The priestesses need to perform something like great healing or resurrection to convince me, or let the fruit tress grow without watering
As for the old man, show me some sign like the sky is raining blood instead of water, or the dead is walking the land else, i will choose the option of Laugh out loud …i might even offer him the position of court jester if he continue to make me laugh
The whispers ?? Hmmmm, interesting, if they scratch my back, i will scratch theirs
Damn, that’s a lot of choice for our cities speciality, can’t wait to make a musical empire as the Grand mayor of the bards. Anyway, some more questions.
Where are we geographically in the world?
How far away are we able to interact with?
Will we be able to make a banner or flag for the city?
Will we be able to customise our rulers clothing?
If we get a better Heir, can we try to plot to kill our current son?
If you specialize in Music, the title option “Bard-king/Bard-Queen” comes up.
Where are we geographically in the world?
You’re in Mesopotamia. If you take high Economy and the Trade specialty, you’re assumed to be on the Persian Gulf (though the sea went further inland then than it does now.) Otherwise you’re further inland.
Will we be able to make a banner or flag for the city?
I’m not sure if that’s possible to implement in Choicescript without very heavy modifications, though I would be delighted to hear that I’m wrong.
Will we be able to customise our rulers clothing?
Sure: just imagine that you’re wearing different clothing.
As for actual in-game options, probably not.
If we get a better Heir, can we try to plot to kill our current son?
The main course of the game will only take place over the course of three or so years, so I’m not sure how you’d determine that a toddler is a “better” future ruler than your current son, but I suppose that it should be possible to join in on an assassination plot against him.
I’m hoping to make it possible to attempt assassination/imprisonment/execution of any named character from the stats menu, but that’s a stretch goal and I haven’t yet seen how feasible that will be in actual implementation. Naturally, it won’t always be successful and this would be a great way to piss off the factions and bring your reign to an early end, but you can still try.
Yep, seems you need Aeroponics to reliably farm in Mesopotamia, but that requires a heavy investment of capital in the facilities and farmer’s education both, which modern Iraq has never been willing or able to sponsor. Also due to the globalized market we’ll continue to use whatever is cheapest at the moment, not whatever is most sustainable, unless we have to.
Update 1 of Collapse is now live!
New features include:
All of the many stats for the city as a whole, plus each of the factions
A system for designing Ured’s patron deity, with major implications for how the priesthood will interpret your actions and relate to the other factions
Considerably more textual depth in the city creation process
One more option for dealing with the old man
As always, feedback and suggestions are delightful.
I enjoyed city creation, and the depth of each choice is evident. I’m looking forward to seeing the consequences of the choices and how our world is shaped by them. I would suggest giving more description of the consequences of each choice, though, since as it stands, it feels like you’re just selecting stats. A bit more elaboration on the effects of the choices city-wise and the city itself would go a long way towards making the selection process more natural.
There’s a lot going on under the hood for each of the different specialty, sub-specialty, and perk choices (I’d estimate on average about 5 different changes for each one.) Are you suggesting that I should make these explicit when the choice is made, or merely that I should hint at them more directly (or something else entirely)?
Certainly, the effects of each decision will be felt as the game goes on and regularly referenced, but I’m open to the argument that more immediate feedback to the player could be desirable.
I meant that you could describe the effects of a choice. For example, describing the lavish library if a person chooses the option to have a culture based on that, or describing the types of mines if someone chooses to have rich mining resources.
The Great Library of Ured contains every text in the known world, including many volumes that are the only copies still remaining. From epic poems recording the deeds of ancient kings in distant lands, to philsophical treatises on the nature of mankind, the massive Library holds the collected knowledge of humanity.
Is said description of the library insufficient?
I tried to make sure that the top-tier description of each was pretty lavish and grandiose. (I’m especially proud of the Music one.)
I guess that I must be missing something of what you’re getting at.
Not necessarily. After further research, there were a few highly accomplished Sumerian queens. There names were even recorded on the Sumerian King List. There also appear to have been many accomplished Sumerian female scribes and merchants, so I’ll be able to justify a far more gender-balanced royal court than I had originally feared.
I chose skilled musicians as first perk and can be named bard-xxx, but can’t make a deity of music regardless if I choose musicians spreading faith or not. Also: since there are a lot of options that are hidden depending on the choice, I don’t really see the reason to leave this one visible, but disabled.