u/Grouchy_Ice7621

Image 1 — Government Types
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▲ 191 r/Worldbox

Government Types

Several of the government types in the mod i am developing called Civilizationbox.

What do you all think?

u/Grouchy_Ice7621 — 3 days ago

Idea: Technology Paths

This is the technological aspect of a mod im working on called CivilizationBox, which will add a vast array of scientific and technological progression

8 Technology Paths

  • Agriculture: Focuses on crop variety, yield, growth speed, drought resistance, etc.
  • Metallurgy: Determines ore smelting capabilities (e.g., copper, bronze, iron), armor and weapon crafting speed, durability, and quality.
  • Engineering: Determines building levels, durability, building types (watchtowers, libraries, engineering marvels), and plague resistance.
  • Medicine: Includes "cures" for many, many, many diseases like malaria, typhoid, tuberculosis, smallpox, etc. There will be medicine for plague resistance, as well as remedies that extend lifespans and lead to stronger, more intelligent populations.
  • Maritime: Features technology for fishing boats, transport boats, trade boats, and warships. This field will have close to a dozen ship types (most being for war) and will determine how far a ship can sail. This is just a few of the features.
  • Politics: This will determine things like tax efficiency, economic productivity, and stability. Among the eight, this one still needs the most work.
  • Warfare: This one is possibly my favorite. While the other seven will be developed by scholars, this one will be forged by skilled generals. If a general has a high enough warfare stat, they can create new tactics like Charge I, Charge II, and Charge III. They can also create new military doctrines like Phalanx and Pike & Shot.
  • Education: This field serves as both a multiplier for the other fields and its own unique mechanic. Innovations like the creation of paper and the invention of the printing press will increase the odds of technological breakthroughs in other fields. Education will also lead to schools, starting with royal/elite education (where only elites are educated) before advancing to more inclusive educational institutions. This field will be one of the most interesting to implement.

How Technology Works

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:

  • Normal Scholars: They copy existing works, ensuring they are not easily forgotten.
  • Great Scholars: They don't just copy works; they are capable of creating technological and intellectual breakthroughs.

This makes it possible for a nation to exist in one of three states regarding progress:

  1. Golden Age: The nation makes rapid progress thanks to its Great Scholars. This occurs in bursts.
  2. Slow and Steady: Technological progress occurs, but it happens slowly. This will be the state of things the majority of the time.
  3. Dark Age: Due to serious and tragic events, there are too few scholar units, leading technology to stagnate or even regression.

Application & Transmission

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:

  • Between Kingdoms: This depends on proximity, culture, and king traits.
  • Sub-Cultures: Places with the same sub-culture have technology spread more easily between them.
  • Supra-Cultures: Places within the same supra-culture will experience slightly slower tech spread.
  • Different Supra-Cultures: Places with entirely different supra-cultures will have the slowest technology spread.

Secret Technology

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

  • In Metallurgy, you could discover a smelting method that makes armor and weapons craft 150% faster than normal.
  • In Medicine, you could discover an elixir that grants a 50% boost to a unit's lifespan.
u/Grouchy_Ice7621 — 7 days ago

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.

Unit Types

To add depth to combat, units are categorized by their equipment and roles.:

  • Normal Infantry: Balanced armor, damage, and speed.
  • Light Infantry: Faster movement but less protection.
  • Bowmen: Standard ranged units using bows.
  • Heavy Infantry: High health and armor, but significantly slower.
  • Shock Troops: High initial burst damage with the ability to stun enemies.
  • Spearmen: Wield long-reaching spears; balanced overall stats.
  • Musketmen: Specialized units wielding firearms.

Military Doctrines

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.

