legitimacy policies: these define your “claims” to power.
Each legitimacy policy modifies the ‘importance’ of each different source of legitimacy. It can also turn one source into having a negative effect on your final Legitimacy.

For instance: one source is called legitimacy from the leader’s superiority. It represents how superior your leader(s) are perceived in contrast to the commoners. The wealth of the Leaders class compared to the average population is what mostly defines the value of this source.
If you enable the “Divine leader” legitimacy policy ( claiming to be ruling as a god ), then this source will have a positive effect on your final Legitimacy, and it will be best to try to increase it by having your leader(s) as rich as possible.
On the other hand if you enable the “People’s representative” one ( claiming to be ruling in name of the people ), then this source will actually be inverted and have a negative effect on your final Legitimacy.
Nothing prevents you from enabling contradicting legitimacy policies like these 2 together, but it will tend to neutralize all sources, resulting in a very low final Legitimacy.
However having an illegitimate power will not be the end of the world as long as you’ll have enough military authority to repress any unrest.
The finality of State Legitimacy is to be a factor in the calculation of a region’s Loyalty, among other things. Low loyalty will lead to unrest and rebellion.

State Power
I’ve added and implemented State power. It is in a way what Administration is to local regions: the ability of the state to manage and do things.
State Power is mainly produced by the different active Power policies. For now it’s only consumed by one thing : all policies cost State power to be maintained.

All policies implemented
I have finished implementing the effects of all the planned policies so far.
I’ve also added 2 new Power ones : Ministry and Parliament.
While the Senate is good if you claim to rule for Common-good, Parliament is good to improve your legitimacy as a People’s representative. Both will eventually get their own special buildings.
A Ministry is a less costly and polyvalent institution providing a decent amount of State power.



Resource menu


The resource menu gives all the details regarding a specific resource in a region.

Price details

On the right, the menu gives  you details about the pricing of the resource and allows you to understand why it costs this amount of coins.
Several factors defines a resource final price.
Market study is the base factor. It’s the ‘ideal price’ estimated by the merchants of this resource to make the highest income selling it, studying who wants this resource and what’s their purchasing power.
They also consider what industries consume the resource and what they do with it: If an industry produces a highly priced product out of their material, the merchants will also raise their market price.
Supply/demand factors are how the prices are affected by competition. Either competition between merchants ( higher offer -> lowers prices ) or between clients ( higher demand -> increases prices ). Its separated between the Market one ( population ), and the industrial one ( industries using this resource as a material for production ).
State supply/demand is the influence of the player on the resource price. Consuming a large amount of it at once, leaving the stocks empty, will increase prices.
Production cost is the influence of … production cost on the resource price. The price of a resource will always increase to ensure a minimum +1 benefit to those trading it, so if a resource costs 8 to produce, its minimum price will always be 9. If that resource was supposed to cost 6 so far, the ‘production cost’ effect on price would then be 3, to ensure this minimum of 9.
Might have to rename that though, to avoid confusion with the actual production cost.
The actual production cost is the average cost of the different required materials to produce one unit of the resource, and is only for resources produced by industries.
If it takes 2 units of clay to produce 1 pottery and the price of clay is 2, then the production cost of Pottery is 4. Here because the resulting price is 15 anyways, production cost therefore as no effect on the final price.

Resource production and consumptions
As you can see this menu details all the different sources of incomes and outcomes of a selected resource. There you can check things like its production cost, or the amounts supplied and demanded by both population and industries .

Storage policies
I’ve implemented and added 3 storage policies. Each resource type can have its own storage policy.
A storage policy defines a general rule for stocking that resource:
The default one allows the resource to be stocked in any available storage building.
The “only in restricted” one means the resource will only be allowed in storage buildings specifically allowing this resource. They will not go in non-restricted ‘universal’ storage buildings. If there is no room, the resource is destroyed. This way you can now avoid having a single resource spamming all your ‘universal’ warehouses and make sure it only goes in the ones you created specifically for it.
And at last, the 3rd option simply forbids any stocking of the resource, if ever you need this for some reason. So any income left after distribution, exports and industries is simply discarded.

Also… Moving buildings
It’s finally possible to move buildings. For now its free and it just takes the time to rebuild the building elsewhere.