A History Tale
General Concept
"A History Tale" is most akin to the risk/strategy line of maps but takes a more civilization-esque approach to things while not being too overly complicated. Whereas in other strategy games the player often builds up a town similar to melee games in "A History Tale" all the non-warfare action is handled directly in your cities (there's a demonstration of this lower down in the post). Units spawn at regular intervals at each city you control and their numbers and types are dependent on a number of different factors (you can purchase additional units however). Each player starts with one city (there a bunch of neutral cities littered throughout the map and they will not go down without a fight) and seeks either to capture every other city on the map (except those of their allies) or win by popular vote in the League of Nations. I haven't thought of special modes yet but I'm likely to have alternate modes such as Permanent Alliances, Domination (where you would only need to control 65% of the map to win), etc.
Layout
ALL INFORMATION IS SUBJECT TO CHANGE BASED ON A WHIM, IDEAS FROM YOU GUYS, ETC. ETC.
When starting a new game this is basically what you would be looking at. You begin with your capital (the capital of Britannia is London) and a small force of units (which aren't there, I placed some footmen for vision reasons).
In the top right is your personal multiboard that tells you your...
- Type of Government: You can switch between different types of government at will each of which have different advantages and disadvantages. There is a limit as to how often you can switch. You begin with Despotism which has no effects. You unlock different types of government as the game progresses.
REPRESENATIVE DEMOCRACY
Advantages: Increased income from storehouses. Can spend gold to instantly finish researching a technology. Disadvantages: Decreased research rate.
OLIGARCHY
Advantages: Increased automatic military spawn rates. Unit ranks require less kills. Disadvantages: Decreased population growth rate.
LIBERTARIANISM
Advantages: Increased population growth rate. Increased population caps. Disadvantages: Decreased military spawn rate.
THEOCRACY
Advantages: Enables spawning of zealots. Religions have no disadvantages. Disadvantages: Can only ally with players of the same religion.
MONARCHY
Advantages: Enhanced military spawns. Recieve a random bonus lump sum of gold when the income timer expires because of the monarchy's dependance on stability. Disadvantages: Cannot change religions.
COMMUNISM
Advantages: Enables permanent alliances. Greatly enhances spy units. Immune to the work of enemy spies. Disadvantages: Switching to another type of government from communism takes three times as long as normal.
- State Religion: You can switch between different religions which, as with governments, have different effects on your empire. Each religion also has a special event that can only be used so often. There is a limit as to how often you can switch between religions as well. You begin with Paganism which has no effects. You unlock different religions as the game progresses.
BUDDHISM (Anyone got any ideas?)
Advantages: ? Disadvantages: Weakened military spawns. Event: ?
HINDUISM
Advantages: Increased effectiveness of bazaars. Disadvantages: Cannot initiate the breaking of an alliance. Event: Moksha. The freeing of some of your people from Samsa-ra temporarily lifts your people's spirits, greatly increasing their fighting effectiveness near your cities.
JUDAISM
Advantages: Increased income. Disadvantages: Decreased population growth rate. Event: Exodus. Frees a nuetral city below # population from servitude. The city in turn joins your civilization.
CHRISTIANITY
Advantages: Increased military spawn rate. Disadvantages: Decreased income. Event: Crusades. Forces alliances between all Christian players and provides each player with a small crusader army.
ISLAM
Advantages: Allows the spawning of messengers. Disadvantages: None. Event: Pilgrimage. Sends all your messengers on a pilgrimage to Mecca. When they return you recieve a lump sum of gold based on the number of messengers you sent.
ATHEISM
Advantages: Greatly decreased academy cost. Disadvantages: Cannot ally with non-atheist civilizations. Event: Logic. Dramatically increases your research rate for 10 seconds.
- Income: Every 60 seconds you receive an income, a number directly related your total population and the number of cities you control (some buildings, religions, etc. also effect this). In this screen your income is 10,000 (for testing purposes) and to the right of that is the income timer which counts down to when you will receive income. Each individual city also has their own separate income where they receive 1 gold every 2 seconds (storehouses effect this number).
