







Government Types
Several of the government types in the mod i am developing called Civilizationbox.
What do you all think?








Several of the government types in the mod i am developing called Civilizationbox.
What do you all think?
This is the technological aspect of a mod im working on called CivilizationBox, which will add a vast array of scientific and technological progression
Breakthroughs in one of the eight fields can be made by units with the Scholar trait. This trait is more likely to appear depending on several factors: the population density of a city, its wealth, and its stability.
The reason technology is now city-based is because that is the direction the developers plan to take the game in the next update. For this mod, I plan for technological breakthroughs to be concentrated in "mega-cities," similar to Baghdad during the Islamic Golden Age. Therefore, a nation's technological progress will be concentrated in one or several major cities.
Technological breakthroughs happen in mega-cities and are achieved by units, but they will be stored in books. This means technology can now also be lost! That is where units with the Scholar trait come in.
There are two types of scholars:
This makes it possible for a nation to exist in one of three states regarding progress:
Just because a more efficient method for smelting bronze was discovered doesn't mean it will immediately be adopted.
The time from discovery to adoption will take several decades, but this can vary depending on cultural traits and the traits of kings and leaders. Kings with the Wise or Open-Minded traits can speed up the kingdom's adoption process, while kings with the Traditionalist or Luddite traits will make it take much longer.
There is also the transmission of technology outside of a kingdom, which will depend on location, city traits, and the traits of village leaders.
There are four other ways technology can spread:
One of the core design principles for this mod is replayability, every world should feel different.
Because of this, there will be secret technologies that won't be discovered in every world. For example
Currently, warfare in WorldBox is a bit messy, so for my WIP mod called CivilizationBox i'm going to drastically reform it. This post goes over the changes to the battle field level changes, but il also make changes to high level strategy, like total war, resource raid, scorched earth, etc.
Under this new system, Commanders will be chosen based on their Warfare stat, which will now directly impact an army's performance. An army’s composition, including unit types and ratios, will be determined by the Military Doctrine they follow.
To add depth to combat, units are categorized by their equipment and roles.:
Nations will now adopt specific doctrines that dictate their recruitment and production. These doctrines are "invented" over time by Generals with high Warfare stats, allowing military technology to evolve.
A nation following a specific doctrine, such as Phalanx, will primarily produce spears and heavy armor for their troops rather than relying on the current randomness for production.
Tactics act as high-level battle commands that function as status effects for specific troop types.
Tactics are not guaranteed to succeed. Their effectiveness depends on the Tactical Tier (e.g., Shock Charge I vs. III) and the quality of the Commander.
Higher-tier tactics are more powerful but have a higher natural failure rate, which can only be mitigated by high-skill commanders.
A commander’s traits dictate their behavior on the battlefield:
The current culture meta, while better with the recent updates, lacks long-term variety. After a few centuries years of gameplay, the world often homogenizes into a single dominant culture. This makes it impossible to modify an individual kingdom’s identity without inadvertently changing the entire world. In short, the culture system needs improvements to remain dynamic in the late game.
Instead of a monolithic culture, the game should utilize a dual-layer system:
How it works:
Shared Subculture: Significant relations boost.
Shared Supra-culture: Minor relations boost.
Different Supra-culture: Minor relations penalty.
Technology & Idea Spread: Ideas and tech spread significantly faster between nations within the same Supra-culture than to those outside of it.
Cultural Shifts: When a new nation is formed, it has the potential to branch off into a new Subculture depending on the strength and influence of its parent culture.
This system introduces two distinct types of conflict:
To make these tiers feel impactful, Cultural Heroes (great leaders, generals, scholars, etc) should be split between the levels. For example, if a culture has 7 total slots for heroes:
Every culture should have its own heroes which they reference in there writings, and name there children after.
To become a cultural hero, a unit must do great things during there life,
The formula to calculate "Greatness" could be a variety of things, perhaps mostly renown, perhaps something custom that weighs acts like conquering a city, writing a book, making a scientific discovery, etc.
If a pantheon of cultural heroes is full, say, 5, then the only way to become one is to replace one of the older heroes.
Also in a cultures tab you will be able to see there 5 heroes, and there basic information, location, as well as a basic summary of what make them great.
Name: Aroth of Velm
Culture: North Valic
Type: War Hero
Lifetime: 142–189
Remembered For: Defending the city of Velm during the Great Winter War.
Children born in the North Valic culture will have a minor but meaningful chance to be named after him.
Cities also have a chance to be renamed after cultural heroes.
I’m making a mod for a game I love playing called WorldBox. A key feature of the mod's lore is the 8 Lords: god-like beings who represent entities such as the sun, moon, sky, and earth.
Originally, they walked among humanity and taught them divine wisdom, but they eventually re-ascended into the higher planes.
Over time, humanity's understanding of the Eight became fragmented, leading religions to emerge around specific Lords, with each proclaiming their patron the "Supreme Lord." Surprisingly, relations are amicable among most sects, except those that elevate their favored Lord's opposite.
Lords have a primary aspect to make themselves comprehensible to humanity. For example, the Solar Lord's primary aspect is the Sun; they also have attributes such as Truth, Justice, and Purification, etc.
Each Lord has an opposite:
I am struggling to come up with the final pair. I originally considered Time and Death, but that felt too abstract compared to the others. I also thought about splitting Nature into a Flora Lord and a Beast Lord, but I’m not sure where that would leave the Star Lord.
I would really appreciate some advice on this matter, even ideas which would significantly reshape the pantheon.