I guess this'll go here for now.
Welcome to my new game/attempt to revitalize the forums!
The game will play like Civilization, with the goal being to settle and conquer the land, beating those in your way (i.e. other forumers). Most rules have been simplified, with combat being the main focus. Each person will choose a preset faction to play as, choosing a formal name and colors if wanted. Each faction has unique units, as well as a unique mini-tech tree.
The MapsUnit map
City map
The core of the game, outside of combat, is settling cities on the tiles of the map. Based on the terrain it is settled on, a city gains bonuses:
-Grassland: +1 Supply for units
-Hills: Engineers are immediately built in this city.
-Jungle: +0.2 Tech Points a turn
-Lake: Free Trader in this city.
-Forest: Builders are immediately built in this city.
-Desert: Cannot be settled on.
-Mountain: Cannot be passed or settled on.
UnitsAs for units, there are 4 types of combatant units, and 4 noncombatant units. Each faction has a unique combatant unit for each type.
The combatant units deal more damage against another type in a rock-paper-scissors style format.
The types are Melee, Archer, Mage, and Siege.
Melee is effective against Mage, Archer against Melee, and Mage against Archer.
Meanwhile, Siege takes add. damage from all three of the other types, but has a hefty bonus versus cities, which are otherwise difficult to take down.
The noncombat units are:
-Colonist: Settles a city on a tile. Must be at least 2 tiles away from another city. Represented by a Flag.
-Builder: Can be expended to create a road between two cities. A road doubles the movement of any friendly unit on it. Must be between the cities in question. Represented by a Shovel.
-Engineer: Can be expended to create a fort on a tile. Grants +2 defensive strength to any friendly unit on a tile. Represented by a Hammer.
-Trader: Founds a trade route between two cities. Grants +0.4 Tech Points to you and +0.2 to your ally. Factions must not be at war, and there cannot be more than 10 tiles between the two cities. A line will be drawn on the map between the locations. If not in a city with a possible route, may be moved at the cost of one turn to a city with one. There cannot be more than one trade route per trade partner between two cities. (I.e. I try to establish a trade route from my first city to Ninja's first, for ex. Ninja can send a trader from his city to mine, but I cannot send another from my first city to his first.) [Does not count for Supply]
All units share a supply cap, which is determined by the number of cities you have. The first city you settle also has +1 supply. (+1 supply for a city if founded on grassland)
To create units, you must wait to make them in a particular city. Each unit type has a turn cost:
Melee, Archer, Wizard: 1 turn
Builder, Engineer, Siege: 2 turns
Colonist, Trader: 3 turns
On the map, units will be shown as follows:
1. The center icon indicates the unit type, while the colors indicate the faction.
2. The green bars indicate health. Lost health will be gray.
3. If a unit is stopped or otherwise affected by a condition, the outside circle color will change. Red indicates unable to attack, yellow is unable to move, and blue will indicate other effects.
Combat is based on the combat strength differential of the units in combat. In addition, these may be modified by certain abilities. Luckily, you don't have to calculate this. I've made a calculator, accessible from aerisdraco.github.io.
It's a bit picky with what it accepts, and if there are any QOL changes to make, tell me and I'll try to add them at the soonest convenience. This spoiler lists what the thing accepts:
- [+] SPOILER
- Factions:
-Mountain Men; Mountain; mountain
-Dark Forces; DF; Vez'nan
-Desert Warriors; Desert, desert
-Jungle Savages; Jungle, jungle
-Dwarves, dwarves, dorf
-Forest Creatures, forest, Fae
-Twilight Elves, Twilight, twilight
Units:
-Melee; melee
-Archer; archer
-Mage, mage
-Siege, siege
-City, city
Remember that these have to be exact copies.
I guess on to the factions now.
FactionsThere are 3 factions from each game:
- [+] SPOILER
- Linirea
Units: Paladin, Ranger, Arcane Wiz, Catapult
Passive: Royal Edict: Cities in Grassland grant +1 more supply then usual. Paladins are made immediately.
Mountain Men (Claimed)
Units: Barbarian, Musketeer, Sorcerer, Sasquatch
Passive: Mountain Crossers: Can cross mountains, +1 defense
Dark Forces
Units: Dark Knight, Shadow Archer, Necromancer, Lava Elemental
Passive: Dark Pact: Units gain +1 CS vs. their effective enemy type
Desert Warriors
Units: Assassin, Crossbow Fury, Archmage, Genie
Passive: Sandstorm: +1 move in Desert, can settle in Desert for +1 supply
Jungle Savages
Units: Savage Warrior, Axethrower, Shaman, Gorillon
Passive: Sacrifice: Get +0.4 TP for each kill
Dwarf
Units: Defender, Sniper, Tesla Gunner, Battle Mech
Passive: Dwarven Mechanics: Get a free Mech every 2 cities
Aredhel Elves
Units: Bladesinger, Arcane Archer, High Elven Mage, Bastion
Passive: Elven Glory: +2 defensive CS for Cities, +1 offensive CS in forts
Forest Creatures
Units: Forest Keeper, Awok, Gnome, Arch-Druid
Passive: Nature's Wrath: +1 CS and move in Forest and Jungle
Twilight Elves
Units: Avenger, Harasser, Evoker, Brute
Passive: Vindicator: +2 CS after a kill for 2 turns
In addition, there are (small) Tech Trees for each faction. Researching through this tech tree grants additional power to your units.
