SmallRTS by MaxguN
SmallRTS is a policy-driven RTS. The player plays against 3 AI-controlled factions. Each faction is controlled by policies. The player can change policies for its faction and take over the small world!!!


INSTRUCTIONS
- The blue faction is the player faction
- Control the 5 gauges at the bottom to change your policies
- Borders:
- down is for close
- up is for open
- Relations:
- down is for hostile
- up is for peaceful
- You take control of another faction by killing all it's people
LINKS
- Web: http://maxgun.fr/ld38/
- Post Jam: http://maxgun.fr/games/smallrts/
- Source: https://github.com/MaxguN/ld38-smallworld
| Original URL | https://ldjam.com/events/ludum-dare/38/smallrts |
Ratings
| Overall | 432th | 3.296⭐ | 29🧑⚖️ |
| Fun | 390th | 3.148⭐ | 29🧑⚖️ |
| Innovation | 79th | 3.852⭐ | 29🧑⚖️ |
| Theme | 218th | 3.741⭐ | 29🧑⚖️ |
| Graphics | 578th | 2.889⭐ | 29🧑⚖️ |
| Mood | 526th | 2.962⭐ | 28🧑⚖️ |
| Given | 6🗳️ | 5🗨️ |
Unfortunately, I've got an error couple of times:
```
Uncaught RangeError: Maximum call stack size exceeded
at Entity.FinishAction (entity.js:135)
at Faction.TransferEntity (faction.js:99)
at Entity.FinishAction (entity.js:158)
at Faction.TransferEntity (faction.js:99)
at Entity.FinishAction (entity.js:158)
at Faction.TransferEntity (faction.js:99)
at Entity.FinishAction (entity.js:158)
at Faction.TransferEntity (faction.js:99)
at Entity.FinishAction (entity.js:158)
at Faction.TransferEntity (faction.js:99)
at Entity.FinishAction (entity.js:158)
```
Also is there any reason to not maximize/minimize population parameters? I set up Birth Rate and Workload to max, Relation to min and it always works it seams (and game freezes due to the error). I mean are there any cases when 75% value works better than 100%?
Looks promising, anyway. I'll come back and play again if it is possible to fix the error :smile:
For now, there is no reason to not maximize, because I haven't had time to implement all the actions I planned to add. Things are supposed to be more subtle.
I've started working on a post jam version which mitigates the crash you had a bit but didn't get rid of it yet. It also adds infinite worlds and scoring as initially intended.
EDIT: Just played the post jam version, liking the direction, I do prefer to hexagon tiles instead of the circles, I didn't get that stack size error this time which was good... also what causes my own units to suddenly change sides?
Thx for playing our game on your stream, it was cool to see your playing and commenting. I learned a lot.
I love that you simplified the concept of RTS games to five gauges. This kind of indirect control makes lots of fun.
There are a few things that I didn't quite understand:
- Why is there a difference between "exploration" and "relations"? Why would I want to explore and not be hostile (as long is there is no fog of war)? Or why would I not be exploring but be hostile? The killing of intruding enemies is controlled by the "border" gauge, right?
- Why would I leave the "Birth rate" low? Is there any negative effect to having max birth rate?
- What does "workload" do? Do the dots get slower if they work too much?
- Why do I need to conquer territory? Do I get more dots if I have more territory? Can I somehow conquer enemy territory except by killing all the enemy dots?
What I really like is the AI of the dots. You really feel like you are looking at an ant hill.

Edit: Happend on the second go too.
It's pretty hard to understand what gauge means what, but I think game has a lot of potential!
Good work!
I cant belive you have done this in 72h
Shameless self-promotion: https://ldjam.com/events/ludum-dare/38/lil-hunt
+1 for implementing a Highscore!
Maybe if the critters in the game were bigger and they would fill up with different colors, so you could see what policies affect which blobs.
If you could give my game a rate, would be great.
Link: https://ldjam.com/events/ludum-dare/38/final-front-planetary-defence