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Immediate term work

Roughly prioritized in order of anticipated completion (first to last).

For now, I try to release a new version of the game roughly every two or so months, rather than based on what is or is not added. So the version groupings in this section are only approximate and features may be pushed into later releases or added to the current release if I get ahead.

v0.3.0 may likely be a larger update that I don't think makes sense to break apart too much, so it may take on the higher end of 'two or so months', meaning three, maybe four, months. While I think it's unlikely it'll take longer than 4 months, it's possible it will!


  • Noble houses (inspired partly from Crusader Kings, however, as of this writing, I've never played the game, only watched game play videos and I'm not exactly aiming for the same style that they have)
    • Each having a family tree
    • Each member having personalities/affinities
      • Preferences for and against war
    • They will request to join your empire and you can decline if you want
    • Maintain separate armies that you can indirectly control by requesting the noble send their troops to fight in certain causes (you'll still control your own army, but it may be useful and easier to make use of your noble's armies in some wars and can be an area where micromanagement can be reduced by offloading some wars primarily to nobles)
    • Tax for nobility
    • Rogue nobility
      • Involve themselves or refuse to participate in wars against your preferences if they start to dislike you
        • Options to bribe nobles in foreign empires to support the parent empire's enemies or to refuse to help the parent empire in wars.
      • Can separate entirely from your empire.
      • Options to attempt to assassinate or arrest rogue nobility
        • Failed attempts may lower your standing with other members of the noble house (or not) depending on the relationships between members of the house
  • Expanded diplomacy
    • Alliances / types of diplomatic relations:
      • Defensive pacts: members will automatically declare war if another member of the pact is attacked
      • Federation: the same for defensive pacts, except they will *also* declare war together. (It will almost be like they are the same empire, except they will have different economies and tech development)
      • Union or League:
        • Primarily related to trade, not warfare. Members may all have trade embargoes against certain empires, or adopt to have certain aspects of their economies merged, may also adopt all the same doctrine.
      • Vassal
        • One-way transfer of technology (the overlord empire automatically receives all of the vassal's technology but not vice-versa)
        • The vassal shares all war/peace relationships as the overlord empire
    • Tech, map & resource trading
  • Moats(?)
  • Expand resident demands:
    • War/peace, destroy building, build new building (all depending on their affinities)
  • Additional translation work (sentence variable parsing; all new text is already being added with basic translation support)
    • Accent characters

Bug fixing

Now and in the longer term future.

  • worker city creation automation
  • zero taxes bug
  • transferring of ownership ai attack of human cities(?)
  • realloc units when city destroyed / captured
    • defenders of previously captured city should become attackers
  • large map crashes

Longer term directions/ideas

This is categorized by rough topic area, but otherwise un-ordered.

Depending on how the game develops, some might not be necessarily added in the way I'm envisioning now. So these are far from concrete ideas at this point and will possibly evolve w/ time.


  • navy
  • limited range aircraft -- aircraft carriers
  • Better fog of war -- and display what's viewable & discovered vs unviewable & discovered
  • slow down travel time on foreign land
  • gold plundering from cities/camps
  • bombs - similar to ICBMs with more limited range / destruction
  • store city in barbarian state (so if it is ever recaptured by an AI, it can be defended normally again)
    • store human player wall coordinates
  • AI navigate correctly into / out of city walls
  • elevation movement penalties
  • wild wolves, bears, elephants
  • spying


  • alliances
  • UN type of multi-country organizations
    • sanctions
  • tech trading
  • resource trading
  • civilian economic & global commerce (ex. residents can work or buy from other cities, affecting local and remote zone demands)
  • demand/pay tribute
  • cities/civs should more often collapse on their own -> ghost cities, or independent states
    • artifacts, shrines
  • random creation of 'revolutionary leaders'
    • option to exile/expel them from your country (same for AI)
    • option to give protection to them/immunity in your country if they're exiled from other countries
    • option to 'send them back'. with possible creation of riots or revolutions where-ever they're sent to
      • possible relationship penalties with other civs for doing this
        • (all very roughly inspired by Lenin being sent back to Russia by Germany, and the resulting creation of the USSR)


  • separatist movements
  • city hall non-linear cost (based on # of cities and distances)
  • gov bldgs cost based on ch dist
  • limit # per city ?
    • statues, parks, theaters
  • effectiveness of government funded bldgs based on economy:
    • forge / barracks: industry pop
    • academy / school: residential pop
  • locality of resources -- connecting of cities
  • wells/water sanitation
  • extended-in-space-palaces
  • memorials
  • artifacts
  • ai -- city planning - grid structure in newer ages
  • rivers
    • bonus to industrial zones, agricultural
  • rail between cities?
  • resident education, wealth (something like in SimCity)
    • wealth value of bldgs for tax purposes
  • profitability of buildings: interconnectedness, proximity
  • traffic on roads (something like in Simcity)?
  • languages
    • diffusion
    • language schools - spread
    • possible affect on international relations and affinities?
    • official state languages, if any, possible bonuses / penalties for declaring language (?)
  • slave quarters
    • uprisings
  • famine
    • mismanagement & natural causes
  • energy
  • pollution
  • gamble tech routes(?) some techs you have a chance of either discovering or never discovering
    • if you fail to discover it, you have to obtain it from other civs
  • social services
    • tie into happiness system
  • migrants
    • tie in with 2D resident affinity axis ?
  • propaganda minister -> inc. war ability, happiness, approval, dec. science
  • government forms - gradation?
  • domestic plague, foreign plague, fires, locusts