- Research: You research one technology at a time whose progress is displayed here by progress bar and by a numeral %. This prevents having to switch between multiple buildings to research a complicated maze of upgrades each with wildly unrelated prerequisites and allows for a nice streamlined techtree.
ANIMAL HUSBANDRY
Stables
ARCHERY
Military Camp
Archers
Crossbowman
Longbowman
Guard Tower
ARTILLERY
Artillery
Artillery Posts
ASSEMBLY LINE
Factory
Infantry
ASTRONOMY
Observatory
Temple
Some religions
BANKING
Market
Bank
BIOLOGY
Hospital
Medic
BRONZE WORKING
Smith
Forge
Spiked Barricades
CHEMISTRY
Laboratory
CIVIL SERVICE
Some gov civics
Maceman
Courthouse
CODE OF LAWS
Town Hall
Some gov civics
COMPASS
Harbor
Explorer
CONSTITUTION
City Hall
Some gov civics
Fortifications
CONSTRUCTION
Storehouse
Catapult
Trebuchet
Fortified Walls
CURRENCY
Bazaar
Trading Post
Vault
EDUCATION
Academy
University
FLIGHT
Hangar
GUILDS
Knight
Horse Archer
Guard Tower
GUNPOWDER
Rifleman
Cannon
Cannon Tower
Manned Fortification
INDUSTRIALISM
Shipyard
Armory
IRONWORKING
Ironworks
Spearman
MEDICINE
Field Tent
Medical Center
Healer
MILITARY TRADITION
Barracks
Garrison
Improved Spiked Barricades
MONOTHEISM
Some religions
Monastery
POLYTHEISM
Some religions
Shrine
ROBOTICS
Airport
Factory
ROCKETRY
SAM Infantry
Flak Tower
Missle Silo
SATELLITES
Enables vision of entire map.
Radar
- Population: Each city you control has a population that grows by itself over time and can be sped / slowed by certain buildings, religions, etc. Population is a factor in how many units spawn at each city, are needed to upgrade a city's age (from ancient->medieval for example), income etc.
In the bottom right corner is the control panel for Ancient London. Every city's control panel will look almost exactly the same. From left to right and top to bottom.
- Manage City Buildings: Here is where you build and upgrade buildings for each city. Instead of having a worker go out and build them the city does this by itself.
- Manage City Defenses: Here is where you build and upgrade defenses for your city. This works identically to the Manage City Buildings tab. Currently this holds Construct Sentry Towers (Constructs 3 sentry towers to defend your city.) and Construct Wall (Increases defense of friendly units outside this city.). Ideas are welcome.
Here I have clicked on the Manage City Defenses tab and only have the option to construct scout towers (haven't filled this tab in yet).
As you can see the city now has scout towers, without the use of a worker. I'm unsure whether I'm going to physically show all buildings your city makes or just the defensive ones. I'd like some opinions on this.
Here I have upgraded the scout towers to guard towers by clicking the button again*. (Towers are now separately upgraded. So while you would build the sentry towers through the city, you upgrade them on a 1 to 1 basis)
A look at the Manage Buildings tab. These are all the non-defensive buildings your city can construct. No looking for workers and no messy melee-style base. Everything is centralized in your cities.
COTTAGES - Increases population growth rate.
Cottages
Hamlets
Villages
Towns
BARRACKS - Upgrades all further military units spawned at this city.
Military Camp
Barracks
Garrison
Headquarters
ACADEMY - Hastens the rate at which you research technologies.
Academy
University
Observatory
Laboratory
FORGES - ? (Used to be that it would speed up building construction, but this is impossible with the system I'm using for constructing buildings. Any alternative uses for this building are welcome.)
Smith
Forge
Ironworks
Factory
STOREHOUSE - Increases your city's personal income.
Storehouse
Vault
Bank
TOWN HALL - Increases the bonuses provided by your state government.
