- Joined
- Dec 1, 2010
- Messages
- 346
Nameless Project
1. The ConceptThis map draws heavy inspiration from grand strategy games. I want to combine elements from those games with a soft classfantasy type of roleplaying experience. Since you can't just spamm one type of unit and faceroll other players. the geography of your base of choice in combination with the type of realm you play as will have a big influence on your playthrough. Because of how the trade note system in this map operates, certain areas will be significantly more suited for quickly developing a city, However there is also a large emphasis on obtaining rare resources in order to unlock certain units/buildings and upgrades. Every player in the map going to the highest value trade nodes will most definitely lead to a shortage of certain goods which will actually give an advantage to whatever players do have access to those goods. Different government forms lead to different options in gameplay. And in order to gain access to true power strategic deals will have to be forged between players. In general, the better everyone does collaboratively, the more resources will be available for everyone. But also, the stronger the geographically better areas will become in comparison. All by all, all these factors make it so that no playthrough will be exactly the same.
No situation will be exactly the same, sometimes the best strategy will be to unlock certain buildings first based on your proximity to resources or a global need.
2. Government types
Kingdom
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Free City
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Pirate republic
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Horde
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3. Glossary
Main gameplay features
Name | Image | Description |
Main resources |
| These are your 3 main resources, Ducats, Research points and supply limit. Ducats are your 'gold' income, you recieve them from trade & taxes and you need them in combination with other goods for most buildings and units. Research points are your upgrade currency. they are your main currency required to get upgrades and advance your technology. These can only be obtained in a very limited amount of ways. So your choice of upgrades and the order of them has a lot of impact. Force limit determines the maximum amount of units you can house, this depends on your amount of housing available. However, houses require a steady food production to operate. Going over your force limit will have economic consequences. |
Goods income |
| There are a variety of resources spread across the map. These resources are needed in combination with ducats to create buildings, units and for certain upgrades too. Each resource has a steady income too. Some buildings or units have a monthly operating cost and will be limited by your income in order to continue operations. Your besides production income, raided resources can be dropped off at your central square building to manually increase your stock. The central square building also determines your maximum storage capacity |
Trade nodes | Trade nodes are one of the unique and defining features of this map. Each tradenode can receive and give trade to a number of different nodes (shown by the arrows). Trade nodes combine income from players in the same region and spread it to adjacent regions. Trade nodes also pay out a percentage of the total value to each of it's subjects. see more at 'trade income'. Players will also be able to share one of their tradegoods with Atleast 1 monthly income to adjacent nodes. This can be set seperately for each adjacent trade node in the 'trade port' or 'trade point' buildings for naval and land trade nodes respectivly. Sharing a resource will give everyone in that node +1 monthly income of your resource. If a player stops getting a monthly income for a good they are sharing, the sharing stops too. Sharing a resource doesn't cost you anything, but it can be used as a tool to negotiate with more powerfull players if you posses valueable resources they need. |
Income related terms
Term | Description |
Tax income | Part of your total income generated by housing buildings. |
Trade income | The net sum of the income you get from your home trade node = (total trade node value * player trade power/Total tradepower in node)*Player trade efficiency. |
Total income | The income you receive at the start of the income cycle (Tax income + trade income.) |
Total trade node value | Total value of a trade node (= local trade value + incomming trade value - outgoing trade value) |
Local trade value | total trade value added by all of the buildings owned by the players active in this hometradenode. |
Incoming trade value | Value added to a trade node by adjacant nodes that seep into this node. |
Outgoing trade value | 20% of the local trade node value gets divided between the trade nodes adjacent to this node where it seeps into. |
Trade power | Determines the share of a nodes total value you receive. |
Research point income | Amount of research points you recieve each income cycle. ((Universitylevel*7 + CapitalBuildingTier*5 ) * research efficiency) |
Trade , research & tax efficiency efficiency | % based term that's added to an income type. Can either come from your government type or a research upgrade. |
Faction specific mechanics
Term | Description |
Black market | mid to late game building specific to pirate republic. The black market is a store type building that gives a random selection of items they can buy. This can include rare resources, or equipment for your hero unit. The owning player can refresh these items on a cooldown. Every refresh a new random list of items is added with a small chance of the list containing powerful artifacts. Other players can buy at the black market too, however the owning player will recieve a commission on this. |
vassalisation | Kingdom specific mechanic, After constructing a state house, kingdoms are able to vassalize other players. This can be done diplomatically (with the other players consent) or through claiming a players throne after destroying their capital. The king unit will unlock a spell for this. A vasal will be locked into an alliance with their overlord and be forced to pay 10% of their total income to their overlord. Vassals can also share one additional resource they produce with their overlord. giving the overlord +1 monthly income in that resource. A kingdoms endgame is to make the entire world a part of their realm. |
