The Amaranth Saga Milestones
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Start01/02/2018CompletedDescriptionOld Milestones (updated 10/4/18)
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Today22/10/2018yGenerate World (transfer files from Azar, UI for world generation, loading and saving)
Generate World (transfer files from Azar, UI for world generation, loading and saving)
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Days263yObserve Azar (build UI, render encyclopedia)Observe Azar (build UI, render encyclopedia)
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Goals Total39yTravel Azar (add avatar, impl. game loop)Travel Azar (add avatar, impl. game loop)
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Goals Done4ySites (spawn households automatically)Asymmetric Interaction (impl. dialogs, handle response times)
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Goals Pending35Quests (quest rumours, wight quest, adventurers)
Residences (design architecture, add establish and settle behaviours, update UI)
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Goals Spawned5Theft (capture, fights, injury, revenge)Food Production
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Bands (payment, spoils, raiding, mob violence)
Symmetric Interaction (design early AI, refactor existing behaviours, update UI)
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Daily Spawn0.02Lordship (declaration, inheritance, challenges from heirs)
Interstitial Stories (food blight proof of concept, friendship, add further content)
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Daily Completion0.02Defence (garrisons and bodyguards, patrols and highway robbery, battle)Local Violence (collective action, mob violence)
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Justice (outlawry, warrants, protection and compensation, legitimacy)
Commissioned Violence (warrants, monster slaying, cultural acceptance, monuments)
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End (Current Scope)
08/02/2025Vassalage (protection, tribute)Adjacent Violence (raiding adjacent territory, starvation, theft)
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End (Final Scope)None
Wars for Regime Change (punishment for raiding, demands, tribute, governor appointments)
Political Violence (transfer from Azar, paid troops)
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Household Politics (inheritance, ownership, stewardship)Global Violence (travelling for war)
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Debt (lending, blight and neighbourly assistance, debt collection)Mercenary Violence (warrior class, warrior economy, recruitment)
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Advanced Economics (money production, merchants, purchases, global economy)Seasonal Violence (harvest, household rationing, update AI)
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Family life (player participation, household construction)Basic Logistics (carried supplies, forage, rationing)
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Reputation (friendship, trust, fear, piety, religious and other kinships)Strategic Violence (map overlays, army abstraction, delegation)
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Propaganda (monuments, artwork, rumour announcement)Pathfinding (avoid hostile territory)
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Collective Action (construction, etc)Information Delays (travelling merchants, gossip)
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Global QuestsCommunication Delays (messaging framework)
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Witch HuntsStrength Estimation
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Food Economics (starvation, household management)Complex Logistics (supply movement, inventory management)
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Military Constraints (harvest seasons, professional soldiers, recruitment limits)Fairness and Obedience
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Military Logistics (foraging, camp management, supply carriage)Books and Knowledge Transfer
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Strategic Violence (map overlays, orders, army abstraction and chain of command)Inheritance
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Strategic Violence (NPC management of war, complex task delegation)Personality and Dialog
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Strategic Violence (strength estimation, retreat, concentration of force)Diplomacy I
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Pathfinding (avoidance of hostile territory, right of passage)Diplomacy II
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Information Delays (mental models, gossip, scouting)Diplomacy III
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Messaging Delays (inbox and outbox, message loss and repitition)Diplomacy IV
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Advanced Logistics (stockpiles, equipment)Religion I
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History and Recordkeeping (writers, commissions, copying)Religion II
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Artefacts (medals, tokens, legendary weapons)Artefacts I
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Local colour (delicacies)Artefacts II
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Fairness and obedience
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Conspiracy
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Advanced Pshychology (personality, conversation minigame)
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Diplomacy (peace and surrender)
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Diplomacy (alliances)
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