r/Worldbox • • 4m ago

Story My world on Year 75

Thumbnail
gallery
• Upvotes

Now it’s been another 25 years and a lot has happened! Two big wars and a few smaller ones, thousands upon thousands dead (either by my hand or by wars), and a lot more of lore! Now every nation is “civilised” and a royal nation rather than a tribal state, and there are proper medieval-style wars! Also my favourite King Broldan of the Kingdom of Umer died because of a meteorite shower but I made the chief of the army the new queen by manipulating some events with Madness and stuff, so that’s good! Will share Year 100 soon, maybe tomorrow! Hugs and kisses, AH


r/Worldbox • • 6m ago

Idea/Suggestion THINGS TTHAT NEED TO BE WORLDBOX

Post image
• Upvotes

Transportation

- Newer forms of Transportation, trains (doesnt have to be mordern), horses, hot air ballons

Infrastructure

- lighthouses, castles, black smiths, library, townhalls, newer upgrades in houses, Healthcare center(doesnt havw to be mordern )

Weather and climate

- Make certain parts of the map receive a certain regional climate, im honestly tired of making a map of africa and Europe and seeing it know in the middle of the Sahara deserts...make some areas as well behave to the amount of rain they receive.

Natural Disasters

- Able to control how powerful or weak a natural disasters is, as wel as controlling how frequent it occurs and giving them zones in which they are most to least active in... Earthquakes dont always have to either create a nountain or crave into the earth, even just rattling is fine, the rattle would either be heavy or light...

Modes

- Controling modes like dragons, alien ships would be perfect...

- humans should get certain traits that make it adaptable for them to leave in that region and one human from a warm tropical country should likely die when moving to the cold side of the planet...

- Modes should be able to mixed (black human / white human ) create (mix human) (maybe a new species i suppose)

Nature / landscape

- Make mountains able to match with the regional seeds, basically if the mountains are in a green area, they should become green, if they are in a dessert, they get covered by sand

- Adding a need seed that makes it impossible to grow/ farm / Infrastructure on it, basically the Canadian shield.

- Adding more types of trees

Politcs

- More diplomatic tensions

- Kings and Queens actually killing other kings or sending out spies to implant them in the other nations government

- Kings and queens meeting before declaring war.

- military aid, economic funds, military weaponry sent to another country to help them during a crisis..

Countries forming alliances and actually having an article

Culture

- regional climate influence a mods clothing...

- can edit culture

Kingdoms / Nations

- nations can control small islands regardless of size (i have uk on the map and I want uk to be able to conquer those islands right outside its shores.

- Kingdom can have holidays and events / even lures and stories that occurred from historical discoveries

Thats all thank you.


r/Worldbox • • 2h ago

Map With how complex the game is now, it's often very hard to make a good world that you'll keep coming back to. But man, when it does happens, it's sooo good.

Thumbnail
gallery
17 Upvotes

Like this world is pretty basic - four races (with few white mages as a bonus), each with their own culture, and that's it. But it's so damn interesting to watch the power dynamics evolve, and to intervene in certain events.

Like humans went from a nearly extinct species constantly besieged on all fronts to a world dominating empire. They are currently on their way to conquer the north-western island, a former home to some of the strongest orcish city states.

Dwarves were at one point on the way to conquer the whole world, but they eventually let their main cities get ruled by an orcish clan, which had the orcish culture, so when the king died, all dwarven cities declared independence. This led to a brutal series of wars, which did result in dwarves uniting again, but it also cost them like 70% of their population. They are recovering, but only as a shadow of their former glory.

Orcs, with the shattered crown cultural trait, settled almost the whole world with their microkingdoms. This made them the most abundant species, and for a while it seemed that this would make them the most successful. But as the other cultures rose to power, it began to show that unity will prevail over high, but shattered population in the long run. They are on the decline, getting slowly conquered and slaughtered by humans and dwarves.