Town Hall
Courthouse
City Hall
SHRINE - Increases the bonuses provided by your state religion.
Shrine
Monastery
Temple
BAZAAR - Provides additional gold for every ally you have when the income timer expires.
Bazaar
Trading Post
Market
FIELD TENT - Slowly heals friendly units outside of this city.
Field Tent
Medical Center
Hospital
STABLES - Enables the spawning of mounted units.
Stables
Armory
HANGAR - Enables the spawning of some air units.
Hangar
Airport
HARBOR - Enables the spawning of some sea units.
Harbor
Shipyard
Note: Coastal cities can build harbors while non-coastal cities can build stables.
- Manage City Military: As mentioned earlier units spawn by themselves. While this is great and all you will be using this tab alot anyway. This is where you can spend gold to get military units.
- Manage Heroes and Royalty: In this tab you can hire heroes (there are 2 for every civilization and if they die they are gone for good so be careful with them) and manage your royalty. Royalty are basically a costly passive bonus for a city. Each city can only have one member of royalty and each civilization has 5 to choose from.
Heroes
Britannia
Richard the Lion Heart: Arthas with Frostmourne
Edward IV: Archmage
Roman Empire
Scipio Africanus: Blood Elf Lt.
Lucius Sulla: Paladin
Greece
Heracles: Beastmaster
Atalanta: Jaina
Persian Empire
Rostam: Orc Warlord
Memnon: Maceman (Custom Model)
Egypt
Menhit: Shandris (With Custom Skin)
Set: Bloodmage
Hispania
El Cid: Proudmoore
Hernan Cortes: Garithos
Germania
Sigfried: Gladiator (Custom Model)
Ailcun: Human Sylvannas
Arabia
Ali the Warrior: Demon Hunter (With Custom Skin)
Khalid ibn al-Walid: Mountain King
Mongols
Subutai: Axeman (Custom Model)
Jebe "The Arrow": Creep Spearman
Gaul
Charlemagne: Knight (I know this is an arguable place to put him, but I was desperate)
Clovis I: Alternate Campaign Paladin (Black Hair)
- Manage Research: You choose what your empire is researching here.
- Manage Wonders: Wonders are like other buildings except they provide some kind of global bonus and there can only be one on the entire map. If someone builds the Great Wall then everyone else is out of luck.
THE GREAT WALL
Provides walls to all your cities that give a defense bonus to nearby friendly units.
THE TEMPLE OF SOLOMON
Increases your income based on how many other players share the same religion as you.
THE GREAT LIGHTHOUSE
Provides bonuses to all of your current and future sea units.
THE PARTHENON
Increases the rate at which your heroes gain experiences and increases the levels of all of your existing heroes by 3.
THE PYRAMIDS
Enables all forms of government. Possible second bonus.
THE SISTINE CHAPEL
Enables all religions. Possible second bonus.
THE ORACLE
Instantly completes the technology you are currently researching. Slightly hastens the rate at which you research technologies.
THE HANGING GARDENS
Increases the population in all of your cities and slightly increases their population growth rate.
THE TAJ MAHAL
Significantly increases the bonuses provided by royalty.
THE LEAGUE OF NATIONS
TBD. Will factor into a peaceful way of winning.
- Manage State Government: Change your empire's government.
- Manage State Religion: Change your empire's religion.
In the bottom left there is a report button which prints out a detailed report on your city. You can also type -report for a report.
In the bottom right is the option to upgrade a city from ancient to medieval and so forth. Whereas other games have global ages in "A History Tale" each city has their own age. Upgrading a city's age raises it's population, unlocks more units for automatic spawning and purchase, etc.
Other Features
- Full text trade/ally/etc. options. Trade, ally, unally, get a report, get a tutorial, etc. all through text options such as -help.
- 10 Civilizations each with two unique military units, two unique heroes, and five unique members of royalty. I'm thinking of allowing each civ the option of building an item shop for the hero units in which case each civ would have unique items as well.
