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- Oct 25, 2006
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Map Description In Progress...
- Last Update: 02-13-11
The map is still in development phase, each aspect can be modified or removed. Some systems might be added later on. If you think something needs a rework, or if you want to suggest something, feel free. If you want to help in any way, feel free.
I'm French so my English skills are a bit weird, if you see any sentence that sounds strange, any vocabulary or grammar mistake, please contact me anyhow, I'll edit my post. Thanks (I already thanks Reaper51 for his help).
If you want to help me for ideas, click the link !
Idea Thread
I. GENERAL PRESENTATION
II. MAP CONTENTS
- Last Update: 02-13-11
EUROPE:
THE ART OF WAR
THE ART OF WAR
The map is still in development phase, each aspect can be modified or removed. Some systems might be added later on. If you think something needs a rework, or if you want to suggest something, feel free. If you want to help in any way, feel free.
I'm French so my English skills are a bit weird, if you see any sentence that sounds strange, any vocabulary or grammar mistake, please contact me anyhow, I'll edit my post. Thanks (I already thanks Reaper51 for his help).
If you want to help me for ideas, click the link !
Idea Thread
I. GENERAL PRESENTATION
- MAP PRESENTATION
Europe: The Art of War is a strategy map. The game takes place in medieval Europe and northern Africa, starring Empires such as France, Russia or England. There are at least thirteen different nations with their own special bonuses (for instance England build Shipyards faster) and two unique units (Arab Mameluks). The players will play as one of these medieval powers, and will have to fight for the national glory.
The game takes place in a beautifully detailed Europe terrain, made with the help of several realistic maps (tree density, reliefs, towns…) and probably a final terrainer. Players have to take control over the different cities of the map (each city has it's own real name), which increases his income (income automatically generated every “round” or “month”). This is the basic and easiest way to earn income. To gather more, players will have to grow, in order to be able to control more towns, or to raise a trade empire. Indeed, E:tAoW will try to not focus only on warfare, but also on Empire developing and economy. A customized trade system will be implemented which will be an alternative way to war to earn income.
E:tAoW will also feature epic land battles and navy warfare (with a customized system for ships). Strategy and battle planning will be the master key: “The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand.” – Sun Tzu – The Art of War. There will be a custom Damages/Armor board to make the counter/anti-counter part more efficient. Same things for ships but with another custom system: supplying ships nearby shipyards will be necessary, or else you will see them sinking in a foreign sea. A moral system will also be implemented, increasing the feeling of strategy and player’s impact on the battle ingoing.
The map will also features a custom diplomacy system, with several diplomacy status (Vassal, Submitted, Trade Partner, Ally…) and a unique and never-viewed way to negotiate with other players. The map will also includes heroes since a special ranking and promotion unit system is going to be added.
Finally, Europe: the Art of War will be, I hope, a rich and great strategy map, where the player really feels that his choices and his strategy have an impact on everything he does.
The game takes place in a beautifully detailed Europe terrain, made with the help of several realistic maps (tree density, reliefs, towns…) and probably a final terrainer. Players have to take control over the different cities of the map (each city has it's own real name), which increases his income (income automatically generated every “round” or “month”). This is the basic and easiest way to earn income. To gather more, players will have to grow, in order to be able to control more towns, or to raise a trade empire. Indeed, E:tAoW will try to not focus only on warfare, but also on Empire developing and economy. A customized trade system will be implemented which will be an alternative way to war to earn income.
E:tAoW will also feature epic land battles and navy warfare (with a customized system for ships). Strategy and battle planning will be the master key: “The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand.” – Sun Tzu – The Art of War. There will be a custom Damages/Armor board to make the counter/anti-counter part more efficient. Same things for ships but with another custom system: supplying ships nearby shipyards will be necessary, or else you will see them sinking in a foreign sea. A moral system will also be implemented, increasing the feeling of strategy and player’s impact on the battle ingoing.
The map will also features a custom diplomacy system, with several diplomacy status (Vassal, Submitted, Trade Partner, Ally…) and a unique and never-viewed way to negotiate with other players. The map will also includes heroes since a special ranking and promotion unit system is going to be added.
