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[Miscellanous / Other] Peasant Rebellion techtree

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Peasant Rebellion

A techtree for a ragtag army of downtrodden peasants and commoners. The theme of the army is to have cheap but numerous T0/1 units, while higher-tier units are mercenaries that can counter other factions' units but are more expensive. Tiers don't require upgrading a central building, instead constructing support structures, but they are long and expensive to build.

Food is used as a third resource by some abilities.

Modified from a (currently stalled) campaign, so will probably be unbalanced for melee or against non-AI players.

Feel free to give feedback, suggest improvements or use in your own maps.

Worker units:

All workers can build, mine, and harvest lumber, but each has specialized skills.

  • To Arms! (Active): Runs to the nearest Armory/Supply Wagon to become a Rebel. Transformation is not timed.
  • Take Cover! (Active): Runs to the nearest Supply Wagon to gain a ranged attack.

Artisan: Can repair more efficiently and can sabotage enemy mechanical units.
* Sabotage (Active): Targets an enemy mechanical unit. Target is Crippled.

Miner: Can mine more efficiently and can sap buildings, dealing extra damage.
* Sap (Active): Deals 500 damage to target building over 10 seconds at melee range. Long cooldown.

Lumberjack: Gathers lumber more efficiently and can instantly kill trees.
* Timber! (Active): Instantly kills target tree, giving the corresponding amount of lumber. Long cooldown.

Farmer: When in a Paddock, doubles its food production. Can sabotage enemy food buildings.
* Spoil Food (Active): Targets an enemy building. Target building's food production is reduced to 0 while the effect is active.


Units:

Hound (T0 melee): Farm dog trained to sniff out thieves. Unarmored, Normal damage.
* True Sight

Rebel (T0 melee): Slightly-better armed and armored workers with a secondary anti-building attack. Can be produced in large numbers and return to being a worker. Unarmored, Normal/Piercing and Siege damage.
  • Stand Down (Active): Returns to worker status.
  • Throw Rocks: Switches to short-ranged mode and Piercing damage. Deals less damage than the club, but has 1% chance to Bash non-mechanical units.
  • Club: Switches to melee mode and Normal damage.
  • Throw Torch (secondary anti-building attack)

Poacher (T1 ranged): Light ranged fighter with Ensnare, can plant traps and hunt animals for food. Light armor, Piercing damage.
  • Ensnare (Active): If used on a critter or animal creep and the target is killed while Ensnared, gives +1 food.
  • Trap (Active): Creates a trap (invisible ward) at the target location. A unit stepping within a small radius of the trap will take 100 damage and be stunned. The trap is destroyed on activation. Long cooldown.

Looter (T1.5 melee): Fragile melee unit that loots corpses for gold and upgrades. Can deal high damage to debuffed units. Medium armor, Normal damage.
  • Loot (Autocast, Active): Targets and destroys a non-animal corpse. Gives gold proportional to the target's cost and a slight boost to one of the caster's stats (HP, speed, damage etc.). Very high upgrade limit.
  • Misericorde (Active): Targets an enemy non-mechanical unit. Deals 50x[number of debuffs on the target] damage.

Butcher (T2 melee): Stronger frontline fighter. Medium armor, Normal damage.
  • Rend (Passive): Every successive attack on a target deals increased damage.
  • Butcher (Autocast): Destroys a corpse. If an animal corpse, gives +1 food, if not, reduces nearby enemy damage for a short time.

Gravedigger (T2 support): Support unit. Light armor, Normal damage.
  • Bring Out Yer Dead! (Autocast): Picks up and preserves a nearby corpse for use elsewhere.
  • Smells like Death (Passive): Gives the Dizziness debuff to nearby enemies. Gravediggers are immune.


Casters:

Demagogue (T2 melee caster): Can inspire troops and demoralize enemies with AoE buffs. Medium armor, Normal damage.
  • Inspiration (Active): Nearby units have increased attack and movespeed.
  • Shield of Faith (Active): Dispels magic in an area.
  • You Cannot Kill An Idea (Active, drains mana): Nearby enemies have lowered damage and defense. If the caster is killed while the effect is active, nearby allies get the Inspiration buff.

Wise Woman (T2 caster): Can heal allies and curse enemies. Unarmored, no attack.
  • Strange Mushrooms (Passive): Gives Disease Cloud to enemies in melee range.
  • Healing Herbs (Active): Gives the Healing Salve effect to nearby allies. Mana cost is partially refunded if the caster is standing on grassy terrain when casting.
  • Curse Doll (Active): Targets an enemy unit. While active, target loses 25 health and mana every time it attacks.
  • Potion Brewing (Active): Creates a random potion that can be sold for gold or used by heroes.