- 11 buildings (not counting upgrades or defensive buildings) and 10 wonders that each city can construct. TDB number of defensive buildings, religions, goverment types, and technologies.
- 38 spawnable units (not final), 12 unique units (2 per civ), 12 unique heroes (2 per civ). Fight on the ground, across the seas, and through the air.
- Fun fast paced action that isn't too bogged down by city micromanagement while retaining a sense of strategy. (I hope!).
Progress
I'm not going to wow you with some magic progress bars. This is the down and dirty of what is done and what isn't.
- Base units and heroes (All units have been named and assigned to models. About half of the base units have stats. Heroes have no spells and the spells have not yet been thought up).
- Basic city tabs. (Made tooltips/buttons for the city interface. You can browse through all the tabs.)
- Base for City Buildings / Wonders. (All the buttons and tooltips are there for the buildings and wonders but their exact stats are not set. Most buildings are constructable. About half of Wonders are. Tooltips for most buildings need to be redone).
- Multiboard, Income System, Text Trading/Allying/Unallying, City Capture System are complete. Have basic outline for unit spawn system.
- Most religions and governments.
- Some chat commands. Still need to do the tutorial one.
- I would like to eventually add different modes such as Permanent Alliances, Domination (where you would only need to control 65% of the map to win), Barbarians (Players Vs Buffed Neutral Cities) etc.
There is alot to be done!
Interested?
I'd love to hear any ideas, criticism, etc. you guys have. You can post it here, e-mail me ([email protected]), or IM me (tivrames).
I also have some positions to fill for those interested...
Terrainer: 0/1 My terrainer dropped out a few days ago so this means I could really use a new terrainer (who would unfortunately have to work from scratch). PM, post, IM etc if interested.
Testers: ?/? (I'm not quite at the testing stage but it's never too early to take down names so just say if you're interested).
That's it! Thanks for reading I know it was a long post. PLEASE post your ideas, criticism, etc. I love ideas. I eat ideas for breakfast. Give me your ideas!
UPDATED 6/24/07
General Concept
"A History Tale" is most akin to the risk/strategy line of maps but takes a more civilization-esque approach to things while not being too overly complicated. Whereas in other strategy games the player often builds up a town similar to melee games in "A History Tale" all the non-warfare action is handled directly in your cities (there's a demonstration of this lower down in the post). Units spawn at regular intervals at each city you control and their numbers and types are dependent on a number of different factors (you can purchase additional units however). Each player starts with one city (there a bunch of neutral cities littered throughout the map and they will not go down without a fight) and seeks either to capture every other city on the map (except those of their allies) or win by popular vote in the League of Nations. I haven't thought of special modes yet but I'm likely to have alternate modes such as Permanent Alliances, Domination (where you would only need to control 65% of the map to win), etc.
Layout
ALL INFORMATION IS SUBJECT TO CHANGE BASED ON A WHIM, IDEAS FROM YOU GUYS, ETC. ETC.
When starting a new game this is basically what you would be looking at. You begin with your capital (the capital of Britannia is London) and a small force of units (which aren't there, I placed some footmen for vision reasons).
In the top right is your personal multiboard that tells you your...
- Type of Government: You can switch between different types of government at will each of which have different advantages and disadvantages. There is a limit as to how often you can switch. You begin with Despotism which has no effects. You unlock different types of government as the game progresses.
REPRESENATIVE DEMOCRACY
Advantages: Increased income from storehouses. Can spend gold to instantly finish researching a technology. Disadvantages: Decreased research rate.
OLIGARCHY
Advantages: Increased automatic military spawn rates. Unit ranks require less kills. Disadvantages: Decreased population growth rate.
LIBERTARIANISM
Advantages: Increased population growth rate. Increased population caps. Disadvantages: Decreased military spawn rate.
THEOCRACY
Advantages: Enables spawning of zealots. Religions have no disadvantages. Disadvantages: Can only ally with players of the same religion.
