- Joined
- Oct 19, 2010
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- 71
[FONT=blacc_.ttf]Realm[/FONT]
[FONT=blacc_.ttf]by Desktop_General[/FONT]
Map Info
Story
The northern mountains, bleak and nearly inhospitable, are home to numerous barbarian tribes. They eke out a living farming the limited arable land, raising small herds of mountain sheep, and hunting. In the past, they were wont to supplement that by raiding the rich southern lands and trading their plunder for vital necessities, but after the construction of the northern fortresses, that was too risky a venture. So, for decades, the barbarian tribes have fought each other in a desperate struggle over scant resources. Finally, a shrewd and charismatic leader has emerged and consolidated the tribes. Now a vast barbarian horde marches southward, bent on seizing the abundant resources of the realm. The realm is ill-prepared for such a massive attack. Royal troops rush to reinforce the mountain stronghold of Highwall, and the king calls upon his lords to aid in the defense. Will all answer the call, or will some see this as an opportunity not to be missed? The actions of all men, both high and low, will decide the fate of the [FONT=blacc_.ttf]Realm[/FONT].
Map Types
Life of a Peasant
Strategy
Aeon of Strife
Role-playing Game
Objective
Defeat the barbarians and unite the realm to win. The realm is united if one alliance controls all regions of the map.
What You Do
Assume the role of a subject of the realm, and undertake the activities of your role. Success will increase your abilities and influence. You can also explore other roles. Just have fun doing whatever you want because all roles affect the outcome of the game.
Features
Magic System
There are various schools of magic, for example, life, death, and nature. Specialize in one, or dabble in as many as you like. Learn standard spells, customize them, or create your own. You can use wands and staves as shooting weapons. Knowledge of magic is necessary for enchanting items.
Equipment System
You can equip up to 11 different pieces of equipment (main hand, off hand, helm, neck, main hand finger, off hand finger, torso, back, gloves, legs, and boots). Most items can be created by players. Pouches, backpacks, and sacks allow you to carry more. There are distinctions between different types of weapons, for example, smaller weapons are faster, and blunt weapons have a chance to stun.
Mounts
You can mount and ride horses.
Quests
There are various traditional quests in the form of jobs, requests, orders, etc. Some belong to a series of quests. If you complete these tasks you will receive a reward of some type. There are also achievements, such as killing a certain number of enemies. Achievements increase your capabilities and might give you access to a new title.
Mini Games
Many professions will allow you to participate in mini games to achieve better results in your profession, for example, herding your sheep past predators or escorting a merchant's wagon.
Automation
Many processes, such as farming, trading, mining, and smithing can be automated as you succeed in your profession and gain followers. This enables you to increase your influence and focus on other things.
Regions
The realm is divided into regions. Lords who control them get income, resources, and other benefits. Player activity in regions affect them.
Map and Units
The majority of the map represents a strategic view of the realm. Cities, towns, villages, and estates are reduced to single buildings, and armies and companies (smaller groups of soldiers) are reduced to single units. Other parts of the map show cities, towns, villages, estates, and battlefields in greater detail and are used when entering them.
Strategic Combat
There is more to battles than killing units. Morale is very important, and units might flee before they are killed. Kills, casualties, fatigue, leadership, and so on, affect morale. Attacks from the flank and rear do more damage, so formations are important. Officers can learn various leadership abilities which affect battles. Units can change equipment and gain battle experience. Units receive bonuses to defense from friendly fortifications. Units heal faster and receive automatic replacements when near a friendly town.
Optional Player Versus Player
PVP is optional. You can't be attacked by other players unless you have a PVP profession, such as lord, engage in a PVP event, such as a battle, or enable yourself to participate in PVP. So, you can play without unwanted interference from other players. There are also battles which aren't PVP but still affect the war.
Do What You Want
Your actions affect the war even if you don't directly participate in the fighting. For example, farming increases the food supply, and merchants benefit the economy.
Help Learning How to Play
This map includes many features to help you learn how to play. There are quest information entries, periodic tips, and help files you can browse with chat commands. However, there are also advanced tutorials which walk you through the first steps of professions while explaining those steps. That enables you to learn a little bit without falling behind. Still, there are players who are too lazy to take advantage of those features who will ask you how to play. To help you with them, there are chat commands you can enter to have the game teach them for you.
Automatic Balancing
The difficulty of the game is automatically adjusted slightly to help restore balance. It becomes easier if there are fewer players, players are doing poorly, or players leave. It becomes harder if there are more players or players are doing very well.
Professions
Farmers grow crops and raise animals. The products of farms can be further processed into goods by merchants.
