This kinda convinced me to stay with Country Architect (for now). It seems like no matter what I pick, there will be some downside, people telling me about (very valid) concerns about legibility, clarity, accuracy and whatnot.
Also, someone said there are terms such as “the architect of this or that idea, concept, big thing”, that is basically synonymous with “creator”. That’s what I was going for anyway.
But if you call it that, you’ll have to build out some scenarios for the player (either like stages or selectable by difficulty) where they have to solve the problems with your prebuilt nations. Of course you could keep a sandbox/start-from-scratch mode too.
I don’t like anything with ‘sovereign’ in it because it makes me think of the Sovereign Individual and the big tech people preaching it.
I’d probably think of Jargon of the industry, words, phrases, etc. that people use who work all that infrastructure stuff at the core of your game. And then hope they inspire something. Some games that make think of this, for example: Tropico, Anno, Satisfactory
Birth of a Nation is also the name of a well known film which is notorious for containing racist stereotypes and portraying white supremacists as heroes. Fledgling Nation is good though.
Oooofff, thanks for pointing that out!! Yikes - Birth of a Nation, dead in the water, terrible suggestion, strike it from the record, definitely don’t use that.
It sounds very infrastructure/trade based than politics, so I’d stay away from nation/country terms. Regional Planning would be a generic term for the infrastructure piece, could use Commerce if trade is important. >
I like Country Architect too! It could lead to a country-esk builder who builds small towns and leads them to building nations based on principles the player learns from starting simple and escalates on the premise that different cities and states will act according to geographic landscape and resources. I wish OP the best in naming his game and designing the systems of play that bring education and principles into the forefront of a player’s motivations
Edit: I think part of why I like it is that it’s evocative of both “construction” and “destruction”, and civil engineering necessarily involves aspects of both. Like, even when there isn’t existing infrastructure to demolish, there’ll still be tasks such as digging into the ground to anchor support structures, which I could consider to be a kind of destruction
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