XaiJu
xxxivilization
xxxivilization

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Weekly update - Game changes & Feedback needed

Hi everyone,

I initially had an entirely different update post planned. But today, I sat down and for quite some time and thought about the current outpost & population system and the problems it possesses. And since the changes I’m currently considering are pretty massive, I thought I’d share them with you in the hopes that you can give me some feedback on it. After all, I′ve got some pretty clever people in my player base.

So, the main problems that I see with the current outpost system are that:

The original problem I tried to solve with the outposts is that there are very different kinds of players enjoying XXXivilization – some are strategy game enthusiasts, others are just here for the lewd content. And this leads to balancing problems as one half found everything too easy, while the other could not enjoy the game as they didn′t want to bother about the strategy parts. The outpost system improved this a bit, as it limited the power that players could possibly achieve – with the negative side effects mentioned above.

With all these thoughts taken into account, I’ve consolidated a lot of the feedback and suggestions I’ve gotten over the last few months and have been considering the following changes:

I would be really glad if some of you could think this new system through and let me know if you see any obvious problems with it. If so, please say something in the comments here or via DM or on discord.

Last but not least, at the top of this post you can see the first of several participants of the new beauty contest that will be added in Chapter 2.4.

Thanks for reading. Any and all feedback would be greatly appreciated as always,

hw21

Weekly update - Game changes & Feedback needed Weekly update - Game changes & Feedback needed

Comments

My suggestion for outpost corruption is to base it on the distance of the outpost from a city. City corruption is based on at least two factors: distance of the leader from the city and who is the administrator. Every city has one of your followers assign to be the administrator. However, not all followers make good administrators even if they really try hard and mean well. (Bless their little heart)

My suggestion for city efficiency is to base it on three factors: empire happiness, average leader levels for the four scores, and relative population to "ideal" population. For example, let's say the "ideal" city population is 200,000. If Thud the ordinary is the leader with only 50 empire happiness and only 20 average leader levels so his city would be 100% efficient up to 20,000 { 0.5 x 0.2 x 200,000 } While if Marvin the Marvelous is the leader with 100 max empire happiness and max leader levels of 100 so his city would be 100% efficient all the way up to 200,000. In chapter 2, leader levels can go to 200 so max levels would also go up.

I'd like the outposts to be more like satellite cities that can expand at least one more ring outward.

SYH

It could be interesting to tie your population's preferences into the kingdoms economy. Unique buildings or outposts for each type and even special Hidden ones unlocked by maxing multiple. Another Idea could be neutral cities you can conquer either with military might or apply diplomatic pressure via you populations preferences, slowly shift the neutral cities preferences to match your own and have them join you voluntarily.

Personally, played on very hard difficulty and it wasn't to hard to beat most of the enemies or deal with enemies on map, it's either i'm too good or strategic point of the game or enemies aren't difficult at most of the point. Personally woul recommend to increase ammount of attack on player. So you constantly need to keep in mind that there is plenty of stuff that may be dangerous to you or either punish player harder for failing to 'win' in most situations. Just my oppinion that I've noticed while playing the game. Anyway thank you for amazing stuff, keep it up. ;)

Sivarra

Thank you for your feedback. You're right that I need to be cautious to not add too much complexity to the game.

I feel like corruption could be an interesting mechanic and possibly have ties to your policies in regards to making certain types of people higher tier citizens. But in terms of the other changes, they seem well thought out, logical, and very straight forward changes. I can't imagine this decision causing any problems later on.

Tommi

Your attempts to balance the game seem just. I'd recommend not making the strategic aspect of the game far too complex. Your idea of corruption within your kingdom sounds like a great idea that can keep players busy even after finishing the game. Perhaps corruption can be introduced as another faction within your empire aside those already introduced at this moment. You will have to fight small bands of thieves, lawless individuals, etc, with a potential introduction to the leader of the underworld of your empire? ... I mean... the story is already making itself for you!


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