Full notes
Full Another Map Simulator update
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Repeated intro
Hello everyone!
What changed
- Maps
- Balance
- Gameplay
Another Map Simulator changes
Fair warning, a lot of text in this post. Before I get to the huge news at the bottom of this post, it’s time to talk about the beating heart of the game: The AI and the Nations.
In previous devlogs, we looked at generating the world and using the god tools to shape it. But a map is nothing without history, and history is driven by the AI. Here is how nations think, expand, and inevitably collapse in Another Map Simulator.
Living, Breathing Realms Nations in the game are living entities. Every province tracks three distinct demographics: Peasants (who generate food and raw materials), Burghers (who generate wealth and trade), and Nobles (who provide elite military power). A nation's government type (Feudal Kingdom, Merchant Republic, Theocracy, etc.) directly alters how they behave. Republics will aggressively seek out coastal trade hubs, while Feudal Kings will prioritize military alliances and royal marriages.
Industry, Development, & The War Machine A successful empire requires a booming economy. Populations grow organically based on local food surpluses, and nations actively invest their treasuries to develop their provinces. Upgrading a village into a city unlocks new building slots for Farms, Mines, Markets, and Forts.
Industry in the game is tangible: Workshops physically consume stockpiled Iron and Wood to forge Weapons and Provisions. This economic engine directly dictates military might. You cannot magically spawn doomstacks out of thin air. Recruiting a highly-disciplined, professional army requires a massive stockpile of forged Weapons and Gold. If an empire's trade routes are cut and their iron mines occupied, they will be forced to defend or fight with poor quality troops
Physical Trade & Logistics Because armies and cities require physical goods, the economy feels incredibly grounded. If an empire needs Iron, that they can't produce locally, they will dispatch physical merchant caravans and trade ships across the map to buy it from foreign trade hubs based on dynamic, supply-and-demand global pricing. If those caravans are intercepted by hostile forces or rebels, the empire’s supply chain will collapse!
Diplomacy & Total War Diplomacy and war are another core concept for this game. AI calculates border friction, trust, historical alliances, and the strength of enemy coalitions. But when diplomacy fails, the true scale of the war machine is unleashed.
Armies are composed of distinct unit types: Light, Heavy, and Missile Infantry, Cavalry, and Siege Equipment. Furthermore, cultural doctrines dictate military strategy; Steppe hordes are better at using horse archers, while Imperial armies rely on heavily armored footmen.
Logistics and timing are everything. Armies must respect campaign seasons, as marching during harsh winters or exceeding a province's supply limit will decimate forces through brutal starvation and attrition. When a victor emerges, peace treaties are dynamic: demand land, exact reparations(taking actual resources), plunder the treasury, or force the loser into a vassal state.
THE DEMO IS SET TO LAUNCH THIS MONTH! The Demo for Another Map Simulator will be officially available to download on August 8th!
After demo will be launch I will wait for player feedback on mechanics to tweak or add new mechanics. Bugs will always be a priority to fix. Until early access launch, I want to cement the base of the game as much as possible, have proper creation and saving tools, proper simulation. Only after that I will go much deeper into what the player can influence, how he can directly influence these nations(for example to have the diplo&combat functions disabled so that the player can make his own battles, move the armies across the map as he sees fit and setup alliance systems on a whim). More in plans: PNG map import(import a png of a map inside of the game without the need to manually build it), technology systems, proper ages, custom start dates, better economy systems and finally a fantasy map mode(new races, magic etc.) Thank you so much for your interest in my game and for your patience. See you at demo launch! Until next time, Overdramatic Games
Source
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