Seer (T2 ranged caster): Unarmored, Magic damage.
  • Vision (Active): Reveals target area.
  • Trance (Channeling/Toggled): While active, random enemy caster takes damage every time they cast a spell. No range limit or LoS required.
  • Foresight (Active): Targets a friendly unit. While active, target unit has 30% Evasion.


Siege:

* Onager (T2 siege): Hastily-assembled siege weapon. Has low health and damage but moves faster than other siege units. Can be built at the Workshop or by Artisans in the field. Heavy armor, Siege (splash) damage.

Hot-Air Balloon (T2 flyer): An observation balloon with very long sight range that requires lumber to fly. Can be upgraded to throw firebombs (also gives it a melee-range anti-ground siege attack and increased sight range at night). Unarmored, Siege damage when upgraded.
  • Load/Unload: Can carry 1 unit at a time, must land to load them.
  • Inventory: Can carry 6 items.
  • Flight (Toggled): Becomes mobile and Flying, but drains lumber to stay afloat. If out of lumber, automatically lands.
  • Firebomb (Active): Targets an area. Sets the area on fire, dealing damage to ground units inside.
  • True Sight (Passive)

Supply Wagon (T2 support): Has a healing aura based on current food usage that can unpack into a resource-collection building. Workers can garrison inside it to gain a ranged attack / can arm themselves to become a Rebel. Can be upgraded to have increased defense. Heavy/Fortified armor, Piercing damage.
  • Supplies (Passive): Heals nearby units based on current food usage.
  • Unpack (Active): Becomes a building that can receive resources.
  • Pack up (Active): Becomes mobile, losing the ability to receive resources.
  • Arm Yourselves! (Active): Nearby workers run to the wagon to become a Rebel.
  • Take Cover! (Active): Nearby workers run inside the wagon to gain a ranged attack.


Mercenaries:

Deserters (T1 melee/ranged): Low cost, but high food requirement and mediocre stats (though better than Rebel units). Light armor, Normal/Piercing damage.

Crossbowman (T2 ranged): Medium ranged unit with a slow but powerful attack. Can deploy a pavise to greatly increase defense at the cost of movement. Light armor, Piercing damage.
* Pavise (Toggled): Greatly increases range and defense, but prevents movement.

Kobold Burrower (T2 siege): Light siege unit with Flying movement that can damage buildings by moving under them. Heavy armor, no attack.
* Burrower (Passive): The unit is ethereal. Has a building damage aura.

Spy (T2 support): Invisible scout that can sabotage enemy economy. Unarmored, no attack.
  • Permanent Invisibility (Passive)
  • True Sight (Passive)
  • Agitation (Spellbook):
** Labor Strike: Targets a worker unit. All targeted player's worker units stop moving and cannot be given new orders during 30 seconds (will still flee if attacked).
** Cease Production: Freezes target building's production/attack for 30 seconds.
** Steal From The Rich: Steals a random amount of resources from target town hall building.

Landless Knight (T3 melee): Heavy melee unit. Can ransom enemies for resources. Heavy armor, Normal damage.
* Ransom (Channeling): Targets an enemy unit at melee range. Target is invulnerable but unable to move or attack. Once the effect ends, the target's cost is removed from the target's owner. If the owner cannot afford the ransom, the effect is renewed and the cost doubled. Lasts half as long on heroes.

Harpy Wanderer (T3 flyer): Medium air unit with a strong anti-air melee attack and an anti-ground attack. Can block the passage of ground units. Unarmored, Magic damage.
* Windwall (Active): Targets a point. Creates an ethereal wall of tornadoes along the caster's facing at the target point that prevents ground units from passing. Units that get close to the wall are Cycloned.

Outcast Wizard (T3.5 caster): Heavy ranged unit. Light armor, Chaos damage.
  • Sorcerous Barrage (Active): Targets an area. Launches fireballs at every unit in the area for 100 damage.
  • Forbidden Ritual (Active): Animates a corpse under the caster's thrall. Unit is permanent but has negative health regeneration.
  • Wizard Duel (Channeling, Drains mana): Targets a unit with mana. Both target and caster are teleported away and lose mana at a steady rate. When one unit is out of mana, both units are returned to their original positions. Heroes lose mana at half the rate.
  • Amulet of Safeguard (Passive): Blocks an enemy spell every 30 seconds.
  • Arcane Explosion (Active): Targets a unit (allied or enemy). If the targeted unit dies under this effect, deals 250 damage to all units in a small radius around them. Automatically cast by the caster on death, on itself and the killing unit.

Siege Engineer (T3 support): Heavy support unit. Can build a trebuchet. Light armor, Normal damage.
  • Build Trebuchet (Active): Builds a trebuchet at the target point.
  • Dismantle (Active): Targets a mechanical unit or building. If allied, kills the unit and fully refunds the unit's cost. If enemy, deals 250 damage and gives resources to the caster.
  • Commandeer (Active): Targets an enemy mechanical unit. If there are no other organic enemy units nearby, takes permanent control of the unit.
  • Improvements (Active): Targets an allied mechanical unit. Permanently increases the target's damage. Long cooldown.
  • Repair (Autocast): Repairs target mechanical unit more efficiently than workers.