  • Balanced: 40% Normal Infantry, 35% Archers, 10% Shock Troops, 15% Heavy Infantry.
  • Phalanx: 60% Spearmen, 15% Heavy Infantry, 15% Archers, 10% Normal Infantry.
  • Shield & Arrows: 50% Archers, 35% Heavy Infantry, 15% Shock Troops.
  • Shield Wall: 60% Heavy Infantry, 10% Normal Infantry, 15% Archers, 15% Shock Troops.
  • Pike & Shot: 40% Musketmen, 40% Spearmen, 10% Light Infantry, 10% Normal Infantry.

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.

Combat Tactics

Tactics act as high-level battle commands that function as status effects for specific troop types.

Basic Tactics

  • Shock Charge: Activated at the start of a battle. Provides a temporary boost to attack and speed.
  • Shield Wall: Grants an armor boost and knockback resistance at the cost of speed. Units will move into tighter formations.
  • Arrow Volley: Increases archer accuracy, range, and attack speed. Units briefly pause to fire in sync for maximum impact.
  • Orderly Retreat: Withdrawing units gain speed and defense but suffer an attack debuff.

Advanced Tactics

  • Hammer & Anvil: Frontline armored troops gain armor and knockback resistance (with slower speed) while flanking units gain massive damage and speed buffs.
  • Pin & Volley: A ranged variation of Hammer & Anvil where the offensive boost is applied to ranged units instead.
  • Orderly Rotation: Damaged frontline troops pull back with a defense and speed boost (with decreased attack and attack speed), while more fresh units from the rear cycle in with an attack boost.
  • Encirclement: Units spread out from their commander, gaining knockback resistance to surround the enemy before receiving a speed and attack boost.

Success, Failure, and Leadership

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.

Failure States

  • Disorderly Retreat: Units scatter; some gain speed, some gain defense, but lose significant speed, and others become "Disordered" and move away from their commander.
  • Failed Charge: Units receive only a minor buff, followed immediately by an armor and speed debuff as they lose momentum.

Commander Personalities

A commander’s traits dictate their behavior on the battlefield:

  • Cautious: Prefers low-risk tactics with high success probabilities.
  • Bold: Favors high-risk, high-reward maneuvers, leading to moments of either brilliant victory or total foolhardiness.
reddit.com
u/Grouchy_Ice7621 — 17 days ago
▲ 237 r/Worldbox

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:

  1. Supra-culture: The broad "umbrella" civilization (e.g., Western, Sinosphere, or Islamic world).
  2. Subculture: The specific national identity (e.g., French vs. German; Korean vs. Chinese).

How it works:

  • Origin: When the first units spawn, they establish a Supra-culture.
  • Evolution: As a polity expands and eventually fragments, successor states will develop their own Subcultures over several centuries.
  • Fine-tuning: This allows individual kingdoms cultures to be tweaked while they remain part of a larger cultural tradition.

Diplomatic Relations:

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.

New Dynamics: Cultural Rivalries

This system introduces two distinct types of conflict:

  • Intra-cultural Rivalries: Kingdoms within the same Supra-culture may fight for dominance or "leadership" of that cultural sphere.
    • Real-world examples: The Abbasids vs. the Fatimids, or Athens and Sparta.
  • Supra-cultural Rivalries: Large-scale conflicts between two different civilization umbrellas.
    • Real-world example: Ancient Greece (Western) vs. Ancient Persia (Iranic).

Cultural Heroes

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:

  • 3 Supra-cultural Heroes: Celebrated by every nation under the umbrella.
  • 4 Subculture Heroes: Unique to specific kingdoms, providing distinct bonuses and flavor.
u/Grouchy_Ice7621 — 18 days ago

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,

  • Been a great Ruler
  • Had been an all time general
  • Be an legendary soldier
  • Invent or discover new technology or sciences.
  • Been a prolific author during there life
  • Created a popular movement or ideology

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.

reddit.com
u/Grouchy_Ice7621 — 19 days ago

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:

  • Solar Lord vs. Lunar Lord
  • Sky Lord vs. Earth Lord
  • Nature Lord vs. Star Lord

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.

reddit.com
u/Grouchy_Ice7621 — 20 days ago