Technology is researched through a tech point system, where a certain amount of points is needed for each new Technology. Each city you own passively generates +0.2 per turn, more if you have a Trade Route or founded on Jungle.
After choosing a faction, you can also choose their colors (as long as its within reason, i.e. no pink for the dark forces). Preferably, tell me in RGB values.
As seen, there are specific units for each faction, and options to upgrade, which'll be stored here:
https://docs.google.com/spreadsheets/d/ ... sp=sharingNote that I'm not adverse to buffing or nerfing certain abilities if they're too weak or strong.
Starting the GameAfter the initial pick and stuff, you'll choose a settling location on the coast. You'll be provided with a city there, as well as a free Melee unit and Colonist at that location.
TurnsDuring the turn, you can move units, attack, produce new units, and declare war.
Turns will be 48 hours/2 days long.
Current Turn end: 10/14
Acronyms and Explanations-TP: Tech Points
-CS: Combat Strength
-OS/DS: Offensive/Defensive Strength
Other Stuff-Range is important. Only the Archer and Wizard are ranged by default, but this reduces the retribution damage they take from attacks by half.
-All units move two while on the ocean, but they may not attack. Amphibious attacks are allowed, however. Embarking ends the unit's move.
-There can not be more than one combat unit on a tile, and there can also not be more than one noncombat unit on a tile. However, there may be one combat and noncombat unit on a tile.
-To calculate who goes first, the turn actions will be randomized and then done. If it a unit has +1 move, it automatically moves first.
-Units stacked in a city take 1/2 the damage taken by the city if the city is attacked; and are automatically destroyed if the city is captured.
-
No declaring peace treaties through PM!-Defenders have a slight penalty to their retribution damage, so take that into account.
-Only one unit can be produced in a single city at a time.
ContendersName: Aeris
Faction: Dwarves
Cities: 10
Tech Points/Turn: 6 (2.6)
Techs: Wolfram Armor, Supercharge, Imp. Ordnance, Focus Fire, Chain Lightning, Smart Targeting, Overcharge, Mithril Armor, Waste Disposal, Mithril Hammers, Dwarfweiser, Shock and Awe
Units/Supply: 16/16
Trade Routes: To Duo x3; To K'urk; To Unseelie x2, To Nexus; To Saselea
Producing: Defender [Wasp, s-blocked] (1 turn)
Name: Ninja
Faction: Dark Forces
Cities: 9
Tech Points/Turn: 4 (11.2)
Techs: Eagle Eye, Opportunist, Summon Skeleton, Eldritch Power, Shadow Sneak, Granite Armor, Fire Breath, Strafe
Units/Supply: 12(14)/15
Trade Routes: To Quinque x3, To Quattuor
Producing: Colonist [Cankerhold] (1 turn); Colonist [Bonesburg] (2 turns)
Name: Kingmaker
Faction: Twilight Elves
Cities: 4
Tech Points/Turn: 1.4 (7)
Techs: Blade Mail, Offensive Stance, Silencing Curse, Dark Blades, Cleaving Hooks
Units/Supply: 7/8
Trade Routes: Unsent in Unseelie
Producing: Colonist [Nexus] (2 turns)
Name: Sir Toddalot
Faction: Desert Warriors
Cities: 7
Tech Points/Turn: 4.8 (10.4)
Techs: Pickpocket, Accuracy, Monastic Discipline, Counterattack, Sneak Attack, Stealth, Falconer, Stored Bolts, Overpower, Magical Fists
Units/Supply: 6(7)/9
Trade Routes: To Mirotehn; To Sava; To Eidolo; To Makom x2;
Producing: Colonist [C7] (3 turns)
Name: PitNata
Faction: Jungle Savages
Cities: 3
Tech Points/Turn: 1 (8.8)
Techs: Poisoned Blade, Jungle Hunter, Twin Throw
Units/Supply: 6/6
Trade Routes: None
Producing:
Wars and AlliancesNon-aggression Pact: Toddalot & Aeris (7 turns)
Non-aggression Pact: Toddalot & Ninja (9 turns)
War: Ninja v PitNata