Our goal for Civitas was the simulation of growing civilisations via player input in a god game setting. The effective utilisation of the created world maps by Genesis has been essential to achieve this goal.
First steps in a new world
A big part of our game is the civilisation AI and its movement on the given map. Evaluating the data in a radius around them, each civilisation is locating the most advantageous settling position before trying to survive in this new world. Using up the natural resources around them, it is the players task to keep the world resourceful and alive. As this world’s god, they can choose different paths in achieving this goal.
It is on YOU to let your world thrive
The civilisations need their god to survive. The player has different ways of influencing the world that his pupils thrive in:
The stronger the societies, the more power does the player gain. With so-called “Influence points”, or short EP, players can build churches and enhance their societies. The more a society thrives, the more influence the player has over the happenings in his world. And the more EP they gain, the more abilities they unlock.
Using the collected EP, players have the chance to learn different abilities called “god abilities” in their skill tree. They can create earthquakes to fertilise the land, or let it rain to replenish a desert’s water reserves.
Players can select one of their civilisations to turn them into “saviours”. Saviours are player controllable NPCs that can aid struggling societies by presenting offerings from their god: the player.
But where does this world head?
Like the christian god created the world in seven days, ours reached its apocalypse. Every world will die one day, and so does ours. The player’s efforts are tracked in a time based high score system that is presented once the world’s time has run out. How well the player has performed depends not only on the world they created in the Genesis project, but more so how well their civilisations were able to thrive in it.