MONARCHY
Advantages: Enhanced military spawns. Recieve a random bonus lump sum of gold when the income timer expires because of the monarchy's dependance on stability. Disadvantages: Cannot change religions.
COMMUNISM
Advantages: Enables permanent alliances. Greatly enhances spy units. Immune to the work of enemy spies. Disadvantages: Switching to another type of government from communism takes three times as long as normal.
- State Religion: You can switch between different religions which, as with governments, have different effects on your empire. Each religion also has a special event that can only be used so often. There is a limit as to how often you can switch between religions as well. You begin with Paganism which has no effects. You unlock different religions as the game progresses.
BUDDHISM (Anyone got any ideas?)
Advantages: ? Disadvantages: Weakened military spawns. Event: ?
HINDUISM
Advantages: Increased effectiveness of bazaars. Disadvantages: Cannot initiate the breaking of an alliance. Event: Moksha. The freeing of some of your people from Samsa-ra temporarily lifts your people's spirits, greatly increasing their fighting effectiveness near your cities.
JUDAISM
Advantages: Increased income. Disadvantages: Decreased population growth rate. Event: Exodus. Frees a nuetral city below # population from servitude. The city in turn joins your civilization.
CHRISTIANITY
Advantages: Increased military spawn rate. Disadvantages: Decreased income. Event: Crusades. Forces alliances between all Christian players and provides each player with a small crusader army.
ISLAM
Advantages: Allows the spawning of messengers. Disadvantages: None. Event: Pilgrimage. Sends all your messengers on a pilgrimage to Mecca. When they return you recieve a lump sum of gold based on the number of messengers you sent.
ATHEISM
Advantages: Greatly decreased academy cost. Disadvantages: Cannot ally with non-atheist civilizations. Event: Logic. Dramatically increases your research rate for 10 seconds.
- Income: Every 60 seconds you receive an income, a number directly related your total population and the number of cities you control (some buildings, religions, etc. also effect this). In this screen your income is 10,000 (for testing purposes) and to the right of that is the income timer which counts down to when you will receive income. Each individual city also has their own separate income where they receive 1 gold every 2 seconds (storehouses effect this number).
- Research: You research one technology at a time whose progress is displayed here by progress bar and by a numeral %. This prevents having to switch between multiple buildings to research a complicated maze of upgrades each with wildly unrelated prerequisites and allows for a nice streamlined techtree.
ANIMAL HUSBANDRY
Stables
ARCHERY
Military Camp
Archers
Crossbowman
Longbowman
Guard Tower
ARTILLERY
Artillery
Artillery Posts
ASSEMBLY LINE
Factory
Infantry
ASTRONOMY
Observatory
Temple
Some religions
BANKING
Market
Bank
BIOLOGY
Hospital
Medic
BRONZE WORKING
Smith
Forge
Spiked Barricades
CHEMISTRY
Laboratory
CIVIL SERVICE
Some gov civics
Maceman
Courthouse
CODE OF LAWS
Town Hall
Some gov civics
COMPASS
Harbor
Explorer
CONSTITUTION
City Hall
Some gov civics
Fortifications
CONSTRUCTION
Storehouse
Catapult
Trebuchet
Fortified Walls
CURRENCY
Bazaar
Trading Post
Vault
EDUCATION
Academy
University
FLIGHT
Hangar
GUILDS
Knight
Horse Archer
Guard Tower
GUNPOWDER
Rifleman
Cannon
Cannon Tower
Manned Fortification
INDUSTRIALISM
Shipyard
Armory
IRONWORKING
Ironworks
Spearman
MEDICINE
Field Tent
Medical Center
Healer
MILITARY TRADITION
Barracks
Garrison
Improved Spiked Barricades
MONOTHEISM
Some religions
Monastery
POLYTHEISM
Some religions
Shrine
ROBOTICS
Airport
Factory
ROCKETRY
SAM Infantry
Flak Tower
Missle Silo
SATELLITES
Enables vision of entire map.
