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Forge of Empires - create your own faction

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Forge of Empires

:the empire management game
Goal:This is an old project of mine that i keep reviving, it's goal is the creation of an RTS game where the player controls a faction whose characteristics he customized to suit his preferences in aesthetics and playstyle. A quick description would be spore civilization stage taken seriously. The game should accommodate both competitive playstyles as well as a chance of engaging in roleplay.
This iteration of the project aims to create a 4X RTS game using the Warcraft 3 engine and map editor, inspired by tabletop wargames and turn based strategy games like Sid Meyer’s Civilization and Illwinter’s Dominions, as well as real time strategy games such as Trevor Chan’s Seven Kingdoms and The Creative Assembly’s Total War series, yet also drawing inspiration from the role playing game by Tale Worlds, Mount & Blade. The specific goal of this iteration is to create a game that allows players to engage in diplomacy, collaboration and peaceful competition as well as open warfare. It aims to create a game with a complex economy typical of turn based games,but refurbished to require less micromanagement. I intend to keep the strategic value of multiple resources and supply lines with an interface that accommodates a large amount of automatic management. I also intend to make every resource important, but none of them essential, as to give players the chance to compete against monopolistic empires.For this iteration I've designined a game where players can conquer and convert independent and enemy cities, managing each city he controls by distributing it's population across different occupations, balancing population growth, economic growth, and military capabilities in a proportion most suitable to his needs. I intend to make a sliding scale of difficulty, increasingly smaller rewards should come at increasingly steeper costs, and a sufficiently large empire should struggle just to keep itself together, as to make small empires have a better fighting chance against large empires, and to keep successful players struggling to maintain their position.It is also important for me to make factions customizable. Customization in this iteration will be on a city by city basis: each city will belong to one of four civilizations, and produce up to 3 specialized types of soldiers, with equipment, training and cost randomly set, but modifiable by the player, this will allow him to customize both the aesthetics as well as the playing style of his empire.It is also a far reaching goal of this iteration to create a living and breathing body of aristocracy and government officials with their own internal diplomacies and agendas. These nobles would serve as military commanders or city rulers, as well as give financial assistance, and would have to be pleased and maintained in order to keep their loyalty and service, while kept under control to prevent them from acquiring too much power and attempting to overthrow the current dynasty, which should cause many management nightmares, but not necessarily mean a defeat for the player.

This thread shall serve as a development diary, used to expose and promote the project as well as to gather some input and suggestions. The following post will have a list of planed features, classed as either core requirement, bloat feature, under implementation or implemented, according to it's priority and state of implementation. This list is subject to discussion and change.

Besides the above mentioned features that will be listed below, I plan to also create plenty of models and skins for this game, including different unit models for each of the 4 civilizations, each with textures for 4 tiers of armor and different animations to use all the weapons featured in game, attachment models for different weapons and accessories, hundreds of different flag and shield motifs, and different building models for 4 tiers of defensive structures, civic buildings, and 3 tiers of habitations, all with different models for the 4 different civilizations.
The following screenshots and models will not be used in this iteration of the project, they were created several months ago in my last attempt at this project and shall be used as references. They also serve as an example of the style I wish to pursue.
119312-albums4626-picture54220.jpg

heavily armored adventurer and untextured weapons

119312-albums4626-picture45275.jpg

a town by the river, and a small squad in the other margin

119312-albums4626-picture45274.jpg

randomly generated mountain

119312-albums4626-picture45390.jpg

multi-squad formation
 
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UNDER DEVELOPMENT: This list should be better formatted for reading comprehensibility.

UNDER DEVELOPMENT: I am certain that many features that should be listed were forgotten.

CORE: At map initialization the game should run a map generating script, capable of placing forests, mountains, natural resources and other terrain features on a pre-made landmass map with 3 different regions defined by their climate. These map features should be somewhat unevenly placed to give different strategical advantages to different parts of the map.

CORE: the script should be able to place different resources in coherent, sane places.

BLOAT: Eventually I want the game to be capable of creating new landmasses and navigable oceans on initially empty maps

CORE: The game should create a reasonable number of neutral cities. Neutral cities will be depicted as conglomerations of small buildings. Selecting one of those buildings would select the city unit, a dummy, invisible unit, whose selection circle would represent the city size. It is through this unit’s abilities that the players interact with the city.

CORE: Cities can belong to four civilizations, northern, inspired by celts and vikings, eastern, inspired by sumeria and other early middle eastern civilizations, western, inspired by greece and rome, and southern, inspired by egypt and nubia. Civilizations differ only in aesthetics, location and language.

CORE: Cities should have civilization appropriate randomly picked names.

