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Heroes & Villains Design Notes

With Heroes & Villains releasing in one week, here's a post about some of the design decisions I made.

Last year, I taught a class at the Zurich University of the Arts about using game mechanics to tell stories. It was a very small class, and so we spent our time sitting together, playing games, and discussing them. We played Crusader Kings 3, Rimworld, I Was a Teenage Exocolonist, Six Ages: Ride Like the Wind, and more. I'm not sure if we figured out what was intended to be the core theme of the class, but we did learn a bunch of things about characters in games and procedural narratives.

Conveniently, I then immediately got to apply these things to the design of the Heroes & Villains expansion.

One of the surprising strengths of I Was a Teenage Exocolonist, a game about surviving your teenage years on an alien planet, is that its characters are handcrafted rather than procedurally generated. It's a game that's meant to be played through repeatedly as you figure out how to achieve your goals, and so you meet the same people again and again. My assumption would have been that you get bored of the characters, but in fact your emotional connection to them deepens with repeated playthroughs.

In comparison, Rimworld has a pretty sophisticated system for generating characters with all kinds of different traits - but because these traits get jumbled up each time you play, repeated playthroughs actually alienate me from the game characters. As I see more and more recombinations - and as people keep on dying from random rabid squirrel attacks - I stop seeing them as people and just see them as collections of traits that are more or less useful.

So for Heroes & Villains, I intentionally chose to go with handcrafted characters - quite a lot of them, more than sixty, but you'll still see them again and again. So that when you see a familiar face pop up, you'll go "oh, it's that guy!"



The second decision I made was to express stories through mechanics as much as possible. Both characters' stories and diplomatic incidents focus on mechanics and tradeoffs rather than having large amounts of flavour text.

This is a response to another game we looked at, Crusader Kings 3, which has elaborately written events with text that I read maybe once, if at all. It's just too much text, and the text is so specific and detailed that reading it actually breaks my suspension of disbelief. Oh, your dog gets lost the same way as the dogs of ten previous rulers?

They're doing their best, pumping the game full of hundreds and thousands of events - but it's a losing battle. To make people notice that there's new events in an update, you need to have a significant proportion of new ones, and so each time you have to add even more for it to be noticeable. I'm one dev. I can't possibly write hundreds of events.

Instead, I concentrated on creating interesting decisions and very little text. Heroes have different stats - Loyalty, Pride, Fear, Rage, Sanity, Stress - depending on what kind of person they are, and your game actions affect those stats. So you have Commander Bertelli, whose pride can overtake his experience and turn him into a jerk, or the Aukhan Band of Brothers, whose oath of brotherhood weakens as your empire enters modernity, or Captain Bui, who is consumed with desire for revenge on one specific empire.



The expansion also adds diplomatic incidents, which are events that happen between two empires. They're prisoner's dilemma type decisions, so you have to take into account the situation both empires are in, and their personality, be they human or AI. Perhaps you can afford to antagonise the other empire. Maybe you desperately want to reduce their reputation. Maybe they have grievances towards you, and this is your chance to get rid of them and avert war.



All together, I made those design decisions to provide interesting gameplay experiences and choices, rather than things you numbly click through. You'll be able to see them in one week, when the expansion comes out!

Version 1.1.11.1

Fixed the AI incorrectly claiming an ultimatum was a "de facto declaration of war". Fixed some text issues.

Heroes & Villains Releases in One Month!

I am happy to announce that Airships: Heroes and Villains will release on July 20, 2023. It's the first DLC for the steampunk ship-building strategy game Airships: Conquer the Skies.

In Heroes & Villains, you can recruit commanders for your airships and governors for your cities, and use their special abilities to conquer the world.



Commanders can outflank enemy ships, supercharge their engines, or repurpose random objects as ammunition. And some commanders are sorcerers who can blind enemies, control the weather, or summon creatures to aid them.

Meanwhile, governors increase the productivity of cities, quiet unrest, and can pronounce edicts and events such as martial law, forced labour, or a fun masked ball.

Based on your actions, these characters can gain experience, gain or lose their loyalty, or become more angry, stressed, insane, powerful, famous. Over time, some will change into different versions of themselves - experienced or embittered or empowered. Disloyal governors can be great liabilities, while some heroes can become famous or magically powerful enough to help you win the game.

So you should totally wishlist it.

Version 1.1.11

  • AI should now respect minimum interval between spy actions set by difficulty level, ending spy notice spam. (And remember that you can right-click on the notices to dismiss them.)
  • Having 0 money now halves your research, halves your resupply speed, and imposes a 30% spy defence penalty.
  • Made tech screen GUI clearer, I hope.
  • Tech research finished popup now actually tells you the effects of the tech you researched.
  • Towns and cities disconnected from your capital now have a map icon so it's more visible.
  • Unrest spy action is harder, but more effective.
  • Aircraft no longer land on ships that have been taken over by the enemy.
  • You can no longer trick the diplomacy AI by threatening war so that that it cancels all treaties, and then declaring war anyway, saving yourself the rep loss.
  • Age of Madness should no longer also spawn all kinds of other monster nests.
  • Age of Quiet unrest reduction reduced from 20 to 10, and it now also halves resupply speed.
  • Coronation tooltip indicates how many cities you currently have.
  • AI control should no longer give orders to direct control ship.

Version 1.1.10

  • Updated the Java Runtime Environment to 64-bit for Windows. A 32-bit version is also still available. The switch to 64 bits means that the game can use more memory, which is useful.
  • Improved performance, especially in combats where ships break into lots of fragments.
  • Can no longer pointlessly build a second spy academy if one is already being built.
  • Can no longer use armour replacement to add armour to external modules such as rams.


Edit: The new Windows version has DPI scaling issues on some machines. I'm working on fixing this.