Radar
- Population: Each city you control has a population that grows by itself over time and can be sped / slowed by certain buildings, religions, etc. Population is a factor in how many units spawn at each city, are needed to upgrade a city's age (from ancient->medieval for example), income etc.
In the bottom right corner is the control panel for Ancient London. Every city's control panel will look almost exactly the same. From left to right and top to bottom.
- Manage City Buildings: Here is where you build and upgrade buildings for each city. Instead of having a worker go out and build them the city does this by itself.
- Manage City Defenses: Here is where you build and upgrade defenses for your city. This works identically to the Manage City Buildings tab. Currently this holds Construct Sentry Towers (Constructs 3 sentry towers to defend your city.) and Construct Wall (Increases defense of friendly units outside this city.). Ideas are welcome.
Here I have clicked on the Manage City Defenses tab and only have the option to construct scout towers (haven't filled this tab in yet).
As you can see the city now has scout towers, without the use of a worker. I'm unsure whether I'm going to physically show all buildings your city makes or just the defensive ones. I'd like some opinions on this.
Here I have upgraded the scout towers to guard towers by clicking the button again*. (Towers are now separately upgraded. So while you would build the sentry towers through the city, you upgrade them on a 1 to 1 basis)
A look at the Manage Buildings tab. These are all the non-defensive buildings your city can construct. No looking for workers and no messy melee-style base. Everything is centralized in your cities.
COTTAGES - Increases population growth rate.
Cottages
Hamlets
Villages
Towns
BARRACKS - Upgrades all further military units spawned at this city.
Military Camp
Barracks
Garrison
Headquarters
ACADEMY - Hastens the rate at which you research technologies.
Academy
University
Observatory
Laboratory
FORGES - ? (Used to be that it would speed up building construction, but this is impossible with the system I'm using for constructing buildings. Any alternative uses for this building are welcome.)
Smith
Forge
Ironworks
Factory
STOREHOUSE - Increases your city's personal income.
Storehouse
Vault
Bank
TOWN HALL - Increases the bonuses provided by your state government.
Town Hall
Courthouse
City Hall
SHRINE - Increases the bonuses provided by your state religion.
Shrine
Monastery
Temple
BAZAAR - Provides additional gold for every ally you have when the income timer expires.
Bazaar
Trading Post
Market
FIELD TENT - Slowly heals friendly units outside of this city.
Field Tent
Medical Center
Hospital
STABLES - Enables the spawning of mounted units.
Stables
Armory
HANGAR - Enables the spawning of some air units.
Hangar
Airport
HARBOR - Enables the spawning of some sea units.
Harbor
Shipyard
Note: Coastal cities can build harbors while non-coastal cities can build stables.
- Manage City Military: As mentioned earlier units spawn by themselves. While this is great and all you will be using this tab alot anyway. This is where you can spend gold to get military units.
- Manage Heroes and Royalty: In this tab you can hire heroes (there are 2 for every civilization and if they die they are gone for good so be careful with them) and manage your royalty. Royalty are basically a costly passive bonus for a city. Each city can only have one member of royalty and each civilization has 5 to choose from.
Heroes
Britannia
Richard the Lion Heart: Arthas with Frostmourne
Edward IV: Archmage
Roman Empire
Scipio Africanus: Blood Elf Lt.
Lucius Sulla: Paladin
Greece
Heracles: Beastmaster
Atalanta: Jaina
Persian Empire
Rostam: Orc Warlord
Memnon: Maceman (Custom Model)
Egypt
Menhit: Shandris (With Custom Skin)
Set: Bloodmage
Hispania
El Cid: Proudmoore
Hernan Cortes: Garithos
Germania
Sigfried: Gladiator (Custom Model)
Ailcun: Human Sylvannas
Arabia
Ali the Warrior: Demon Hunter (With Custom Skin)
Khalid ibn al-Walid: Mountain King
Mongols
Subutai: Axeman (Custom Model)
Jebe "The Arrow": Creep Spearman
Gaul
Charlemagne: Knight (I know this is an arguable place to put him, but I was desperate)
Clovis I: Alternate Campaign Paladin (Black Hair)
- Manage Research: You choose what your empire is researching here.