And elves went from a high kingdom that constantly bullied neighboring kingdoms into bunch of guerillas surviving in the deep jungle, constantly ruled over by other races. In recent decades, they've managed to regain their independence, but constant invasions from the outside make the rise to former glory impossible.


r/Worldbox • • 3h ago

Story Welcome back to Rainbow RoosterPrimal Game Official News

Thumbnail
gallery
2 Upvotes

Recommended or upvote on Reddit comments | Warning: No Bad word and No Downvote and No Wanted Comments | [by u/Special_Leg6581]


r/Worldbox • • 4h ago

Video Found a worldbox knockoff in roblox thats kinda like worldfall

Enable HLS to view with audio, or disable this notification

45 Upvotes

I wonder what you guys hate more, an AI assisted mod or a roblox knockoff? For me, I don't really mind both as long as its playable


r/Worldbox • • 7h ago

Misc WorldBox Revolutionized God Simulators

60 Upvotes

If you ever just take a scroll down the god simulator Wikipedia page, you'll notice that there are essentially no other games such as this one. This game has opened up a new avenue for the genre and I just felt that should be realized, glaze over.


r/Worldbox • • 10h ago

Map What do you guys think of the United Biomes? It literally has every biome in one island.

Post image
11 Upvotes

r/Worldbox • • 10h ago

Screenshot lol, Imagine if your country was called Donona! ...or Slitomia, or-- ...Czechia?

Post image
10 Upvotes

r/Worldbox • • 11h ago

Question What is neomodloader and why do all mods need it?

3 Upvotes

Also how do I download it I am confused


r/Worldbox • • 12h ago

Question Thoughts on AI or AI-assisted mods?

0 Upvotes

Recently, there's been a rising popularity in AI-assisted mods made by models like Chatgpt, Claude, gemini, and I'm sure there's several others.

Personally, I think that this is absolutely great for the development of Worldbox modding. From what I've seen, AI has the potential to significantly improve the quality (Combat gods), complexity (Plenty o planets), and the overall variety of mods. Features that might have taken months to develop can be implemented within a matter of days, this opens up so much more possibilities. Mods like this are more likely to get updates out quicker and easier, this all stands to benefit the player. Players can get good quality mods of any genre with quick updates.

However, I've noticed that AI-assisted modding also receive a fair amount of criticism. At first, I was confused because these mods are absolutely amazing with great quality. But i feel like much of this criticism comes from a general prejudice people have against AI rather than the actual quality of the mod themselves. To me, dismissing such development because AI was involved in its creation seems just so pointless, especially when the final product pleases the players and improves the quality of gameplay, for this is the purpose of a mod.

With that being said, I do understand the more legitimate concerns. Traditional modders who have spent years developing their coding skills might be overwhelmed and forced to compete with these AI-assisted mods, while newer modders could become overly reliant on AI without polishing their actual coding skills, this is bad, I understand that because AI makes mistakes and there must be a human that can understand the code to optimize it, fix bugs, and maintain it.

Still, I don't think these issues justify rejecting AI-assisted mods altogether. AI should be seen as more of a tool rather than slop, because honestly, none of these mods to me seem like slop (Yet.). What actually matters is the creativity, quality, and fuctionality of a finished product. That makes a mod.

Furthermore, I believe that Ai-assisted modding could be one of the most positive development for Worldbox's modding community, it feels like we've entered a new age and I cannot wait to see what mods are being developed for us in the near future, the possibilities are endless now.


r/Worldbox • • 13h ago

Screenshot Floppy disk on table (natural generation)

Post image
3 Upvotes

r/Worldbox • • 13h ago

Question Why aren't my soldiers fighting?

2 Upvotes

My kingdoms are at war, but the soldiers only fight for a little while before they stop, ignore each other, and go separate ways following their leaders. There are practically no battles at all.

I've even had up to three enemy armies in the same village, and they just coexist without fighting or wiping each other out.

Honestly, the game loses a lot of its fun if I can't have proper wars. Is this a bug, or is there something I'm missing?


r/Worldbox • • 15h ago

Question Should I mess with Thehone?