Finally, Europe: the Art of War will be, I hope, a rich and great strategy map, where the player really feels that his choices and his strategy have an impact on everything he does.
- STORY OF THE MAP
This project has a huge and important story behind it. I’m map making for about seven or eight years now, and I have been always making Europe strategy maps. Each time I finished one I wanted to make a new one because it didn’t fulfill my expectations.
2003: Europa – Clone of “Europa” – The worst strategy map ever, no balance, nooby tooltips, no advanced system, nothing new actually – Over 250 hours of work
2005: War of Middle-Ages – Clone of “Europa” – Just a clone with a worst terrain, nice tooltips and overall display, but still not what I wanted – Over 300 hours of work
2007: Lords of Europe – Same income principle than “Europa” but differences in gameplay – Over 300 hours of work
2011: Europe: The Art of War – New terrain, new principles, new gameplay, new everything. I hope this will finally go beyond the "Clone of Europa" issue, if I release every systems I planned to do it will definitely be a new kind of Europe strategy map – For now, over 30 hours of work
I have always been making my maps alone, I always had a massive amount of free time and the motivation to finish it. Unfortunately E:tAoW needs more work (but less than 300 hours since I became much more skilled and since people are helping) and I have less time. Anyway it will be my greatest project ever.
2003: Europa – Clone of “Europa” – The worst strategy map ever, no balance, nooby tooltips, no advanced system, nothing new actually – Over 250 hours of work
2005: War of Middle-Ages – Clone of “Europa” – Just a clone with a worst terrain, nice tooltips and overall display, but still not what I wanted – Over 300 hours of work
2007: Lords of Europe – Same income principle than “Europa” but differences in gameplay – Over 300 hours of work
2011: Europe: The Art of War – New terrain, new principles, new gameplay, new everything. I hope this will finally go beyond the "Clone of Europa" issue, if I release every systems I planned to do it will definitely be a new kind of Europe strategy map – For now, over 30 hours of work
I have always been making my maps alone, I always had a massive amount of free time and the motivation to finish it. Unfortunately E:tAoW needs more work (but less than 300 hours since I became much more skilled and since people are helping) and I have less time. Anyway it will be my greatest project ever.
- TO-DO LIST
- PROGRESSING
Overall Progression: 25%
Terrain: ~65%
Units Data: ~5%
Systems: ~5%
Paperwork: ~70%
Current State of Mind: Brainstorming Mood, Searching for partners
Free Time: Not enough
Opportunity to Work: Less than one hour a day to map make on weeks, free time on week-ends
Current Work: Paperworking, Brainstorming, to organize an efficient mapping later on.
Terrain: ~65%
Units Data: ~5%
Systems: ~5%
Paperwork: ~70%
Current State of Mind: Brainstorming Mood, Searching for partners
Free Time: Not enough
Opportunity to Work: Less than one hour a day to map make on weeks, free time on week-ends
Current Work: Paperworking, Brainstorming, to organize an efficient mapping later on.
- SPECIAL THANKS
I would like to thanks some people that helped me for this map and for others Europa I made. If you think you deserve to be on this list, ask me.
SasuhKun,
Chizume,
Purple Poot,
Warman45,
Centreri,
The Hiveguys (thanks all of you)
Samcai,
Forum Judge Hype
SasuhKun,
Chizume,
Purple Poot,
Warman45,
Centreri,
The Hiveguys (thanks all of you)
Samcai,
Forum Judge Hype
II. MAP CONTENTS
- RESOURCES SYSTEM
The ressource system is far from finished to be created. I don't even finished the brainstorm about it. I need your help on this subject, an idea thread will soon be created where you will be able to give your ideas. I'll post the link here.
Something that will be implement, no matter how the rest of the system will be is the resource Exchanging (between players). Players won't use the Alliance Control Pannel, they will have to send Resource Caravan to the Capital of their ally. Resources will be represented by an item in the caravan. If you kill the caravan you can loot the resources.
Something that will be implement, no matter how the rest of the system will be is the resource Exchanging (between players). Players won't use the Alliance Control Pannel, they will have to send Resource Caravan to the Capital of their ally. Resources will be represented by an item in the caravan. If you kill the caravan you can loot the resources.
