Archive for the ‘Statecraft’ Category
Hexagon grids: coordinate systems and distance calculations
A big challenge that loomed when I embarked on the Statecraft was proper implementation of a hexagon grid. I felt the move to a hex grid was one of the few things that Civ V actually got right, and had the potential to bring a more interesting military layer to the game. Unfortunately, it was [...]
Statecraft: the simultaneous turn paradigm of ‘Diplomacy’
There’s a board game that goes by the name Diplomacy that I studied a fair bit a while back; unfortunately I’ve never been able to assemble enough like-minded people for a game, and playing online seemed a rather dull and slow way of going about it. In any case, the reason that it gripped me [...]
Statecraft: Wheat and livestock as catalysts
Time for a few posts on the Civ derivative game I’ve started working on in earnest, calling it ‘Statecraft’ unless I can find something better, or if Blizzard already owns it. I need to break up my esports downer posts a bit. Kicking off this project has prompted me to dive back into things that I [...]
Leveraging probabilities and quadratics over random chance in strategy games
So, I’ve decided that this spring, after wrapping up the side projects I’ve picked up over the last year, I’m going to start work on a Civ-like strategy game. (See…this is what happens when you deliver a sub-par product on a marquee franchise. Who has two thumbs and thinks he can do better?) It likely [...]