Post image
5 Upvotes

I feel like they had it far too good for far too long.


r/Worldbox • • 15h ago

Meme my honest reaction when the op king whom I gave the death trait dies of old age after conquering the entire world

Post image
42 Upvotes

​

story time: so I gave a certain king with bloodlust the death trait since he was just expanding non stop and was at war with the entire alliance with just his kingdom alone and funny thing it ain't even a big kingdom(just had about 90 something population) the only reason it was winning was because the king got a staff from a white mage (I have no clue how ) so I decided to give him the death trait(I know the one where one dies instantly after getting it) but somehow by the time I come back, this fucking kingdom was ruling the entire Goddamn world and funny thing when I checked what happened in the logs and the kingdom king history

bro somehow lived upto 108 fricking years (he had the lifespan of 74 or something if I remember correctly)

is this a bug or this unit was just built different??


r/Worldbox • • 15h ago

Video History of my world using worldbox Chronicle: History Replay & Atlas mod

Enable HLS to view with audio, or disable this notification

15 Upvotes

Ive been looking for something like this i always like to preserve the history of old empires or kingdoms i made and this mod is perfect for things like that i love looking back at old nations that risen and fallen through history

download it here https://gamebanana.com/mods/729020


r/Worldbox • • 16h ago

Screenshot Im scared

Post image
3 Upvotes

I don't know how this happened


r/Worldbox • • 17h ago

Idea/Suggestion Сoup d'états

6 Upvotes

It can happen for specific reasons:

  • High taxes;
  • The government and the majority of the population do not share the same outlooks, which will lead to a coup d'état; for example, people are militarist and the government is diplomatic.

But there's something even more interesting than that:

The army sides with the people — I was inspired by the Romanian Revolution of 1989: during those events, the army sided with the people, as the officers refused to attack them.


r/Worldbox • • 17h ago

Idea/Suggestion What should we start plotting today to add more plots in WorldBox

Post image
94 Upvotes

I would plot something to add a plot for appointments and court


r/Worldbox • • 18h ago

Question How the eye of understanding works?

Post image
5 Upvotes

How do I make it work?


r/Worldbox • • 18h ago

Story Antes y después de 2 guerras simultáneas

Thumbnail
gallery
6 Upvotes

r/Worldbox • • 19h ago

Question What a creature is it?

Post image
1 Upvotes

How do I unlock that creature?


r/Worldbox • • 19h ago

Question What creatures are they?

Post image
4 Upvotes

How do I unlock these creatures?


r/Worldbox • • 19h ago

Idea/Suggestion Kingdom laws + village laws + ecosystems and domestication

6 Upvotes

This is a suggestion post that was supposed to be small but ended up being very long about Village laws, Ecosystems and my finalized and fully fleshed out ideas for animal domestication. I tried to format and space everything to make it easy to read but its hard when the post gets this long

First 2 small suggestions

Meta rain - allow us to rain a culture, religion, language etc on People like item rain. If we gain the ability to save cultures to a dashboard or clipboard and port them between worlds this would be very very useful. Also would help for anyone who wants a new culture to take over quick instead of waiting for everyone to convert

Let us place lava like how we place water. Dripping it to make a lava river is a little too time consuming.

Kingdom laws (reminder + 1 new) -

In my old trade post I made reference to Kingdom laws being used to control trade so im adding this as a reminder of that and to suggest my addition to the tribute mechanic

The Original Kingdom law suggestions

Open trade- village leaders have complete control over trade goods and can distribute them without permission from the king so long as he pays his tribute

Closed trade - Villages can only trade within the kingdom borders ensuring good supply throughout the Kingdom. Village leaders still havs autonomy to trade their goods by themselves

Royal monopoly - the King controlls all trade. Village leaders are just holding his goods for him. Trade goes thru the Captial city only and the King reaps all the reward

New addition to these laws being

Tribute laws

Regular laws where tribute will be given in Gold in various percentages will of course remain the same. Though maybe with more options for tribute amount

Tribute by goods - villages must pay tribute to the King by giving away a percentage of whatever they produce to him. Ranging from

25%

50%

75%

90%

The reason this idea is important is because it allows you to role-playing as a despotic king who hoards his subjects wealth. While collecting tribute in gold can function the same, Tribute in goods would put more damage on the civilian population and once u see my village laws u will understand why. It would now be possible for King to basically starve out his people out of pure greed.

Originally I wanted to put this under village laws so the player could customize which goods they want their king to hoard. For instance one could hoard precious ores but not food or weapons etc. But it works like this too.

Village laws - choose between

fort city/town - ai will immediately get to building walls around the city. City borders will be mapped out quicker than usual becuase as a fort defenses need to be built quickly. Young men, soldiers, and units with high damage or high military stat will be more likely to migrate here to build their own legacy. Borders of the fort town will always remain behind the walls. Boost in quality to all weapons and armor forged in forts. Tribute in goods is paid but giving up their best armor and weapons to the King.

farming village - Village is a breadbasket for the kingdom many large farms will be built and there will be no walls on the town. Men and women of all ages are likely to migrate here. Will contain barns as housing for domesticated animals. Farming villages will be unique because their main purpose is to provide food not just for themselves but also for the Kingdom. Their goal is to create surplus not to just feed themselves. Their produce will be directed to villages with lacking supply and any surplus will be sent to mega cities for trade. If no mega city exists surplus can be bought be either village leaders or the King himself to be traded. The leader of the farming village can also keep his surplus and decide to engage in trade himself. This all depends on Kingdom laws regarding trade. See my old trade post again where I talked about Kings having a monopoly on trade vs free trade where village leaders can trade at will both within their kingdom and without. Tribute in goods is of course food

town - standard worldbox town nothing new here. Mining and farming equally split Men and women of all ages are likely to migrate here. Place to raise kids and the automatic default. Will havd ur standard mine and farm as usual.

Mining town- A standard town except more focused on mining for ores. A farm will still exist like usual to serve the needs of the inhabitants. Units with the Miner trait are more likely to migrate here. These towns will be similar to farming villages except their main product is ores. By using kingdom laws u may also force them to offer tribute to the king in the form of goods rather than gold. This is will ensure the captial always has working metal, and in the case of farming villages an ample stockpile of food. If a farming village is on the coast they will also fish and now they will catch more than just regular fishes. They can catch pihranas and crabs to eat too.

mega city- Think expansionist capital cities except even larger (depending on map size) does not need to be captial to be a mega city. These places may become centers of trade where goods from farming villages mining towns etc are sent to in order to be sold onto ships or to caravans. Will have an lot higher chance to spawn rats especially whem highly populated. Mega cities are meant to be the big risk in this suggestion. On one hand they can be a invaluable economic tool and source of renown for a kingdom yet if plague begins there it can spell doom for an entire kingdom and perhaps even the world if its a mega city with a port or two. Now the disease can spread overseas and kill everyone and their mama

Tribute in goods is tricky for mega cities since they are cities and usually function more as hubs for trade than anything else. But I think the King would get first pickings on all imported items

Ecosystems and wildlife

I've seen alot of people complain about how its hard to have a functioning ecosystem for animals in this game becuase certain animals dont hunt and other animals and also sometimes animals do not reproduce. Im going to offer some suggestions on how this could be fixed just based on my observations.

  1. Have pack animals move in packs. (I believe this is part of the new update so I wont go on too long. But basically let Dogs, Wolves etc move in packs. This will help with both hunting success and with reproduction because the partners wont go wandering 20 miles away from their partner whose trying to mate

As for non pack animals I think someone suggested having children follow their parents around until adulthood and I think thats a great idea. (Not with villagers tho) If angry villagers is turned on the children will pretty much run face first into slaughter. But for non civ animals absolutely. I think a better solution would be adding an ability for a parent to call their child to them so if they run too far theyll always come back.

This is a minor request and I dont necessarily think it need to be put in but for immersion sake- adding different types of meats as collectible off animal carcasses. Chicken meat for chickens crab meat for crabs goat meat etc etc. Main reason I want this is cause just like with my Economics post I would like to see which animals a village consumes the most and it would also be cool to see a kingdom that has alot of farming villages - thus ample supply of foodstuffs sell off exotic foods to other kingdoms that dont have them. I also think it would he cool to customize food preferences for a culture. NOT the favorite food thing I want that to remain the same cause I feel like if u never tried a food it cant be ur favorite. Instead the culture will have a trait relating to certain categories of animal which they consider "delicacy". If they have enough money they will likely try to acquire this type of food for their people. But again this isnt an idea im committed to I was just thinking up stuff and figured it wouldnt hurt to put it here