** Trebuchet: (T3 siege): Heavy siege unit. Very long range and high damage, very slow attack speed, cannot move.
* Projectile (Spellbook): Targets a point and throws a projectile at it.
** Corpse: Creates a Disease Cloud at target point. Reduces food by 1.
** Vermin: Summons Neutral Hostile vermin (rats, locusts, snakes...) at target point.
** Oil Barrel: Sets the target area on fire.

Ogre Captain (T3.5 melee): Heavy melee unit with very high food cost. Heavy armor, Siege (Splash) damage. Requires 20 Paddocks.
  • Devour (Active): Devours and slowly digests a target unit. If cast on a critter, heals 200 health.
  • Taunt (Active)
  • Hardened Skin (Passive)
  • Smash Ground (Active): Deals 200 damage to nearby enemy units and buildings.
  • Orders (spellbook): Gives a buff to nearby allied units. Buff is dispelled when a new order is issued.
** HOLD DA LINE!: Increases armor.
** SMASH'EM!: Increases damage.
** RUN YA IDJITS!: Increases movespeed.
** PUNCH FASTER!: Increases attackspeed.


Heroes: None yet, will likely be along the lines of outcasts, rebels and disgraced nobles.

Buildings:
Most buildings have the Unpack/Pack Up ability, Medium armor and low health.

Command Tent: Trains workers and receives resources. Gives defense bonuses to nearby allies.

Paddock: Provides food and trains Hounds. Can be staffed with Farmers to increase food production.

Supply Wagon: Receives resources. Can pack up to become mobile, turn workers into Rebels and give workers a ranged attack.

Sparring Grounds: Trains combat units.

Armory: Required for upgrades and T2 units.
* Scavenged Gear: Targets an area. Allied units in the area get permanent minor boosts to their stats (HP, damage, etc.). Long cooldown.

Witch Hut: Trains Wise Women and Seers.

Roadside Tavern: Trains Heroes and Demagogues. Sells healing items.

Barricades: Has Fortified armor and Spiked Barricades. Only costs lumber, cannot be packed up.

Campfire: Increases sight range at night, slightly increases mana regeneration of nearby allied units, damages nearby enemies. Only costs lumber.
* Roast Meat: Turns 1 food and 1 lumber into a Roast Meat item.

Watchtower: Can attack enemies. Can be staffed with workers to increase attack speed. Piercing damage.

Workshop: Builds Onagers and Hot Air Balloons. Can be staffed with Artisans to decrease training cooldown times.

Market: Provides a slow but regular income that increases with the number of Paddocks and Workshops. Can exchange gold and lumber and buy items. Required for T3 units.

Mercenary Camp: Hires mercenaries and spies. Has a strong multitarget attack.


Upgrades:

Hardwood Construction: Gives Supply Wagons and Barricades Fortified armor.
Improved Tools: Gives workers +5 resources per trip (+10 for gold/wood for Miners/Lumberjacks).
Shields: Increases the defense of workers and Rebels.
Boots: Increases movement speed for most units.
Trap: Gives Poachers the Trap ability.
Social Theory: Gives Spies the Agitation spellbook.
Firebomb: Gives Hot-Air Balloons an anti-ground attack and the ability to firebomb an area.
Mushrooms: Gives Wise Women the Strange Mushrooms ability.
Amulet Crafting: Gives the Outcast Wizard the Amulet ability and makes Amulets of Spell Shield available at the Market.
(more?)


Items:

Roast Meat (restores health)
Cider (restores mana)
Scumble (temporarily increases damage)
Sharp Stake (increases damage)
Leather Coat (increases armor)
Amulet of Spell Shield (blocks spells)
Poisoned Blade (attacks deal poison damage)
(more?)



Other possible game mechanics:

Bandits: Bandits can be killed for gold, or a Demagogue can be used to persuade them to attack a targeted location or to instantly hire them for a large fee.

Merchants: Markets can build caravans that will give resources once arrived at certain points.

Upkeep: Possibly make Rebels cheaper to build or only costing food at higher upkeep tiers, or mercenaries requiring a certain level of upkeep to be built (see: Dawn of War Orks).

Upgrades: Either researched or obtained by meeting certain objectives (such as capturing a blacksmith to improve armor or looting X specific corpse types).

Deserter mechanic: When hiring a Deserter, has a random chance of getting an enemy unit type instead of a Deserter unit, at their researched tech level, including workers and casters.

Demagogue conversion: Gives Demagogues the ability to convert enemy units after channeling.

Foresters: Gives Lumberjacks the ability to move through trees.
 
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