Merchants profit by buying low and selling high. Often this involves adding value by processing and/or by transporting goods between different areas (trading).
Lords control regions for the king. They are responsible for the administration and defense of their regions. They receive taxes and resources from their regions (some of which are paid to the king).
Fisherman characters harvest various fish and crustaceans from bodies of water.
Hunters track and kill wild animals for meat, hides, or other products.
Miners locate and extract valuable mineral deposits found in rock. Such minerals are useful for making many things including weapons, armor, and jewelry.
Smiths use various metals to make weapons and armor.
Herbalists locate and harvest valuable plants found in the wild. Such plants have useful properties, but they are even more useful for making potions or casting spells.
Alchemists use their knowledge of herbalism and chemistry to process herbs into potions.
Tailors use various types of cloth to make clothing.
Leatherworkers use various types of hides to make leather armor and other items.
Scouts use their knowledge of the wilderness, detection, and stealth to explore the wilderness for information about the enemy.
Soldiers are paid fighters who serve in some military force.
Officers lead soldiers into battle. They have many abilities which can affect the outcome of battles.
Mercenary characters are paid fighters who serve temporarily.
Gladiators entertain the masses by fighting other people to win prizes.
Guards use detection and force to provide protection.
Thief characters use stealth to steal stuff from people, buildings, etc.
Bandits use intimidation and force to rob people.
Pirates use seamanship, intimidation, and force to rob people at sea.
Assassins use stealth, cunning, and force to kill people.
Wizards study magic and gain access to fantastic powers.
Enchanters use magic to imbue items with magical powers.
Under Consideration
These are things that I'm thinking about. Your input is appreciated.
Starting as a Lord
I might prevent new players from starting as lords because it's important that lords know what they are doing. Anyone could still become a lord during the course of a game. What do you think about that? I'll implement some system which will let experienced players become lords quickly. Here are some ideas I have so far:
1) I could add a quest that experienced players could complete quickly to become a lord. For example, they could plot with various NPC to wrest control of a region from a NPC lord. It could involve violence or political maneuvering.
2) If a player becomes a lord during a game, give them a load code which would let them start as a lord in future games.
3) Alternatively, let any player start as a lord. I could have the game replace them with a NPC lord if they leave or are doing poorly. Also, auto balancing would compensate a little bit for a lack of skill.
Barbarian Players
I plan to let players play barbarians. Would including that in the initial version be a lot of work? Would adding it later be much more difficult? What do you think about limiting the number of barbarian players?
More Professions
I will probably add more professions. If you think an important one is missing, please let me know. Any profession ideas are welcome.
Changing the 2nd Finger Slot
Do you think I should change the second finger slot to something else? Possibilities: change torso to chest and add arms, shoulders, and waist (belt).
Role-playing
Although this is a low priority, at some point I would like to add a mode which supports role-playing. For example, if role-playing mode is chosen, it might let players reward each other for good role-playing. It might let players create their own events, enabling them to create their own story. It might even let players be elected Game Master, allowing them powerful control over the map. (These last two ideas seem like they might be difficult to implement.) I don't role-play much in Warcraft III maps, but some players are very interested in doing so. I would like to accommodate them.
Females
I plan to let players play male or female characters. Would including that in the initial version be a lot of work? Would adding it later be much more difficult?
This Map Description
Do you have any ideas to improve this map description? Adding screenshots and videos isn't worthwhile yet. There isn't enough content.
Change Log
The map is unfinished.
Designer's Notes
I strongly believe in accommodating different styles of play. Since PVP is optional, players who aren't interested in fighting other players don't have to do so. However, I still keep them involved by enabling their actions to have an impact on the outcome of the game. This approach allows players to learn small parts of the game and still be effective. Players can learn the game at their own pace and expand into other areas of the game when they are ready. Also, they can focus on the parts of the game they enjoy and ignore the parts they do not.
I've never played a good Life of a Peasant map that had Life of a Peasant or LOAP in the name. The ones I've tried weren't designed very well, and I don't want players to think my map is like those. My map is different because like Life of a Marine or Werewolf - Transylvania, it allows players to undertake the activities of their character in more detail, and it has a clear objective.
Adding schools of magic was inspired by Master of Magic by Simtex. Life, death, and nature are schools of magic in that game, and mithril and adamantium are metals from it. (Those things can be found elsewhere as well, for example, Magic the Gathering and World of Warcraft.)
Adding strategic combat and army/company representation was heavily inspired by Kohan: Ahriman's Gift by TimeGate Studios.
Adding mini games was inspired by Bloody Pirates.
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