CORE: Cities should have a loyalty value towards every faction. This value can be either positive or negative, a negative value would be designated as resistance. At the start of the game, all cities except players’ starting cities should be neutral, having a preset resistance value towards every player.

CORE: Players should be able to conquer these cities through military action. Attacks done against cities influence their loyalty value towards 0, meaning that an enemy city will decrease its resistance towards the attacker, and decrease its loyalty towards the owner.

BLOAT: There should be pacific ways of converting a city; bribing their governors, servicing them, spreading propaganda, inciting revolts and buying them from other players.

BLOAT:a city should be able to give “quests”, and should be able to notice when a player does it a service: like killing the marauders that were raiding it

CORE: For a player to be able to interact with a city he should first have control of it. Cities will be controlled by the player they are most loyal to, or if it’s loyalty is close to zero towards every player, it will be given control to the highest ranking military commander in its vicinity. If a higher ranking commander arrives and the previous commander is still within city grounds it will remain in the first commander’s control until he leaves the city’s vicinity

CORE: Military commanders should be able to build fortifications within city grounds. Fortifications would increase the efficiency of the military commander in keeping the order within city grounds, and lessen the expenses of maintaining the army on the field. Fortifications are tiered: the first fortification a commander can build is a camp that can be upgraded to a barracks, then a fort, then to more impressive fortresses

CORE: Cities should be distributed across the map with a density influenced by the environment of the region in which they are placed. Plains and coastal regions should have medium frequent, medium population cities. Forest lands should have frequent, low population cities, desert lands should be bare of cities except in fertile regions by oasis or riversides, where cities should be very populated

CORE: Cities should have different number of inhabitants. The inhabitants of cities are abstracted and are represent as numbers. They can be distributed by players through several fields.

CORE:peasants: food is required to feed every inhabitant, or the population growth goes negative. Food production is influenced by the number of peasants plus any environmental factors on the region the city stands.

CORE:workforce: workers producing goods produce gold and increase the speed in which empire buildings and troops are produced, as well as the rate at which the infrastructure increases. Infrastructure represents housing as well as sanitary and civic installations; it influences population growth and loyalty\morale.

CORE:merchants: large enough cities can employ merchants to multiply the city’s gold production, and (bloat)bring a little scientific advancement.

CORE:military personnel: large enough cities can afford the maintenance of a militia and some military infrastructures. It requires some gold, and costs the town some productivity, but towns properly equipped with military infrastructure and personnel are able to commission troops faster and possess a standing army they can send out in case of attack and helps in keeping your subjects loyal

BLOAT:Scientific research: through the sacrifice of considerable sums of gold and productivity, alchemists, engineers and philosophers will increase the chances of technological breakthroughs that can improve many aspects, including military performance, population growth rate, etc.

CORE:a player should be able to recruit soldiers from cities he controls.

CORE: a city not equipped with a barracks or higher tier of military infrastructure can only recruit peasant levy. these have no training and are poorly equipped. They perform badly in combat and have low morale, but are cheap to maintain.

BLOAT:Recruiting peasant levy from a city lowers the city’s loyalty.

BLOAT:Possessing a great number of peasant levy relative to your empire’s population lowers loyalty across the empire.

BLOAT:Possessing a great number of peasant levy relative to the number of professional soldiers lowers the empire’s reputation.

CORE: a city equipped with a barracks or higher tier of military infrastructure should be able to recruit professional soldiers. Professional soldiers are better equipped and trained, and perform much better than peasant levy in every sense, but take time to train and are expensive to maintain.

BLOAT: a city equipped with a military academy properly maintained by military personnel allows a city to produce highly trained and specialist soldiers that benefit more from the tactical capabilities of skilled commanders.

CORE:Possessing a high number of these elite soldiers increases the empire’s reputation.

CORE: Like soldiers, a player should be able to recruit commanders from cities. Commanders should only be recruit able in cities with a somewhat high loyalty.

CORE:Commanders should have a tactician skill that increases with every battle, won or lost, and increases attack and defense of troops under his command.

CORE:Commanders should have a reputation value that increases with every battle won and is halved with every battle lost. Reputation influences both friendly and enemy troop morale.

CORE:Commanders should have an administrator skill that increases with time spent controlling cities. It increases productivity of the city under its control.

BLOAT: Commanders should belong to abstracted noble families associated with the city, and should bear surnames relative to that house.

BLOAT:Noble families should change every time a city is conquered.

BLOAT:Noble families should have a loyalty value of their own and one should be able to convert them, and should need to please these noble families to maintain their loyalty.

CORE:players should be able to define which weapons and armor its troops should wear on a city to city basis.

CORE:different equipments should have different characteristics and weight, reducing a unit’s walking speed, as well as different training times.

CORE:swords, axes and spears should be among the possible weapons, along with bigger, two handed versions

CORE:swords are fast and lethal against lightly armored opponents. They’re easily trainable, but still benefit from higher forms of training

CORE:Large swords are slow, but even more lethal, perform well against armored opponents, and can cut through spears disarming enemy spearmen ranks. They can’t be used with shields and aren’t very useful at parrying. They require great training time.

CORE:axes and maces are cheap and dangerous, even to heavily armored soldiers. They are simple weapons, easy to master, but not very versatile

CORE:large axes are refurbished woodcutter tools. They’re perfectly capable of cleaving a shield in half and caving in the steel helmet of an elite soldier with a single swing, but are slow and unwieldy, can’t be used with shields, and aren’t very useful at parying. They require little training to learn everything a soldier needs to know about it.

CORE:spears range from simple sharp sticks to... metal tipped sharp sticks? They’re quite simple to use, really, just poke them with the pointy end. Useful in formations, these weapons benefit more from a commander's ranks in the tactician skill. It’s easy to train soldiers into passable spearmen, but they benefit greatly from an elite training

CORE:sarissas are longer sharp sticks. It’s the same really, but you can poke them from afar, making them useful to keep the enemies at bay. They benefit even more from elite training and a commander tactician skill, being seriously gimped without it but devastating under a proper tactician. They require a little more training to be usable. They’re heavy and cumbersome, so be prepared to defend sarissa spearmen ranks against skirmishers.

CORE:ranged weapons require some more serious training but are cheap to maintain. Ranged weapon soldiers have limited ammo and are useless in close combat, so they tend to retreat early and live longer than the average soldier.

CORE:javelins are sharp sticks that you throw, pointy end first, at the incoming hordes of enemy soldiers that are charging your way. They don’t fly very far, and are heavy enough that you can’t carry that many, but are cheap and lethal, with some armor penetrating power that arrows tend to lack and some extra tissue damage as well. Using them well requires some training, but if you give enough of them to unskilled hands you’re likely to score some hits too.

CORE:bows range from simple, cheap weapons that you produce en masse and equip hordes of peasants with, to expensive composite pieces of masterful handcraft and deadly accuracy. Learning to use them isn’t easy, though, and mastering them is a lifetime achievement. Elite Sharpshooters… even the name sounds like poetry to a tactician. They’re expensive to produce and extremely useful, as well as extremely fragile, take good care of them

BLOAT:crossbows. The great equalizer, these weapons are the instant version of a sharpshooter: just add peasant and stir. They’re quick to master, deadly, very accurate, and most of all, armor piercing, but they are expensive to produce and with a slow rate of fire. They require some technological sophistication to be produced

CORE:There should be 4 classes of armor; none, light, medium and heavy.

CORE:light armor uses leather and other relatively cheap and resistant materials to reduce damage done to soldiers. It’s better than nothing, but it isn’t especially effective against most weapons, still, it is light and versatile

CORE:medium armor uses metal components arranged in a malleable mesh like maille or scale armor to complement and reinforce a suit of medium armor. It is more expensive and certainly heavier, but it offers the most protection for the least encumbrance

CORE:heavy armor combines medium armor with a breastplate and other solid metal components, it is very expensive and heavy, and due to it’s component’s rigidity it severely limits movement for the untrained soldier, but it is virtually impenetrable to arrows and swords

CORE:helmets and caps should be available. Caps offer less coverage and protection, but full helmets limit line of sight and ranged accuracy

CORE:There should be two categories of shields, and at least two different aesthetic options for them

CORE:regular shields provide some protection against missiles and during melee combat, but require the use of one hand, making them impossible to use with two handed weapons

CORE:formation shields are larger versions of the regular shield. Large enough to protect both the wearer and his left companion, they offer excellent protection against missile weapons, and because they attach to the forearm instead of being held in one hand, they can be used with long spears that require both hands to wield. Heavy and cumbersome though, these shields make the wearer march slowly, and a skilled tactician as well as elite training is required to benefit from the formation shield’s advantages

BLOAT:Horses!

BLOAT:War machines like catapults, trebuchets, siege towers, siege rams and ballistas should become available with some technological advances.
 
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Good luck. Seems like to me you played too much total war though.......

Oh btw do you build the cities like is Sid Meier Civ or is it there like TW??
 
