
Builders, hello.
February marked the first official inception phase of the Military System, and I want to share what I explored, what I validated, and what comes next. This month was not about shipping the full feature. It was about building the foundation correctly so the system feels strategic, readable, and performant inside the city simulation.
Military Production Chain
The military economy is currently being built around a logistics and production flow supported by the new Warehouse building.
Copper Mine + Charcoal Pit → Bronze Foundry → Royal Arsenal (Weapon Smith) → Recruiter → Swordman Barracks and/or Archer Barracks
The goal is to make military strength depend on the broader city economy, with production, storage, and supply all playing a role.
Warehouse Building (Work in Progress)
Warehouse Building (Work in Progress)
Design Direction
The military system is inspired by the classic city-builders, but it is being adapted into a real in-map combat system that takes place during gameplay.
Rather than feeling separate from the city itself, military strength is being tied to production, logistics, and recruitment. The goal is for threats and military response to become part of the living map, with your city’s economy and preparation determining how well you can defend it.
Mine Types (Work in Progress)
What Is Not Final Yet
A number of details are still being explored and may change during development, including:
Exact balance and progression values
Final building relationships within the chain
How recruitment and military flow will be presented to the player
Broader military systems beyond the initial production structure
All of these are still subject to iteration.
What Is Next (March Goals)
Continue expanding the military production chain
Further develop the new Warehouse building and its role in logistics
Refine how military production connects into the broader city economy
Keep iterating on the structure before moving further into later military features
Enemy Spawning and Threat Types (Planned)
Enemies are planned to enter from outside the playable city area through off-map approach routes such as desert edges, road entry points, and, for suitable scenarios, river or coastal access points.
Historically inspired frontier threats may include:
Libyan desert raiders
Nubian/Kushite forces
Levantine raiders, including Shasu-inspired groups
Sea Peoples-inspired coastal invaders for appropriate map scenarios
I am also thinking about caravan safety as part of the broader military layer, including the possibility of sending military forces to help protect trade routes and outposts.
These groups and systems are intended as historical inspirations and may vary depending on scenario, map location, and gameplay balance.
Thanks for all the feedback so far. February was focused on laying down the early production and logistics foundation for the military side of the game, along with thinking through how threats may approach the map and how protection could extend beyond the city itself. March will continue building on that work.
I also recently started working with a 3D artist, which should help bring more of the game’s visual side forward over time.
– Solo Developer
