Leviathan- History Sim (now with early Blend)

WARNING: Big images.
I’ve been working on the code for the editor, so that I can change the maps in future. I want to make some scenarios, such as dark age europe, the rise and fall of the roman empire, the mongols and others. In that case I will need to change the map, and the data about spawn areas and bio-regions.

Spawn areas
are what control which nations get spawned throughout history. I’ve set up around 65 areas and tagged them on the map. Next step is to asign civs to those areas and flesh them out with info about their colonies, dynasties, favoured colours or flags etc…

Here’s a map of teh spawn areas, zoomed right out:

Each spawn area is part of a bio-region. These will control what kind of resources they can find, and also what kind of art, architecture and culture they will have.

And here are the bio-regions:

I’ve been working on the code for the editor, so that I can change the maps in future. I want to make some scenarios, such as dark age europe, the rise and fall of the roman empire, the mongols and others. In that case I will need to change the map, and the data about spawn areas and bio-regions.

Spawn areas
are what control which nations get spawned throughout history. I’ve set up around 65 areas and tagged them on the map. Next step is to asign civs to those areas and flesh them out with info about their colonies, dynasties, favoured colours or flags etc…

Here’s a map of the spawn areas, zoomed right out:

Each spawn area is part of a bio-region. These will control what kind of resources they can find, and also what kind of art, architecture and culture they will have.

And here are the bio-regions:

For now I’m trying to get together enough temporary artwork to get the game up and running.
Lots of things like technologies and civics will be represented by text only for now, and that text will be just lables, not any descriptions.

However, some things do need graphics because they are part of the graphical interface. A lot of how you interact with the game will be graphical, so for example asigning citizens or moving military units will be done by clicking on representitive images.

For now I’m using a basic set of found images from the web, but later I hope to make simple 3d models and render them for the game.
Here’s a preview of the citizens, I couldn’t find many ancient era citizens so for testing I’m using just modern ear characters. I want to see first how they look, so i can model and texture the ancient guys and girls apropriately.


There will be a few special buildings in game, but most of the city management revolves around citizen management. The cost for asigning a citizen includes their equivalent building. So for example a sailor includes a port, while a merchant would have a bank, and a doctor would have a hospital etc… I’m hoping to have a dynamic city view screen where buildings are placed to represent the citizens and projects in a state, but that will be for later, not part of the first phase.

Citizen roles are as follows:



citizen type



Hunter
Someone who hunts for food.


Farmer
Grows fruit, cereals and vegetables on arable land.


Fisherman
Catches fish to feed the nation or for trade.


Herdsman
Raises animals for food and other uses.


Priest
Spreads and maintains the state religion.


Guard
Protects against criminals and bandits.


Scholar
Philosophers, scientists, historians and teachers.


Sailor
Skilled navigators needed for trade and warfare.


Artist
Musicians, painters, actors, poets, bards and others.


Bureaucrat

Maintains stability and government control.


Merchant
Helps to make the nation rich through trade and banking.


Spy
Can investigate the enemy or work against enemy spies.


Doctor
Keeps the people of the nation fit and healthy.


Engineer
Helps to engineer great projects and guide industry.


Worker
Builds and maintains the infrastructure of the state.


Explorer
Discovers new lands and surveys for resources.


Criminal
An unproductive citizen.


Bandit
A military person in revolt against the state.


Fighter
Untrained military personnel, volunteers or conscripts


Soldier
A trained soldiers role depends on their equipment.


Specialist
A specially trained soldier with more equipment options.


Elite Soldier
Well trained and equipped, expensive troops.



Each citizen will be useful, and you will have to choose which ones are right for you, as in the early game you won’t have room to employ all the specialists. Some are more specialized than others, for example the Priest gives a small bonus to several areas, while the Bureaucrat only increases stability, but does so a lot. As the game goes on your farmers and fishermen will be able to provide more food and so increase the number of citizens who can be asigned as specialists or military. Armeis will get bigger and your urban populations will swell.