A downloadable game for Windows

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RESOURCIV is a civ-like game with a particular emphasis on population management, resource production, and social history. It's pretty bare right now, but it has some cool distinguishing features:

  • Simple Economy: Construct buildings to employ labor, transform resources, and meet society's demands! You especially need food to feed your peeps and meeps, as well as connect your population centers.
  • XP-Based Discoveries: Accumulate discovery points by exploring the world and educating your population, and earn discoveries to transform your culture!
  • Random Turn Initiative: Teams take turns at random intervals of years, starting from 1–20. By discovering communications technologies, you can accelerate the rate at which your team acts.
  • Unit Automation: Delegate control of your armies to the CPU! AI meeps will explore the world, hunt animals, conquer cities, and defend your lands - if only slightly stupider than you would.
  • Spectator Mode: Watch the CPU play against itself! It's like a little ant farm. You can even zoom out and see cultures gradually paint the map! I'm considering adding god-game controls to this mode for fun.

I hope you enjoy! If you have any feedback or ideas, please don't be shy. I really appreciate you giving this a try! :)

FAQ

Can cities rest instead of producing?

Not yet, unfortunately. I've been thinking that that was an issue, but I would want a rest function to do something nice for the players as well (e.g., generating "trade goods" to exchange with other cultures).

What's wrong with the city info panel?

It's a placeholder! I couldn't decide what info to put there. Will figure something out there soon.

Updated 13 days ago
StatusPrototype
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorTraverse Fantasy
GenreStrategy
Made withUnity
Tags4X, 4x-game, civ, civilization, Relaxing, tbs, Turn-based Strategy

Download

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Click download now to get access to the following files:

Resourciv (Windows) 37 MB

Development log

Comments

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(1 edit)

This is neat!! I'm still learning the game, but fwiw I definitely feel that cities not having a rest action is a major friction point. I'm currently in a long period of peace and exploration, but I can't rapidly skip ahead because my 2 towns have to keep switching the same hex back and forth between 
mine and forest (can't build anything else).

Another question: is there any way to control your standing with other civs? Seems like if you are peaceful, that is that, and there is no way to change it. But maybe I'm missing something.

(1 edit)

I have some more feedback. Trying to be helpful, so do let me know if it's too much/annoying! There seems to be a bug with the time scaling function. As the game goes on, building the same stuff takes more and more years. I got to the point where hoplites take 1k+ years, even in big, productive towns. Similarly, research starts  taking longer and longer, like probably 100+ turns between advances. Maybe the research slowdown was because I had finished exploring the map? Either way, seems like a pacing issue.

hi, thank you—i really appreciate the feedback! having a rest action for cities and diplomacy between teams are the very next things i want to do; i just don’t know how to implement them in a way i’m happy with, yet.

there isn’t really a time-scaling function: meeps and techs both increase in cost the more of them you have, respectively. discovery is supposed to be accelerated by libraries and universities, but their outputs may be too low and the increase rate may be too high. if i can ask, how many hoplites (or meeps in general) did you have at the point where it felt too long?

thank you! :)

Makes complete sense. I really love how you've done the "techs"/descriptions btw. Good critical theory spice.

Hmm I see. I'm not sure of the exact count. A lot of troops for sure, but I also have a ton of towns. Would  there be a way I could share my save file with you? I feel like it'll be easier if you just play a few rounds than me trying to explain it more fully.

thank you so much! :) and actually i’d really appreciate your save file! if you want, please send via email to traversefantasy@pm.me

tentatively i’ve adjusted the cost power equation to be 1.1125^N instead of 1.125^N, since i want the cost to increase but not by a crazy amount.

thank you again!

Oooh neat I'll have to check that out when I have time! Is the cost scaling independent of # of cities? Intuitively it feels to me like that should have a cost-reducing impact, but maybe that's because I'm missing something in what you're going for here. Also sent the file!

(2 edits)

Very interested to try - I just started a project with similar goals, then I see your game! :D

Anyway, I tried the latest version, I try to generate a Polynesian / archipelago / regular size map, but it is stuck on loading for about 10 minutes now.  I will leave it to see if it completes.

Edit - nope I just have to leave it generate the map, and it cant do it in the background.  Just need patience :)

I have enjoyed wandering the map so far, more information on the tiles and units would be nice though.

hi, thank you for playing! unfortunately can’t figure out how to get unity to load in the background, i think because it requires active frames :(

definitely need to include a tutorial or something! have you tried building cities and all that?

I was excited to try, but I get an error after install and trying to run it - 

Application folder:

C:/Program Files/Resourciv

There should be 'Resourciv_Data'

folder next to the executable

Very sorry about that, it’s my first time using an EXE packager! About to just attach a ZIP containing all the necessary files instead.