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Dwarf Clans - gimme some input

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This seems like it was done by...someone... before, but whatever. A bit inspired by tribe phase of Spore.

So anyway. The premise of this game is to nurse a dwarf village into the mightiest clan on the map, probably by proclaiming your leader king. The map size would be Epic, probably. Sounds familiar so far.

The game can end with multiple players winning, in an alliance that crushed its enemies, or with one player winning, who conquered the other players, and through way of collecting taxes, acquired the power to kill every player on the map.

One way for your clan to gain power is to advance through ages, much like in age of Empires. Each age would provide a major benefit, but would also have a prerequisite.

Currency is gold, and food, which is consumed by your people each night. Some of your units will die or something if you don't have enough food.

________________________________________________________________

Age 0: No Requirement, simply weak soldiers, hunters, miners, villagers, etc.

Age I: Costs 1000 gold, allows you clan to choose a Clan Chief, which is like a hero. It can be used for many purposes, and you cannot conquer any players or form alliances without a Chief. Also chooses your government (Monarchy/Democracy/Republic) that will have subtle effects on your resource gathering and combat.

Age II: Costs 2500 gold, requires 1 allied player or one subordinate conquered player. Allows for a true Hero of your tribe, meant solely for combat. Allows for your tribe to choose its specialty. Off the top of my head, I can think of:
Farming - Better food gathering techniques.
Shepards - Gains control of animals for your army.
Smiths - Gains better upgrades, some new specific soldiers.
Religious - Has many non-offensive abilities across the board.
Merchants - Better gold gathering techniques
Need More Ideas...

Age III: Costs 6500 gold, requires 3 allied players or subordinate players. Many better soldiers and general tech upgrades across the board, mechanical units, allows for training of a Magician, who is your third hero. Will focus mainly on magic abilities.

Age IV: Costs 10000 gold, requires 5 allied players or subordinate players. Allows all of the greatest tech abilities. Each clan will gain a super power based on the specialty they chose in Age II. For example, religious will get "Summon the Gods," a super-summon for combat purposes, or something similar. Need more ideas for Age IV crap. This is the last age.

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The player requirements for advancing ages will be adjusted if there are not enough players.

I was thinking a chief conquers another clan by standing in the center of some special circle of theirs in the middle of their town, and maintaining there for 3 minutes or something king-of-the-hill style.

There would be multiple map items and resources, like gold mines, animals that drop food, trade routes that slowly generate gold, and other such shenanigans.

I'm being very general right now and there are many details that I can't think to put right now, I'll write them in later.

This game would need AWESOME terrain.

I've got a lot of stuff like school right now, so if people tend to approve of this game, I may be recruiting some help.

This map was sort of inspired by The_Silent's old dwarf map.

Concerns:
The game's too complicated
The game won't be fun with too little players
It's been done?
..your comments here.
 
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I looked at the wiki for Dwarf Fortress, and it actually seems pretty adaptable to Warcraft, but that's for another person or time.

I think I will carry through with this idea, because I keep on thinking of more things for it.

I'm thinking that each player would start in a random area that has strengths and weaknesses. For example, one player has their city in a crater, that provides for easy defending, but isn't near any good source of income.

The Chiefs/Heroes/Magicians would not be all the same, you would get a choice.

Off the top of my head:

Chiefs

Prophet
- Believes he is designated to rule by God and is leading the people to some sort of "Heaven". Would be equally suited for defense and offense, containing many buffs for soldiers.

Warmonger - A chief bent on breaking and ruling all that he sees. This hero will be similar to the Mountain King, in that he has some great AOE stomp sort of things, and also can hold his own in battle without dying too quickly.

Arbiter - A chief who values morals and justice over all else. A tough hero similar to the Paladin, will have auras and defensive spells.

Sage - A chief who ascended to power by his reputation for extreme wisdom. This hero will have few abilities suited for battle, but will have other abilities like making food grow faster or increasing a units ability to mine gold.

Shaman - A chief who ascended to power by wowing the townsfolk with his amazing powers. Would be an all purpose chief, who uses long ranged AOE spells to either buff or damage units.

Ambassador - A chief who ascended to power by his shrewdness and his abilities to make friends, not enemies. Has many power to make alliances seem more profitable, such as the ability to bribe other players at no expense of your own.

Elder - A chief who ascended to power by the respect he garnered by being the oldest and most experienced in the clan. I'm not sure what he would do, maybe healing and defensive buffs.

And..I need more ideas..Suggestions?
 
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Do not ask for who the thread bumps, it bumps for thee

-bump-

Anyway, just to add some new information.

Resource Types:

Trade Posts - Little outposts that can be captured by different clans. They generate a constant amount of gold for it's owner.

Gold Mines - Traditional in-game gold mine.

Farms - Generates food every 60 seconds, food must be physically taken by an ordered farmer. For example, right click the farm to collect it's food. Buildable by farmers.

Animals - Hunters can hunt random creeps, and collect food from their bodies.

Misc. Resource Outposts - These resources will be random (ex. spice, diamonds, iron), and will be worth varying amounts. They will be sold as items, requiring a unit with inventory to profit off of them. The outposts will be guarded by nomads/mercenaries proportionate to the worth of the resources.

Hrm..there should probably be some more.. I'll think of it in a bit.
 
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Yes, you, Borden, sitting there in your cell, awaiting your negrep. For my bumping.

-bump-

Woo! Double bump extravaganza!

Anyway

Ideas for combat heroes:

Each hero would be have a normal name and then a surname, which would define it's class.

...the Great - Tank Hero, will have abilities such as taunt and some close range AOE. Will mainly serve to absorb damage while your other soldiers do the damage.

...the Terrible - Similar to the Great, but with more damaging moves and less life. A good counter to other heroes, and a good way to deal massive damage in one on one fights.

...the Proud - Buffing hero, with high HP, has many healing spells and AOE buffs. Similar, again, to the Paladin.

...the Quick - Classic quick hero, similar to Blademaster, can weave in and out of fighting while having spells geared towards assassinating single units.

...the Silent - Ranged rifleman hero, has very low life and high damage abilities, but it slow enough that if melee units run past to attack him, he couldn't outrun them.

...the ...hmm... Can't think of many more good names, even though the possibilities for hero types are endless...

Need some ideas, for anything.

Oh and by the way, if you can figure out where the title of this thread is from, then you get one measly bit of rep.
 
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