A Citybuilder I’m Building

I absolutely love Caesar 3. It’s a city-building game set in ancient Rome and it was so good that the demo, despite being extremely limited, was something I played over and over as a kid. The graphical style, the music, and the essence itself of the game was practically magical.

Five years later I learned to program. Ten years after that, I started working on my own city builder, and that’s what this is. I call it “Rise of Man”, but that isn’t the first name it’s had and it may not be the last. The game is a city builder with a twist (every game these days needs a twist). In the case of this game, the twist is an epoch-spanning civilization-customizing experience.

Players begin with a band of nomadic hunter-gatherers wandering the world. As players build up their cities and focus on particular methods of getting food, travelling, developing tools, entertaining their citizens, and forming governments, those choices have long-term impacts that define the sort of civilization that will develop. A player that focuses on spearing shore fish, for instance, may soon develop fishing rafts. And fishing rafts, if focused on, may give rise to a Polynesian-style culture that travels from island to distant island. Or, a player may simply be satisfied with rudimentary shipbuilding, focusing instead on gathering and ultimately farming so that permanent settlements and colonies will be possible.

This is a big project. I don’t know if I’ll ever finish it, but the core of the engine is in place. Below are some of the preliminary screenshots.

Pristine. Simple. In need of human involvement.
A tent has been built! Civilization advances!
A few starting structures, including a village center, some roads, and some build sites.
The world map, being world map-y.