Pillaging | Pillaging is a mechanic unique to pirates & hordes. When certain buildings are brought to low hp, they are turned into a 'ruin' but not destroyed. pillaged buildings drop a small amount of a players stock of resources. Destroying a players central square will reward a sizeable amount of resources and end the pillage. Resources are dropped in the form of items, which the pillaging player can pick up and manually drop off into their own central square for it to be added to their stock. After a succesfull pillage you will be locked into a truce with your target. Victim players can rebuild their buildings for a small amount of ducats. Only resources they have an active production off can drop so do not destroy their production buildings if you want a good haul. |
Naval blockade | As long as a blockade is held up. 10% of a nodes trade value in ducats is transfered to the home tradenode of the pirate republic. (thus still shared with it's node companions). Pirates can target any trade node. But only one player can blockade a node at a time. Players who live by that node can of course still destroy your fleet if you are not care full. So try not to focus people that are way more powerfull than you. |
Trade outposts | Trade outposts are a mechanic unique to Free cities. A free city can create a trade outpost in a node different from their own. They will be able to select 1 resource in the node that This small AI controlled base will send to them They also recieve a monthly payment from their outpost. A free city can only build one of these fairly late into the game. |
Caravan | Horde players can pack up most of their buildings into a caravan. (certain production buildings and walls are excluded.) There is a lengthy cooldown on relocating too. Relocating allows the horde to setup their base in a different land trade node, thus gaining access to different resources. While a horde can't expend as easily as other government forms this mechanic allows them to shuffle between different bases. |
List of recourses (found on the map)
Resource | Description |
Wood | basic building material, mined manually or with a lumbermill |
Stones | Basic building material, Mined manually or with a stone quarry |
Food | Resource needed to supply houses, and for the production of troops. |
Produce | Resource produced in farms, can be used to feed livestock and turned into food, or to feed horses and turned into 'horses' |
Horses | Needed to recruit mounted units. Produced in stables. |
Hide | Material needed for ship sails and weak player armor. can be turned into leather |
Leather | Material needed for many units, as well as player armor |
Metal plates | needed for certain armored units & buildings |
Gunpowder | Rare resource Needed for various lategame buildings, as well as artilery and some units, only found in gunpowder plants which grow in dessert biome's. |
Gas | Rare resource mostly used in lategame high-technology contraptions. Mined from methane deposits, which can be found in a few volcanic areas. |
Magic dust | Rare resource found in snowy areas, Needed to create magical contraptions and magic towers. |
Iron ore | Mined from iron deposits, needs to be turned into metal plates to be used. |
Gold ore | Mined from gold deposits, is directly turned into ducats, so does not save as a seperate resource. |
Main buildings
Building | Description |
Capital building | Your main 'town hall' type building, recruits various specialized workers, and is upgradeable into tiers unlocking more buildings. limited to 1 per player |
Small port | Limited to 1 per player. Building this building will assign you to the nearest coastal trade node. Also produces 10 trade value. and 10 trade power. This is one of your most important buildings, this is also where you can share your produced resources with other nodes. |
Small trading post | Same as the small port but for land nodes. you can either build this or the small port. (in general coastal nodes are better). |
Central market square | Also limited to 1 per player. This is where you can drop off resources you collected, it also displays information about all of the various resources in the game. Can be upgraded to increase maximum storage of all your resources. |
Fishing point | Produces a small amount of food. Limited to 10 per player, but very usefull early for players who base close to a water source. Produces 10 trade value |
Ship wharf | All kinds of ships can be produced here. Produces trade power. |
Airway pathway | endgame structure that allows players to create areal transport connections, aswell as freely useable zepplins in the super-lategame. (requires a lot of rare resources) |
Market | Allows players to buy a random selection of common items & resources, auto refreshed every income cycle. Also produces a sizeable amount of trade value & trade power. |
University | Main technology building, provides a bunch of different technology trees which will greatly impact your playthrough. also the only building except your capital that can produce research points. Limited to 1 per player |
arrow, Magic, and canon towers | 3 types of defensive turrets, the two last of which are very strong but also dependent on rare resources. |
Wooden, Stone, and reinforced walls | 3 tiers of walls providing various levels of defense. Have masive hp but can be destroyed. |
Mines | Various mines will be available for stones, metal, gold, and gas resources. Each produces that resource and provides trade value to your node. |
Houses | Spammable structure, provides tax income and increases your force limit, however it decreases your food income by 1 every income cycle. you can not build more than these than your food income |
Blacksmith | Transforms iron ore into metal plates, adds trade value to node. can be manually disabled, but requires either 1 gas or 1 gunpowder per income cycle in order to run. |
Wheat Farm | Produces farming produce, adds 10 trade val, your produce income is needed to make stables, and livestock buildings work. can be placed anywhere. |
Stables | Turns farming produce into horses, can be disabled similarly to the blacksmith. |
Meat farm | Turns farming produce into food. |
Barracks | Produces basic units. |
.... | More faction specific as well as magic based buildings will be added later. |
4. Terrain
Template map it's based on (with tradenodes):
Current progress (full map view):
5. In game screenshots
*note this is very early footage, currently i only have buildings for the pirate faction
Attachments
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