- NATIONS
This information can be outdated. A lot of new systems and ideas came up, leading to a reconsideration of the bonuses and / or unique units.
A list of the nations with their civilization bonus and unique unit.
There are some missing unique units, if you have ideas, I'd be glad to hear them.
Castile - Conquistador
• Ships: + movement speed
• Shipyard: Building time decreased
• Faster expansion
France - Chilvarous Knight
• Cavalry: + sight range, + hit points, + damages
England - Longbowman
• Ships: + hit points, + damages
• Archers: +x% attack speed
Holy Roman Empire - Teutonic Knight
• Unique unit is hired instead of trained
• Melee: + hit points, +x% regeneration rate
Hungary - ???
• Starting resources increased
• Faster expansion
• Melee: + damages
Byzantine Empire - Cataphract
• Skirmishers/Pikemen: + damages
• Priests: Better heal
• Crusaders: Improved level for Faith (ability)
Papal States - Templar
• Priests: Better heal
• Religion Units: + hit points
• Crusaders: + damages
Lithuania - Huskarl
• Faster expansion
• Organic units: + armor
• Cavalry: +x% attack speed
Russian States - Cossak
• Starting resources increased
• Unique unit: Training time decreased
• Organic units: + hit points
Norway - ???
• Ships: + hit points, + armor, +x% attack speed, + damages
Sweden - ???
• Infantry: + damages, + hit points, +x% regeneration rate
• Shipyard: Cost decreased
Seljuk Turks - Janissary
• Improved income
• All powder units available earlier
Mamluke Sultanate - Mamluke
• Faster expansion
• Archers: + damages
• Transport Ships: Building time decreased , cost decreased
Persia - War Elephant
• Faster expansion
• Organic units: + damages
Moslem State (Morocco) - ???
• Ships: + movement speed
• Cavalry: + hit points, + damages
Moslem State (Tunisia) - Beldouin Mounted Archer
• Ships: + movement speed, + hit points
• Trade: x% extra gold for each trade
There are some missing unique units, if you have ideas, I'd be glad to hear them.
Castile - Conquistador
• Ships: + movement speed
• Shipyard: Building time decreased
• Faster expansion
France - Chilvarous Knight
• Cavalry: + sight range, + hit points, + damages
England - Longbowman
• Ships: + hit points, + damages
• Archers: +x% attack speed
Holy Roman Empire - Teutonic Knight
• Unique unit is hired instead of trained
• Melee: + hit points, +x% regeneration rate
Hungary - ???
• Starting resources increased
• Faster expansion
• Melee: + damages
Byzantine Empire - Cataphract
• Skirmishers/Pikemen: + damages
• Priests: Better heal
• Crusaders: Improved level for Faith (ability)
Papal States - Templar
• Priests: Better heal
• Religion Units: + hit points
• Crusaders: + damages
Lithuania - Huskarl
• Faster expansion
• Organic units: + armor
• Cavalry: +x% attack speed
Russian States - Cossak
• Starting resources increased
• Unique unit: Training time decreased
• Organic units: + hit points
Norway - ???
• Ships: + hit points, + armor, +x% attack speed, + damages
Sweden - ???
• Infantry: + damages, + hit points, +x% regeneration rate
• Shipyard: Cost decreased
Seljuk Turks - Janissary
• Improved income
• All powder units available earlier
Mamluke Sultanate - Mamluke
• Faster expansion
• Archers: + damages
• Transport Ships: Building time decreased , cost decreased
Persia - War Elephant
• Faster expansion
• Organic units: + damages
Moslem State (Morocco) - ???
• Ships: + movement speed
• Cavalry: + hit points, + damages
Moslem State (Tunisia) - Beldouin Mounted Archer
• Ships: + movement speed, + hit points
• Trade: x% extra gold for each trade
- WARFARE
One of the most important part of the gameplay. How will players fight each other ? By what means ?
Conscription: The first soldiers available will be Conscript and Militia (and maybe another ranged type). Weak troopers that can’t be used to take down another player, no matter how much Conscripts you have. Really quick to train, this will likely be the easier way for early expand.
Raise an Army: This will follow approximately the same principles than the previous map: having a polyvalent army in case you meet someone with a main unit-type or raising a whole pikemen army because you already know your opponent have a horde of knights.
Battlefield: I’m still searching on how to implement this without too much work, but I’ll may find a way anyhow. I’m planning on adding bonuses to the different types of terrain (woods +1 armor, sand / snow -33% movement speed and so on…). So you will have to think about where to fight instead of just meeting in a random point for an epic massacre.
Unit Lines: Considering there will be a Moral System (see below for more information), army lines will be very important. Units under moral break will be the primary target of your enemy, backing them will be important in order to keep them alive. On the other side, killing the demoralized units of your opponents will gives you advantages in the front line. I hope this will leads to more strategical wars (Flank attacks, surrounding, retreats and so on…).
Heroes / High Ranked Units: Heroes and such units will take an important part in battles. I would like they don’t have a glow so you have to spot them in the middle of the fight (or else it’s too easy to focus them with a bunch of archers). Heroes will be pillars of your army cohesion, they increase moral capabilities of nearby units, reducing the amount of moral lost and giving back moral with their spells. High ranked units will really represents Lieutnants and Captains since they will also provide a moral bonus, they won’t be just empowered regular units.
Siege Engines: I think every single siege engine will have to be loaded with Engineer to move / shot and also to unpack before it can actually shot. Their reloading time will be huge too. Combined with medium hit points and high production costs, Siege Engines are easy to kill and hard to use. To balance all the cons, I think they will be really deadly.
Mercenaries: In the case you are a Trade Empire you may have a small army. To defend your lands you have to rely on one or several allies. But why should they help you ? Because you pay them ! Hire mercenary nations to defend yourself and your diplomatical status will be almost untouchable.
Submission: Instead of killing everyone during your conquests, you will be able to submit the defeated nations. A submitted nation owe you everything, she has to give you resources and troops and provide safety for the town you control in his lands.
Trade Empires: If you want to take down a trade empire, cut his trade routes, sea or ground, nothing matters more for this type of empire. Without gold, nobody will help him. This brings a new dimension in the whole warfare, you don’t have to completely destroy the nation, you can just cut his income and he’s just going to fall apart on his own.
Sea Control: Transport Ships can now load and unload anywhere on the map, making invasions very easier to perform. To avoid this you will have to control your national seas with your navy. I think there will be four or five different warships with different attack/armor types to increase strategical importance of such battles.
Conscription: The first soldiers available will be Conscript and Militia (and maybe another ranged type). Weak troopers that can’t be used to take down another player, no matter how much Conscripts you have. Really quick to train, this will likely be the easier way for early expand.
Raise an Army: This will follow approximately the same principles than the previous map: having a polyvalent army in case you meet someone with a main unit-type or raising a whole pikemen army because you already know your opponent have a horde of knights.
Battlefield: I’m still searching on how to implement this without too much work, but I’ll may find a way anyhow. I’m planning on adding bonuses to the different types of terrain (woods +1 armor, sand / snow -33% movement speed and so on…). So you will have to think about where to fight instead of just meeting in a random point for an epic massacre.
Unit Lines: Considering there will be a Moral System (see below for more information), army lines will be very important. Units under moral break will be the primary target of your enemy, backing them will be important in order to keep them alive. On the other side, killing the demoralized units of your opponents will gives you advantages in the front line. I hope this will leads to more strategical wars (Flank attacks, surrounding, retreats and so on…).
Heroes / High Ranked Units: Heroes and such units will take an important part in battles. I would like they don’t have a glow so you have to spot them in the middle of the fight (or else it’s too easy to focus them with a bunch of archers). Heroes will be pillars of your army cohesion, they increase moral capabilities of nearby units, reducing the amount of moral lost and giving back moral with their spells. High ranked units will really represents Lieutnants and Captains since they will also provide a moral bonus, they won’t be just empowered regular units.
Siege Engines: I think every single siege engine will have to be loaded with Engineer to move / shot and also to unpack before it can actually shot. Their reloading time will be huge too. Combined with medium hit points and high production costs, Siege Engines are easy to kill and hard to use. To balance all the cons, I think they will be really deadly.
Mercenaries: In the case you are a Trade Empire you may have a small army. To defend your lands you have to rely on one or several allies. But why should they help you ? Because you pay them ! Hire mercenary nations to defend yourself and your diplomatical status will be almost untouchable.
