Nineveh by Mark Ffrench
A Simulation of the Neolithic Revolution
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You can turn the speed up to max and sit back and watch various tribes attempt to settle down, learn agriculture and build city states.
Alternatively, you can take control of your own tribe, the Ammonites (Dressed in white) and see if you can overtake everyone else.
Tribes with lots of food will trade it to adjacent tribes that don't, shifting the balance of power between the two.
Once agriculture takes hold, things tend to get a life of their own...
Features
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- Emergent social heirarchy (slaves and ruling elites)
- Tribes will fight over fertile land, displacing one another
- Trading of food and culture.
- Foraging and agriculture.
- Seasonal plant growth and survival conditions
- Randomized world
Hints
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Foraging: Fruit is randomly distributed across the map at the start. During warmer seasons, fruit will regrow in forests.
Farming: Your tribe can learn this by spending time on Plains. Plains and Steppe both produce food from agriculture, but plains produce more.
Trading: Happens automatically, just keep your tribe adjacent to one another to ensure and food and culture will move freely.
Housing: Spend long enough in one place, and your tribe will build houses, improving their survival chances.
=========================================
You can turn the speed up to max and sit back and watch various tribes attempt to settle down, learn agriculture and build city states.
Alternatively, you can take control of your own tribe, the Ammonites (Dressed in white) and see if you can overtake everyone else.
Tribes with lots of food will trade it to adjacent tribes that don't, shifting the balance of power between the two.
Once agriculture takes hold, things tend to get a life of their own...
Features
=========
- Emergent social heirarchy (slaves and ruling elites)
- Tribes will fight over fertile land, displacing one another
- Trading of food and culture.
- Foraging and agriculture.
- Seasonal plant growth and survival conditions
- Randomized world
Hints
======
Foraging: Fruit is randomly distributed across the map at the start. During warmer seasons, fruit will regrow in forests.
Farming: Your tribe can learn this by spending time on Plains. Plains and Steppe both produce food from agriculture, but plains produce more.
Trading: Happens automatically, just keep your tribe adjacent to one another to ensure and food and culture will move freely.
Housing: Spend long enough in one place, and your tribe will build houses, improving their survival chances.
Nice work!
Truth is that you could make it a bit more game-like. But the simulation itselft is impressive enough.
Some sound would go a long way to making this feel more complete. The trade mechanic also felt a bit mysterious to me - I could tell that it was working, but didn't quite get a handle on how.
I'm a bit confused, especially when it comes to slaves... they seem to spawn near the elite, but otherwise work exactly like the regular gatherers do. They can even generate gatherers, once their health bar is filled.
I'm also really unsure about how "combat" works. It seems like moving any unit onto an enemy one will displace it, giving it a "refugee" negative status - the attacker, however, also loses health for "fighting unarmed". My question would be how to chase other tribes off my turf, without making my own guys suicide...
By the way - it seems like each of the tribes can be controlled somewhat. The AI generally cancels the command after a few turns, but you can be a bit of a puppeteer that way. It was fun, when I figured it out, but I'm not sure, if it is supposed to work like that :)
The artwork is nice; I really liked the aesthetics! A bit of music would have been great, but it's obvious that there can't be time for everything.
Great job!