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yes, you should be able to build towns and villages with population taken from other cities, but they would grow slowly and only in a very long game a small town would become a full fledged city by natural processes. you should be able to force a large exodus, though, and move an entire population to a new city, but it would create a great distress, and building the infrastructure to house such a great population would take some time, during which the population would live in bad conditions, reducing population growth possibly to negative values

thanks for bringing that up. i've thought about a lot of things that i never remember to write down when i'm trying to organize my ideas
 
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Why use a map generating script instead of a fixed terrain? I never modded anything before but i played enough games(in WC3) to know that a map generating script will be tough to make. Although it will be cool.

The main reason for fixed terrain is balancing. In case you have 5-10 years of patience, it's going to take a while to get the script right. So i really suggest that you get a fixed terrain.

And uhh, i think you forgot about taxes......
 
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taxes are simulated, but abstracted. workforce represents artisans producing and selling utility items and traders represent, well, traders. they generate gold presumably by paying taxes.

the map generating script is there for the replayability value, though the map generation wont be completely random: landmasses and seas are premade, climate regions are predefined, and mineral resources will spawn more frequently in mountainous lands, that bring some disadvantages too.
the map is expected to be somewhat imbalanced in the sense that different regions will require different playstyles, but it will make it hard for players to expand outside their initial region: units trained in temperate regions will suffer severe morale penalties when marching in cold or hot regions, and suffer even more from lack of supplies. Cities in hot or cold regions have less food productivity and can sustain less soldiers, but have access to ample supplies of mineral resources, gold in the south and iron in the north. This all adds to the mechanic of challenging larger empires: city loyalty should decrease making revolts frequent, administrative costs should reduce gold income, and military threats from barbarian raiders, etc. should keep any sufficiently large empire busy enough to give everyone else time to catch up
 
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Odd!! Unit more biggest more than house door, or much bigger like their house!! aowkakowkaow!! Lul'z!!
Implement, This seem like Rise of Nation, 1 circle is much army more than 1 army!!

Uhh.....what?? I don't understand......

Oh so the maps are not made from scratch? But there's a fixed terrain and they throw stuff in it? That's good enough.

Which era will this map be in? Your feature list puts both medieval and ancient times. It's quite confusing........

P/S: Nothing seems to be done yet o.0
 
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i did work with him some several months ago, but we lost motivation early into the project. now i plan to get something more solid before i gather anything resembling a team.

P/S: Nothing seems to be done yet o.0
i've got some models half done, with some pretty crappy animations(55 of them) that i intend to use as placeholders and i've spent the last 3 days organizing my ideas.

Development Diary: entry 1

Today I began designing and triggering a system to manage the cities populations. It will be a combination of dummy heroes and abilities: when you select a city several dummy, invisible heroes are created forming a menu of options with their quick selection buttons on the left side of the screen. selecting one of these heroes will remove all of them from game and create new ones forming a submenu of the previous menu, plus an option to return to the previous menu.
selecting the "manage population" option will create a submenu with heroes representing each of the different ocupations your town can support, with a number of unused skillpoints representing the number of inhabitants assigned to each activity. selecting one of these heroes will create a new dummy unit with six different abilities, and will force the player to select that unit automatically. these abilities will allow the player to increase or decrease the population assigned to that occupation by 1 percent, 10 percent, or 100 percent, assigning the entire population to a single activity or setting the population assigned to that activity to 0.
 
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Just some suggestions:
Instead of those bushes, maybe use trees. Make the bushes near the trees.
Also, its weird that the houses look same size as the people.

it's would be much easier, both intellectually and in actual effort, to use default wc3 trees, the fact that i didn't use them should be enough to tell you that i made a conscious choice of not using them. i'll explain why, though, wc3 trees are too cartoonish and they wouldn't go well with the models i'm creating for both the city buildings and units. warcraft's bushes on the other hand make somewhat more realistic trees, but i guess you wouldn't agree, or you wouldn't have suggested i replace them

as for the scale disparity between buildings and units, that is hardly without precedent, warcraft 3 itself does it: try to fit a human peasant through the door of a farm, then compare the size of that same peasant to that of a paladin.
at least i intend to keep some coherence between units and between buildings
 
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warcraft bushes fit my standards surprisingly well
i don't need to download models, i can create my own, plus, most realistic trees on this site were made for rpg maps and art-terraining purposes, and are too high poly for my needs. in my game there will be regions with a density of several hundred trees on one screen
 
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spent the day trying to reinstal warcraft after doing something stupid. had to do a new battlenet account because i had forgotten my old account information so i could download a legit installer after having problems with a downloaded cd image. i'm now installing warcraft RoC so i can continue working on this

E:eek:k, reinstaling it didn't work either. after circa 4 hours trying to solve this issue the hard way i finally came to my senses and called tech support:
worked like a charm, as expected, now, back to work.
 
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