Note to all players: I've updated the rulebook to include the Naval tag which was missing, Towns to give provinces a form of popscaling again, and changed the Province entry to be more clear about their current implementation.
>>6064952The ruleset of the other builder just seemed weird to me. It has like a weird lack of balance between crunch and fluff? Which is fine, but it didn't really gel with me and I only really noticed it like, 2 weeks ago and didn't want to roll 300d100s to get started. Way too much. But no, I won't be updating your civilization. You've been entirely too vitriolic from the start and it isn't something I see improving the gameplay or player mood.
>>6064951He isn't wrong in that the rules aren't clean. Like I explained, I have to learn to scale waaaay down from what I've been doing for the past 4 years. Excel sheets, separate channels, hidden actions, tabletop simulator for in-depth combats - there's a lot of stuff you can do on other platforms that just don't work here. So I have to simplify my rules and even now I'm finding some just don't work as they should. The first five turns are all about iteration and seeing what stuff just really doesn't function so we can have a game together that is fun and welcoming and lets players really be creative (like lumpmen why is his civ so weird, so oddly horrifying? what will everyone do when a lump randomly keels over in a market and explodes into eight identical lumpbabies?) because Mudkip did have a game that really promoted all of that. I want just enough crunch that people can feel the progress with enough fluff that they can feel creative.
>>6064960You don't need to resettle pops, they'll just live in a province when you build it up. 1 pop will live in each level of dev in that province. You can freely rename things. It's easy I just copy and paste it from here to the map.