So we can still win by killing everyone and ending the world, right? (Kind of a core game concept).
Haha, yes - even if you were to enable all of the Endless Simulation modes the game would still have to end at that point.
So if you used your own map, how does the game recognize where to put the POI's and what type to have them be, or is it not possible to use crafted maps with procedural generation?
I keep thinking of a sort of colour-coded editor mode for the map before the procedural part begins, where you're essentially given a paint brush that has different colours on it that link it to different terrain types, so painting an area, say, brown would make POIs spawned there made into dessert-type biomes. Obviously the colours would be hidden from view when playing the actual game.
If you use your own map you would not be able to use procedural generation, because of the issue you're pointing out (impossible to figure out where to put POIs). We could create a hybrid version where you establish POIs and terrain data but that's probably not worth the effort.
Yeah that's actually not too far from how it works, though we don't paint it with terrain it's kind've the idea in the background - we're going to show off the POC and you'll see how we're approaching it.
Cool dev log. After reading it, I have a bunch more questions.
Can you switch Old Ones during play? While Azlan failed to subsume the world, the chaos he caused gave the orc tribes room to grow and mingle. Now you, as Whatshisface, manifest to lead them to conquest.
Will Agents respawn? Azlan gets his peddler killed. Does he get another in a later rising. They are archetypes, after all. What about long lived ones like the Baron who might remember you? Could they continue after your fall as Lesser Evils?
Any chance of Agent and government types dependent on things that happened back in the history? For instance, the only way you get a Necromantic Republic is a large amount of prior research on thinking unlife.
How will the game handle city build up? The impression I have from glimpses at the scenario video is the cities start with a few building and guilds and add more over the game. Was that because Adventura was a relatively young city?
How are you thinking of handling an Old One victory? I think a Sim City emergency menu would complement the scenario creation choices.
We're looking at swapping Old Ones mid-game, but can't promise it at this point.
Agents never respawn except for very rare, and special, circumstances (and they will not be quite the same). Each agent is an important tactical piece and losing one is very impactful.
As far as agents and government dependent on history there is an element of that, but it would be stronger in procedural generation.
We actually don't have as much build up in Cities, the world being relatively static - you are correct that Aventura is a much smaller/younger city than the more developed capitals of other countries. Buildings fluctuate much more with a planned game mode from Endless SImulation.
What do you mean by Sim City emergency menu?