- Manage Wonders: Wonders are like other buildings except they provide some kind of global bonus and there can only be one on the entire map. If someone builds the Great Wall then everyone else is out of luck.
THE GREAT WALL
Provides walls to all your cities that give a defense bonus to nearby friendly units.
THE TEMPLE OF SOLOMON
Increases your income based on how many other players share the same religion as you.
THE GREAT LIGHTHOUSE
Provides bonuses to all of your current and future sea units.
THE PARTHENON
Increases the rate at which your heroes gain experiences and increases the levels of all of your existing heroes by 3.
THE PYRAMIDS
Enables all forms of government. Possible second bonus.
THE SISTINE CHAPEL
Enables all religions. Possible second bonus.
THE ORACLE
Instantly completes the technology you are currently researching. Slightly hastens the rate at which you research technologies.
THE HANGING GARDENS
Increases the population in all of your cities and slightly increases their population growth rate.
THE TAJ MAHAL
Significantly increases the bonuses provided by royalty.
THE LEAGUE OF NATIONS
TBD. Will factor into a peaceful way of winning.
- Manage State Government: Change your empire's government.
- Manage State Religion: Change your empire's religion.
In the bottom left there is a report button which prints out a detailed report on your city. You can also type -report for a report.
In the bottom right is the option to upgrade a city from ancient to medieval and so forth. Whereas other games have global ages in "A History Tale" each city has their own age. Upgrading a city's age raises it's population, unlocks more units for automatic spawning and purchase, etc.
Other Features
- Full text trade/ally/etc. options. Trade, ally, unally, get a report, get a tutorial, etc. all through text options such as -help.
- 10 Civilizations each with two unique military units, two unique heroes, and five unique members of royalty. I'm thinking of allowing each civ the option of building an item shop for the hero units in which case each civ would have unique items as well.
- 11 buildings (not counting upgrades or defensive buildings) and 10 wonders that each city can construct. TDB number of defensive buildings, religions, goverment types, and technologies.
- 38 spawnable units (not final), 12 unique units (2 per civ), 12 unique heroes (2 per civ). Fight on the ground, across the seas, and through the air.
- Fun fast paced action that isn't too bogged down by city micromanagement while retaining a sense of strategy. (I hope!).
Progress
I'm not going to wow you with some magic progress bars. This is the down and dirty of what is done and what isn't.
- Base units and heroes (All units have been named and assigned to models. About half of the base units have stats. Heroes have no spells and the spells have not yet been thought up).
- Basic city tabs. (Made tooltips/buttons for the city interface. You can browse through all the tabs.)
- Base for City Buildings / Wonders. (All the buttons and tooltips are there for the buildings and wonders but their exact stats are not set. Most buildings are constructable. About half of Wonders are. Tooltips for most buildings need to be redone).
- Multiboard, Income System, Text Trading/Allying/Unallying, City Capture System are complete. Have basic outline for unit spawn system.
- Most religions and governments.
- Some chat commands. Still need to do the tutorial one.
- I would like to eventually add different modes such as Permanent Alliances, Domination (where you would only need to control 65% of the map to win), Barbarians (Players Vs Buffed Neutral Cities) etc.
There is alot to be done!
Interested?
I'd love to hear any ideas, criticism, etc. you guys have. You can post it here, e-mail me ([email protected]), or IM me (tivrames).
I also have some positions to fill for those interested...
Terrainer: 0/1 My terrainer dropped out a few days ago so this means I could really use a new terrainer (who would unfortunately have to work from scratch). PM, post, IM etc if interested.
Testers: ?/? (I'm not quite at the testing stage but it's never too early to take down names so just say if you're interested).
That's it! Thanks for reading I know it was a long post. PLEASE post your ideas, criticism, etc. I love ideas. I eat ideas for breakfast. Give me your ideas!
UPDATED 6/24/07
Last edited: