HexCiv is what evolved from CivBoard a few weeks ago. It shares the same concepts as CivBoard but instead of Provinces it has a Hex-Map. I decided on this due to it being much easier have have a more strategic game instead of a simple map. I'll pick up Provinces again eventually, once i find myself needing a new concept. But for the present it is on the shelf.
I designed this System for my University's GameJam, where groups of people designed a Game in the space of a 3-4 days. However i was actually working alone for most of it since we had a 3D Model and an Essay due in that week, so many people from First Year didn't bother. But i felt this was my time to at least show what i can do when i put my full heart into it. What i created, became HexCiv. But i did make a major mistake with the Game, due to time constraints and me simply... forgetting, i accidently forgot to set out rules for both taking over other Player's Towns and also setting up a System for Players to interact with one another. Both of which gave me a heartattack when i realised.
How is HexCiv different from CivBoard?
The most noticeable difference is the use of Hexagons instead of my idea of a more realistic map with provinces and counties as tiles. i felt this idea was more organic and supplies a more natural and relatable game but to me the aspect of strategy and pace wasn't enough. So i switched to Hexagons.
Another difference is the entire Storyline which is introduced in the Base Game, an epic tale of an evil Emperor who has plunged the world into a dead Winter. It is then up to the Players to ether battle amongst themselves or unite together and defeat the Emperor to bring the Dream of Spring to the World once again.
This Storyline is of course optional, none of it pressing the Players to defeat the Emperor, this is because i wanted to encourage the Players to interact with each other and just see how they ether destroy each other or join together.
Is it Customizable?
I created a 7 Page Guide to the Game specifically for the GameJam but i intend on creating a Guide for the Game which can be easily changed and added to. I build the GameJam Guide around the Base Game Campaign "The Children of Winter" so there are alot of names and titles which are redundant outside of the Campaign.
Personally i'd like to greatly expand on the Leader System, adding more than just a Trait like "King's Greed" but having a selection of Traits where each Leader can have up to 3 Traits and 2 Minor Traits.