TREUD
近日発売
About the game
石器時代から現代まで、12,000年にわたって社会を統治せよ。実際の歴史的プロセスを再現しながらも、何ひとつ運命づけられてはいない、生きたシミュレーションを備えた壮大な戦略ゲームです。建設し、征服し、搾取せよ。危機も歴史の一部。権力を維持するか、革命側につくかはあなた次第です。
Steamの原文説明
*treud- is proto-indo-european word means "to press, to apply force, to squeeze" which evolved in many forms including English "threat" or Russian "труд" (meaning labour/work)

All game systems – production, society, control, war, and others – create a realistic simulation of the last 12,000 years of history (the Holocene), involving hundreds of tribes and states. The game broadly reproduces real historical processes: the formation and collapse of regional empires, technological development, population growth and revolutionary processes
For example, some kind of Mediterranean hegemon (like the Roman Empire) will likely emerge, but the development of iron and intensive agriculture in forested Europe will create a crisis and make the formation of a new empire there extremely difficult. Meanwhile, empires in China will form regularly
No scripts. Only systems
One of the results of a simulation from the Stone Age to antiquity. Isn't it beautiful?

In the TREUD world there's a closed economy; nothing comes from nowhere: food, weapons, raw materials – everything is produced by people. The game simulates both national and global markets; products must find a consumer, otherwise, for example, the producer won't be able to exchange them for food for their slaves or wages for workers (although within tribes or in a planned economy, production is distributed outside the market)
There are no predetermined prices; they are determined by the model based on supply and demand, which are tied to the income of the population, the desire of the owners to maintain profitability, etc
The player, acting as the ruling class, can build workplaces or take them away from other owners who are building on their own. Don't forget to find the labor force

People are divided into social strata – classes: landowners, petty owners, capitalists, slaves, and workers. The player represents the will of the current ruling class (or rather, its ruling group) and can interact with other classes (e.g., tax, enslave, hire, etc.)
If the needs of a class aren't met, it accumulates discontent and may rebel. And within our own class, we must maintain the vertical power structure: build governance structures, ensure profits, otherwise a political crisis will brew – which could lead to provincial separatism or a coup
A political crisis could turn into a revolution if another class comes to power in the separatist territories. We have the opportunity to continue playing as rebels country (was it planned?)
The class picture varies across different eras: slaves can only work in simple jobs, while industrialisation, for example, will lead to the strengthening of not only our army, but also the capitalists who own factories – allowing them to lay claim to the role of the ruling class

The game features a military system based on "fronts", between which we distribute our army. Army is our primary diplomatic resource: only a secure border can ensure a secure peace. You can control another country's trade, invest in it, and establish colonies
The broader our state, the more extensive its provinces – the entire territory must be within our control (with terrain and infrastructure taken into account in distances). Systems of control and legitimacy create a balance that resolves the snowball problem: expansion is always economically profitable, but not always politically stable. The stronger the core, the more extensive the provinces. Under developed capitalism, usually it's more profitable to invest into countries with cheap labor than to capture their territories






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