Submission: Instead of killing everyone during your conquests, you will be able to submit the defeated nations. A submitted nation owe you everything, she has to give you resources and troops and provide safety for the town you control in his lands.
Trade Empires: If you want to take down a trade empire, cut his trade routes, sea or ground, nothing matters more for this type of empire. Without gold, nobody will help him. This brings a new dimension in the whole warfare, you don’t have to completely destroy the nation, you can just cut his income and he’s just going to fall apart on his own.
Sea Control: Transport Ships can now load and unload anywhere on the map, making invasions very easier to perform. To avoid this you will have to control your national seas with your navy. I think there will be four or five different warships with different attack/armor types to increase strategical importance of such battles.
- MORAL SYSTEM
One of the main warfare change in the gameplay. I have never see such a system implemented in a map. If you did I think my system is still different from what you have seen.
The aim of this system is to make battles dynamics. You will have to pay attention to the different part of your army. Moral System will work this way:
- Each time a unit dies, every nearby units (small range ~350) loose mana (all units have a mana depending on how they are strong-willed). Units have no mana regeneration, their mana is recovered by other ways.
- When units have no mana, they are under Moral Break (represented by the Curse buff). Their attack speed and damages are reduced (probably 50%) and their armor is decreased (probably 3). The Moral Break effect lasts until mana is recovered (at least 1 mana).
There are several ways to encourage your army in battles. Heroes and High Ranked Units can increase the moral of nearby troops and some buildings (like Garrison or Frontier Fort) will restore mana over time.
- In battles, each time a unit kills another unit, it restores a small amount of mana.
- Each time a unit dies it decreases the moral of nearby units. A kill of a High Ranked Unit also increases the moral of nearby units.
- When a Hero casts a spell, it increases moral of nearby units.
- When a hero or a high ranked unit dies it decreases moral of nearby units (larger range for Heroes).
Leading to some strategy stuff:
- You won't be able to fight by just surrounding and waiting the opponent's army.
- When units are Moral Broke you have to back them or to encourage them by using spells or by adding some high ranked units to the regiment.
- When a part of your opponent's army is Moral Broke you have to focus on this part.
- If you defend near Moral Boosting structures you have to stay nearby the building, it offers a major advantage.
- You have to use your Heroes and High Ranked Units in a smart way, keep them alive, encourage the right units at the right time, using your heroes' spell with efficiency.
If you see any major nonsense, or any improvement that can be done, feel free to share your opinion.
The aim of this system is to make battles dynamics. You will have to pay attention to the different part of your army. Moral System will work this way:
- Each time a unit dies, every nearby units (small range ~350) loose mana (all units have a mana depending on how they are strong-willed). Units have no mana regeneration, their mana is recovered by other ways.
- When units have no mana, they are under Moral Break (represented by the Curse buff). Their attack speed and damages are reduced (probably 50%) and their armor is decreased (probably 3). The Moral Break effect lasts until mana is recovered (at least 1 mana).
There are several ways to encourage your army in battles. Heroes and High Ranked Units can increase the moral of nearby troops and some buildings (like Garrison or Frontier Fort) will restore mana over time.
- In battles, each time a unit kills another unit, it restores a small amount of mana.
- Each time a unit dies it decreases the moral of nearby units. A kill of a High Ranked Unit also increases the moral of nearby units.
- When a Hero casts a spell, it increases moral of nearby units.
- When a hero or a high ranked unit dies it decreases moral of nearby units (larger range for Heroes).
Leading to some strategy stuff:
- You won't be able to fight by just surrounding and waiting the opponent's army.
- When units are Moral Broke you have to back them or to encourage them by using spells or by adding some high ranked units to the regiment.
- When a part of your opponent's army is Moral Broke you have to focus on this part.
- If you defend near Moral Boosting structures you have to stay nearby the building, it offers a major advantage.
- You have to use your Heroes and High Ranked Units in a smart way, keep them alive, encourage the right units at the right time, using your heroes' spell with efficiency.
If you see any major nonsense, or any improvement that can be done, feel free to share your opinion.
