TinyCiv
Welcome to my tiny strategy game! It's very rudimentary at the moment, but hopefully it is developed enough to give players an understanding of how it is supposed to work and maybe even a bit of fun. I haven't put in a tutorial yet so I'll explain how it all works here.
Pop, Tiles and Supply Limit:
First off, TinyCiv is a minature hexagonal strategy game about colonising an island. You start with one token that represents you first population (pop). Each turn all your pop shrinks down to supply limit of that tile and then grows 1 -> 2, 2 -> 4, 3 -> 5, 4 -> 6 etc. The supply limit starts as 2 for grassland, 1 for sand and woods, and 0 for hills, although it will increase later on.
Controls:
Select a tile with left click and deselect it by left clicking again. To move pop from one tile to another, right click an available tile after selecting a tile with pop that can move. Pop can only do one regular move per turn. When you have finished moving your pop, pressed SPACE to end your turn and pass it to the next player.
Building Settlements:
At the end of the turn if a tile has at least 6 pop that team build a village. This provides unique bonuses according to the terrain it is built on in addition to 1 coin every turn. This can be further upgraded to a town with an additional 12 pop on an existing village which gives a +1 to supply limit of that terrain, as well as finally upgraded to a city with an additional 18 pop to provide the global bonus of that terrain.
Terrain Bonuses:
Boat travel (sending coastal to other coastal tiles within 4 tiles) is available in coastal tiles adjacent to sand settlements, or any coastal tile if that team has built a city on sand.
Horse travel (infinite moves between grassland tiles) is available in grassland tiles adjacent to a grass settlement, or any grassland tiles if a city has been built by that team on grass.
Settlements in woods shoot arrows at nearby tiles with other teams in, 1 arrow for villages, 2 for towns and 3 for cities. The global bonus unlocked by a woods city is that all tiles with pop shoot arrows at neighbouring tiles.
Settlements in hills provide combat advantage to adjacent tiles. They are also more difficult to take, with villages having a defence of 4, towns 8, and cities 12 as opposed to the standard 2, 4 and 6. The global bonus from a city on hills is +1 combat advantage on all tiles, in addition to any local combat advantage bonuses.
Conflict:
If multiple teams inhabit a tile and their total pop count is higher than the supply limit conflict will begin. During conflict pop is removed from the team with the lowest pop in the tile to the team with the highest pop in the tile, checking each time whether the total pop count is higher than the supply limit. Combat advantage is taken away instead of pop until it runs out.
Attacking Settlements:
Settlement defence is 2/4/6 for regular villages, towns and cities but 4/8/12 for hill settlements. If an opposing team ends the turn with pop equal to or above that number they will take the settlement. This involves reducing its settlement level by one (town to village for example) and it changing teams. It also gives all coins generated by that town from the defending team to the attacking team.
Coins:
Coin are earned by each settlement at the end of each turn, with villages providing +1, towns +3 and cities +6. These coins are stored in their respective settlement until it is taken, at which point they are given to the attacking team. The winning team is the first team to reach the coin total set at the start of the game, which is from 50 - 500.
| Status | Prototype |
| Platforms | HTML5, Windows |
| Author | Nikkunoniku |
| Genre | Strategy |
| Made with | Godot |
| Tags | 2D, Hex Based, Local multiplayer |
| AI Disclosure | AI Assisted, Code, Graphics |
Download
Install instructions
Just download and run the .exe file


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