  • 3d bldgs
    • first support "3D" ASCII, then add support for pre-rendered 3D image tile-sets
  • plot gdp
  • show city names on map
  • moving at multiple zoom levels, show path
  • named historical events
  • show map at bottom of screen
    • ex. bottom doesn't need to always be all black when only limited amounts of text are shown
  • submap at dimensions of explored area
  • war and peace treaty names
  • river names, region names
  • show civilians going back and forth between their jobs
    • mostly as a display improvement
    • possibly allow military to attack civilians (ex. in times of war, or not if that's your thing(?))
  • lua scripting for modders(?)
  • elevation visualization ( -- contour map)
  • temperature
    • seasons?
  • animation ?
    • attacking
  • keyboard shortcuts -- support ctrl + key and alt + key (timestamping) [idea: Tchey]
  • ASCII art, ex in embassy screens and other places
  • earth map / historical and possibly other scenarios

Finished features

The Cults of Rebellion Edition (v0.2.0)

  • Doctrine/crime/health/pacifism/happiness systems [`doctrine` name credit: Tchey]
    • Unlocking of buildings w/ new doctrine system
    • Align AI affinities with goal doctrines (some affinities are aligned, others not as much)
  • Rioting
    • Burning of buildings
    • Happiness penalty for killing rioters with your military
  • Unit brigade creation w/ custom names [idea: Tchey]
    • Quick jump to / view brigade from top-level menu
      • Dissolve group option
      • Auto-dissolve if all units die
      • Assign actions to all brigade members
  • Auto-explore mode: Spiral out -- [idea: Tchey]
  • Sectors (for military and worker automation) [idea: Tchey]
    • the player selects a rectangle & names it, default names: `Area Alpha`, `Area Beta`, ...
    • Quick jump to / view area from top-level menu
    • Delete area definition option (supposing no units are using it)
    • Option to change area boundaries
  • Military automation -- 3 step process to setting: [ideas: Tchey; I've revised them slightly, though]
    1. Define new or select previously made map region (same system described above)
    2. Select action for when no other country's units are around. Options (player chooses one):
      • Sentry (do not move)
      • Patrol (walks the perimeter -- making the rectangle of width one means moving from point A to B and back)
    3. Action to perform when other units enter area. Options (player chooses one):
      • Assault: Actively attack any other civ that enters -- auto declare war
      • Defense: Actively attack only civs that the player is already at war with
      • Report: Immediately report activity and wait for new instructions.
  • Worker enhancements
    • Worker auto repair all walls in map sector [idea: Tchey]
    • Workers can remove constructions (wall, zones) [idea: Tchey]
    • Gates [idea: Tchey]
      • Allow automatic pass through for owner, and no pass through for enemies (but are easier to break through than walls)
  • Advisor screen to try to make clear why people are unhappy/happy
  • Public polling
  • UI / quality of life improvements
    • support custom color configurations (config/colors.txt)
      • credit to GingkathFox for mentioning the default colors aren't great for some color blind people -- if someone finds a good alternative default config I can set it as the default in the future]
    • Re-add mouse support [idea: Tchey]
      • Hover over sub-map to make larger, then click again to jump to point
    • More tool-tips.

Bug fixes

  • long distance path finding issues (some of which is fixed in v0.2.0)
    • prevent landing in places that shouldn't be possible (inside cities)
  • xterm-kitty terminal support (these and others now supported) [reported by NeoTheFox]

The Rule of Combat Edition (v0.1)


  • basic keybinding [idea: Tchey]


  • city zoning: residential, business, industrial, agricultural
  • city desirability based on road connectivity and distances
  • government funded buildings for increasing the desirability of your zones (ex. monuments)
  • taxation of your cities as the main source of income for funding your empire's expenses -- also higher taxes make your cities less desirable
  • natural resources -- for building stronger armies, and also increasing the desirability of your zones (ex. horses, iron)
  • land arability and elevation levels influence how desirable zoned land is (most influence is through arability)
  • technology tree and the unlocking new units, resources, and buildings
  • barbarian invaders
  • AI city planning, construction, and general empire management
  • city walls: for keeping out and slowing down invaders
  • embassies for threatening and declaring war on other civilizations
  • when a rival civilization is at war with you (or anyone) it will attempt to coordinate its military to destroy city fortifications and invade to conquer cities
  • late-game civilizations can become aggressive and seek destruction rather than conquest. beware!
  • game creation options for controlling the world size and difficulty level (latter of which largely controls the bonuses the rival AI civilizations and barbarians get)
  • much of the game can be altered by editing the text-based configuration files stored in the 'config/' sub-directory. units, buildings, technologies, resources can be added or altered. AI difficulty levels can also be adjusted.