- TRADE SYSTEM
Trade system will probably be reliable to the Resources System. Consequently it is not finished to be brainstormed yet.
In the same way that you can loot resources packed in the Exchange Caravan, you can pillage Trade Caravan.
In the same way that you can loot resources packed in the Exchange Caravan, you can pillage Trade Caravan.
- DIPLOMACY SYSTEMS
Another major change between E:tAoW and the other strategy maps. A dynamic and in-game ally system.
Each player can train one Emissary (one at a time). Emissaries have different abilities, the first one is White Flag. It makes every nearby units invulnerable, friend or enemy. Then, in a spellbook he has a list of comand to ask for every diplomatical status (Ally this player, Declar War, Submit, Vassal...). It will drop an item, to agree the other player has to take the item. I think other emissaries and Heroes will be able to seal the pact (to take the item).
Different Diplomatical Status
Enemy: Basically the enemy of the nation.
Neutral: Not attacked at sight, no shared vision. I think every players will start neutral towards each other.
Ally: Not attacked at sight, vision shared.
Vassal: Not attacked at sight, Vassal gives vision and control to his suzerain. The vassalage can be break via Revolt.
Submitted: Not attacked at sight, Submitted gives vision and control to his Lord, Submitted grants a percentage (that can be improved via teching) of his total gold income to his Lord. The Submitting can be break via Revolt.
Trade Pact: Not attacked at sight, vision not shared, increase efficiency of Trade between the two players.
Diplomacy will likely be restricted by research. You will have to tech to unlock every diplomatical status.
Revolt: Not 100% sure of how it will works. Players will have an overall Influence (view the Influence System part for more informations) over Europe. Negative diplomatical status (Vassal, Submitted) can be break when the overal Influence of their Suzerain / Lord will fall below the original Influence they had when they defeated them (to make it simple if I submitted you with 41 Influence, when I fall below 41 influence you can try to revolt).
The Revolt empowers the units of your nations, granting a damage and an attack speed bonus (probably 10% and 20%).
If you ask me why you should not kill the people instead of submitting them:
I guess I will try to make the Diplomacy System important to the game, leading to two or three teams fighting over Europe, sometime also victim of internal struggles.
I hope having Vassals / Submitted nations over your control will be more useful (even if there's a risk of revolt) than just killing them.
Each player can train one Emissary (one at a time). Emissaries have different abilities, the first one is White Flag. It makes every nearby units invulnerable, friend or enemy. Then, in a spellbook he has a list of comand to ask for every diplomatical status (Ally this player, Declar War, Submit, Vassal...). It will drop an item, to agree the other player has to take the item. I think other emissaries and Heroes will be able to seal the pact (to take the item).
Different Diplomatical Status
Enemy: Basically the enemy of the nation.
Neutral: Not attacked at sight, no shared vision. I think every players will start neutral towards each other.
Ally: Not attacked at sight, vision shared.
Vassal: Not attacked at sight, Vassal gives vision and control to his suzerain. The vassalage can be break via Revolt.
Submitted: Not attacked at sight, Submitted gives vision and control to his Lord, Submitted grants a percentage (that can be improved via teching) of his total gold income to his Lord. The Submitting can be break via Revolt.
Trade Pact: Not attacked at sight, vision not shared, increase efficiency of Trade between the two players.
Diplomacy will likely be restricted by research. You will have to tech to unlock every diplomatical status.
Revolt: Not 100% sure of how it will works. Players will have an overall Influence (view the Influence System part for more informations) over Europe. Negative diplomatical status (Vassal, Submitted) can be break when the overal Influence of their Suzerain / Lord will fall below the original Influence they had when they defeated them (to make it simple if I submitted you with 41 Influence, when I fall below 41 influence you can try to revolt).
The Revolt empowers the units of your nations, granting a damage and an attack speed bonus (probably 10% and 20%).
If you ask me why you should not kill the people instead of submitting them:
I guess I will try to make the Diplomacy System important to the game, leading to two or three teams fighting over Europe, sometime also victim of internal struggles.
I hope having Vassals / Submitted nations over your control will be more useful (even if there's a risk of revolt) than just killing them.
- AGE SYSTEM
- INFLUENCE SYSTEM
- HEROES
- SHIP SYSTEM
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