Others Creating lewd civilizations and cultures

Madui

Newbie
Mar 11, 2022
17
9
(Dunno of it's the right Place to post this, Hope so)

So, I'm kinda obsessed with sandbox story generators games like dwarf fortress, rimworld, stellaris etc. But all of these games have H contents only in the form of mods, and After wasting too many hours on my last stellaris run I wanted to see if there was some kind of H game that lets you create your spieces/civilizations and Just play them on and auto generated world with scripted events and such.

No luck.

I figure this Is becouse of the fact that a game like that needs an expansive and well structured database for every single class It aims to include, from cities to citizens and all the stuff that surrounds them.

I'm trying to structure a database that can rappresent civilizations and their members (only in their social aspects for now), and I'm writing down the properties that define cultures and civilizations themselves.

If you had a system that allowed to perfectly rappresent such a thing, what would you create? What characteristics would you want to be able to define? It can be something like "members of this culture are expected to mate as mutch as possibile and mating Is endorsed, resulting in prolific members to be cheered and non prolific members to be casted out" or something trivial like "wearing Red Is seen as taboo and Is frowned Upon, but not on the third of the month becouse of reasons"

I'm doing this with the aim of sharing the strutture to the public if people Need It, so no Money involved, no pressure and there are no wrong replies.
 

DuniX

Well-Known Member
Dec 20, 2016
1,092
732
This games tends to touch on that:
https://f95zone.to/threads/xxxivilization-ch-2-5-fix4-hw21.9224/ (which recently released the source code)
https://f95zone.to/threads/free-cities-v0-10-7-1-free-cities.737/
In terms of you customize and define your own civilization with its culture.

There is also:
https://f95zone.to/threads/portals-of-phereon-v0-23-0-1-syvaron.7803/
There you more directly customize races but more like units rather than a civilization.

I also had was flirting with idea on making Simulation God Game like that along those lines.
The problem I see is it would still be more "fluff" than actual choices with gameplay consequences, so it wouldn't be all that different from those mods in function.
I would like to see it having more of a gameplay effect, with customizing races with breeding gene traits and stats like in PoP at least that has more of a gameplay effect, and it's easy to see how that could work customizing the population and races of a civilization.
Who breeds with who and in what conditions and status/class could also be part of what defines a civilization.

Maybe a multicultural civilization where the strong breed with the strong?
Maybe a civilization that is fairly intellectual so it's lewdness is combined with the arts and performances? So those skills are trained.

As for what constitutes what is a "lewd" culture specifically, that is pretty much what the "fetishes" are as the the player would want to express his own fetishes in defining his own civilization.
 
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Madui

Newbie
Mar 11, 2022
17
9
This games tends to touch on that:
https://f95zone.to/threads/xxxivilization-ch-2-5-fix4-hw21.9224/ (which recently released the source code)
https://f95zone.to/threads/free-cities-v0-10-7-1-free-cities.737/
In terms of you customize and define your own civilization with its culture.
Thanks, I'll check those out.

As for the consequences of the different choices made by the player they rely for the Better part on how the game itself uses the data structure.

Lets Say that dwarves have their aggression set to "very aggressive" and elves have their aggression se to "fanatical pacifist".

Game 1 May Need that value to determine something simple like a bonus to Attack damage, giving the dwarfs +1 and elves -1.

Game 2 May Need that value in order to simulate that spieces expansion over the world map, where the dwarfs would constantly expand all over and elves would either surrender or flee away from them.

Of course if a database Is not complex enough the outcomes become too predictable and repetitive, but an overly complex data structure Is at best unoptimized and bloaty, at worst It becomes eldritch spaghetti code.

I'm trying to figure out Just how much flexibility devs and players would like to have