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Knights and Merchants

This project is based on Knights and Merchants (1994)

In this game, the player commands vast medieval armies. Your forces consist of archers, knights, and spearmen, each with distinct strengths and weaknesses. Strategy is essential — players must make smart use of terrain, positioning, and available resources.


Units


Militia


Class: Infantry
A lightly equipped, unarmored fighter. Cheap and efficient for quickly building up your army. Strong against archers and spearmen, but weak against cavalry.


Axe Fighter


Class: Infantry
A well-balanced unit equipped with leather armor. Effective against archers and spearmen, but vulnerable to cavalry.


Lance Carrier


Class: Spearman
Exceptionally strong against cavalry units. Weak against archers and most infantry.


Bowman


Class: Ranged
A long-range unit capable of dealing high damage from a distance. Extremely vulnerable to infantry and cavalry in close combat.




Features


  1. All units have custom sound effects imported from Knights and Merchants. The soundtrack has also been fully replaced with music from the same game.
  2. Infantry Charge Attack – Infantry units can perform a charge, increasing their movement speed by 50% in the direction they are facing.
  3. Custom terrain features include a fully implemented precipice.
  4. A custom resource, Iron, is required for advanced units such as Sword Fighters, Pikemen, Knights, and Crossbowmen — though this is not used on the current map (planned for future maps).
  5. Backstab Damage – Units struck from behind take critical damage.
  6. Supports massive large-scale battles.
  7. The enemy uses a triggered AI system that holds defensive positions, reacts to attacks, and counterattacks intelligently.
  8. Inspired by Knights and Merchants: once a melee unit enters combat, you temporarily lose control of it until the engagement ends, making positioning crucial.
  9. The damage system uses integer calculation. For example, if a unit deals 4 damage and the target has 1 armor, the final damage is 4 − 1 = 3.
  10. Three difficulty levels are available. Higher difficulties grant upgraded stats to enemy units.
  11. Economic System:

  • Build Windmills and assign peasants to generate gold income.
  • Harvest lumber, then assign peasants to Sawmills to produce timber. Timber is required to craft weapons such as Axes, Bows, Spears, and Wooden Shields.
  • Build a Tannery and assign peasants to produce leather at the cost of gold. Leather is required for training all non-militia troops.
  • Construct Stables and load peasants inside to produce horses (costs gold). Horses are necessary for training cavalry units.

  1. Road System – Roads must be built from the Town Hall to connect your settlement.
  2. Walls and Towers also require road connections, though walls may be placed farther away from the road.
  3. The enemy actively trains units and launches attacks — prepare your defenses!



This project is based on Knights and Merchants. I hope you enjoy it!




Credits



Unit sounds from Knights and Merchants
Music soundtrack from Knights and Merchants
Previews
Contents

Knights and Merchants (Map)

Reviews
deepstrasz
Idle worker icon doesn't appear if workers do nothing. It would be helpful. More than two leather armours don't appear in the table. Not sure if it's intended/max or not but the production keeps going. Oh, it requires leather but it doesn't say so in...
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Militia Wars
You can also upload your map here to generate a list: Asset scanner

This goes for future maps you'll upload in this bundle (since you've put the campaign tag, I assumed you would be putting more maps here).

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

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Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
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Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Not sure if it's supposed to be multiplayer but currently there's only one player slot and no functioning AI for the enemy (no mining or windmill building; just unit stacking in the base).
Units are quite regular Warcraft III ones, upgrades pretty much Human based.
There's two Blacksmith buildings.
One building (the Stables) is enough to enable all units in the Barracks to be trained.
Units are pretty much versions of each other; they don't feel unique.

Overall, simple and incomplete.
 
Idle worker icon doesn't appear if workers do nothing. It would be helpful.
More than two leather armours don't appear in the table. Not sure if it's intended/max or not but the production keeps going. Oh, it requires leather but it doesn't say so in the title/description like for other things.
Axe Strength's icon=Build Small Swords'. Build Spear's=Spear Strength's. Composite Bow's=Build Bow's. Leather Armour's=Leather Armour Strength's.
Would suggest giving each "resource" its own colour.

It's better I guess, the system is nice although units are quite few and not that different. There's no siege machines for instance.
Would be nice to add the option for this to be played with players as well but to be interesting, random start locations would be a good idea.

Approved.
 
Good map with very bad replayability

Cons:
  • lack of unit types
  • Description talking about things that does not exist in the game atm for example one of the resources description was about training elven swordman
  • lack of replayability there is no randomness in the game and nothing you can do to differ your play style
  • economy takes a long time to get going which is another reason why the map is only good for one time play ( atleast in my opinion)
  • weird damage types , why archer is siege damage? the description of the damage is correct but the name and icon is misleading

Pros:
  • custom voice lines
  • unit countering
  • PVE ( which also can count as cons)
  • good city buildings mechanics
 
Militia Wars 2.0 (Warcraft 3 Gameplay)
  • Only gold, lumber, and horses are required to train units.
  • Road systems remain and are essential for efficient town project.
  • Windmills must now be built within fenced farming areas somewhere on the map. Peasants must load the windmill to generate gold income.
  • To produce mounted units, you need to supply stables with peasants. The more stables you own, the faster your horse population grows over time.
  • The Town Hall no longer requires a road connection, since gold mines are scattered across the map.
  • Combat effects, damage sounds, battle screams, and unique voice lines are all preserved.

I hope you enjoy these new mechanics!
 
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