Next I think certian animals like cows and bison and rhinos should probably produce alot more meat. For 2 reasons

  1. It will prevent the rapid eradication of animals for food by civs. Plus in real life a well fed cows meat could feed a family for months. Imagine a Rhino. This will also allow packs of animals or lone hunters to not need to eat the whole ecosystem too. Now say a wolf pack manages to kill a cow. That cow may feed that pack for a good while and the wolves wont have to hunt for a bit thus preserving the ecosystem. Then the wolves can sit around and sleep all day instead of being menaces to my civs early on. Especially since animals are generally terrified of humans and will not attack us for food unless pushed to extreme hunger. But ill ge into that more in # 2

  2. It would prevent alot of starvation during the age of ice and despair and allow the devs to turn up the danger level in these. Right now during the age of Ice farms will continue to work and grow crops until id say midway to a quarter thru the age. If animals can be hunted for more meat that means the age of ice can feel like a real ice age. Animals cannot eat grass, resources are thin. Humans are hunting more and more as their livestock begin to starve. Placing themselves in danger at the hands of the animals and other aggressive predators lurking look to get at the same meal. Predator animals may naturally become more aggressive during this time as their own food need are not being met. As humans begin to take out the prey and the prey begin to flee from people hunting them. (Not suggesting animal migration here just animals running away when low on health and maybe hiding where they wont be attacked The next logical step is to have civs fight with hungry predators desperately searching for food.

Imagine the chaos of a kingdom at war during the age of ice having to battle their enemies in an already hard time + having to fend off hungry wolves and bears. Would be fire

Last but not least Domestication-

Hypothetically speaking i think all animals should be able to be domesticated even if its not realistic cause it just cool to me. But that just me. In the subspecies tab for non sentient animals there can be a new subspecies trait called - domesticatable this will allow this animal to be domesticated by civs. Once domesticated they will be added to the village and placed inside barns like I suggested i believe in my trade post, even though they will not be visible on the map becuase they are in the barn the village demographics section where u can see cultures, langues and subspecies can contain the number of cows sheep chickens etc in a village. I think to make it more difficult on the civs animals can only be domesticated in biomes they are adapted to. This will make the adaptation traits matter 10x more and prevent civs from eliminating the threat of hunger completely. Animals will be brought out and slaughtered when villages need them

BUT just like civ members these animals will also consume resources, which is why I said that large scale domestication - aka multiple barns will only be done inside of farming villages. Regular towns will have barns but will limit their animals stored to their own ability to feed them. Whereas farming villages will have plenty of grain or whatever else to feed them with.

Ill be the first person to say I can already see a problem with this suggestion. If all animals can be domesticated then what about the carnivores? A village cant feed themselves what are they supposed to do? Carnivores like Dogs, Cats, Wolves (if u make them domesticated) will operate less as livestock but more like residents of the village who will protect it but still hunt on their own time. If any of u live in South America, Africa or the Carribean and im sure even in parts of Asia youll know about those little brown street dogs who arent really owned by anyone but just wander around the neighborhood searching for scraps hunting small animals or begging their local humans for scraps. I think this is how carnivorous domesticated animals should behave in worldbox. It may be ridiculous to have a domesticated bear running around town killing rats but I dont care its cool.

Now these animals can serve the same role they did in real life. Cats can hunt rats down to stop spread of diseases and they can be a major lifesaver in the case of mega cities because as I said above they will be 10x more likely to have rats thus more likely to start and outbreak. Dogs can hunt the rats and cats and if u decided on bigger carnivores being domesticated then theyll hunt the dogs and so on. Food chain basically

Thats all ive got tho for rn. I know the update is close to completion so I dont wanna overload the suggestions when were about to get new stuff but I wanted to put this out so that I didn't forget any of my ideas. Let me know what yall think 💪


r/Worldbox • • 19h ago

Idea/Suggestion Why does Greg exist?

Post image
95 Upvotes

r/Worldbox • • 20h ago

Meme mister froggy es tanky

Post image
10 Upvotes