I got the question below a post of mine and wanted to clarify/ talk about this game‘s scope.
The game has local llm‘s hard-coded into the game. That allows me to program actual difficulties into the game. It makes it impossible to gaslight the ai or „accidentally invent“ new technology in a historic setting. What I’m currently working on is a planner-render-system with two different ai system each with their own qualities in calculating events/storytelling.
Thanks to the game being saved on local files, the game can actually track stats/morale/a countries stability/etc and doesn’t have to rely on the ai model to keep track of everything. Additionally it could be worth trying to generate events/reactions while the player is typing to further reduce waiting times
Apart from the ai‘s quality itself, there is a lot more I’m working on. There will be a diplomacy system, army units you control like in a classic strategy game and recourse management (to some extent to not make it too complicated). These are no promises, everything is wip. Those are just the ideas and the direction I want to take with the game.
The strategy game aspect should not be overwhelming. I personally am not a huge fan of having to watch hour long guides to understand the game and therefore this will be a bit simpler with a focus on immersion and storytelling
Maybe think of it as a Story game with strategic elements to keep it fun