[Strategy / Risk] The Seven Kingdoms

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War is raging in China. The lands were put to fire and sword by the Warring States that try to set up their hegemony over a vast empire.
The Seven Kingdoms, led by their ambitious kings, will have to conspire and to get new allies to overcome the others. Even the three Nomadic Tribes will try to take advantage of the situation.
Blood will spill, Kingdoms will collapse, corruption will grow, players will rage ...







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Kind of Map : Strategy Map

Number of Players : 2-10 (an IA will come up to play solo)

Players : The Seven Kingdoms from Warring States period in China (~250 B.C) and three Nomadic Tribes from Mongolia

Gameplay : You begin with a relatively small kingdom divided into Towns, Villages and a Capital. You will have to seize new lands while making alliances and thriving through sophisticated yet simple systems of diplomacy and economy.



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Diplomacy

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Diplomacy



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In order to reach diplomacy's options, you must selected a dummy hero (F2).
With it, you can Ask for/Break an Alliance; Declare War/Ask for Peace; Ask for/Break a Trade Treaty; Corrupt an Economy; Research Innovations or Check someone's diplomacy.
Then, a menu is opened in which you pick the wanted player.

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Scenario



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Incoming...

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Cities

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Linzi



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Staff



[TD]
Map creators : Purparisien and GolluM[KoMe]


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1.1



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-Incoming

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We need testers to find the bugs. Please help us and report them if you liked the map!

Diplomacy

Alliances

Wars

Trade Treaties

Corrupt Economy

Innovations

Check Diplomacy

Emperor and Khanate


[TD]

You can only make an alliance with the same culture group : a Warring State (Chinese) cannot ally a Nomadic.
Therefore, if you become the Mongol Khanate, you can now ally Chinese players.
You cannot ally a player allied with someone at war against you (even if he's not at war with you)

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You can declare war to anyone you like if he is not an ally.
While declaring a war, you can call your allies at arms (or not) who can accept to join you or not. The allies of the player you attacked are also asked if they want to join him. If you called an ally at arms and if he's allied to the new ennemy, he can choose his side, or just refuse the war. If an ally refuse rejoin you (as attacker or defender), it breaks the alliance.
Note that you'll have to wait 15 seconds between all war declarations, delay after which if an ally didn't respond to joining a war, it will automatically break the alliance and he'll remain neutral.

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You can ask any player a Trade Treaty which permits to sell your unsold Luxury Goods and your unused Raw Materials (check the Economy topic)
Each time a war is declared between two players, their Trade Treaty is broken.

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You can corrupt the economy of any players (even an ally!) which will reduce its Tax Income (check the Economy topic) at the next income which occur each 3 minutes.
The reduction is based on the Intrigue of your hero : each point lowers the Tax Income by 1,5%.
It costs you 500 Gold and you can only corrupt one economy at a time.

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You can research several innovations which are numerous at this period.

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You can check the diplomacy (alliances, wars and trade treaties) of any player.

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If you reach 100 Nation Power, you become Emperor of China. All your alliances and trade treaties are deleted and you are at war against EVERYONE. You even cannot ask for peace as long as you are still Emperor. You loose this title if your Nation Power becomes lower than 90.
You can become the Mongol Khanate as a Nomadic Tribe if you captured the three nomadic Capitals. You can therefore demand alliances with the Chinese players.
Each village increases the Nation Power by 2, a town by 5 and a capital by 10.

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Economy

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Multitable Explaination

Income

Production/Trade

Population/Buildings



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Each 3 minutes, you get a Gold income based on the Tax and the Trade and a Weapon(Wood) income based on your weapon production.
Your Tax Income is simply based on your Population, but is increased (%) by the Intendance(Agility) of your King. It can also be increased by your King's special abilities or even Innovations. Moreover it can be decreased by a player who Corrupted your Economy (check Diplomacy).
Your Weapon production is based on all the Blacksmith you built according to their levels. It can also be increased by your King's abilities. Note that this building also sells the items used by your King.
Check next thread for more information about the Trade.

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You produce three kinds of goods thanks to your village : Luxury Goods, Raw Materials and Food.
The Raw Materials don't make you earn any gold, unless you have surplus and sell it a player through a Trade Treaty. You can turn it into Luxury Goods thanks to manufactures that can be done in your Towns. For example, your can turn the Clay produced by a village (Clay Pit) into Porcelain thanks to Porcelain Workshops. Note that each kind of manufacture and village produce a specific amount of ressources.
The Luxury Goods are directly sold to your population (check the Multitable Explaination) which increases your Trade Income. If you cannot sell your whole production to your population, the surplus is sold to the other players you have a Trade Treaty with (also according to its population). Each Luxury Good has its own price and those that don't need any manufacturing are cheaper (Salt, Fur and Tea). Note that the goods sold to a player makes you earn more gold than those directly sold to your population.
The Food is produced in Farms (villages) and increases your Max Population limit. Note that the surplus of Food (the difference between your max population and the used food) makes you earn a few gold too.
Note that everything is calculated automatically and you're not obliged to have a "perfect" economy to win the game.

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Each Town and Village have a certain amount of population(mana) which increases over time.
Upgrading a building (a Village, an empty slot in Town or a buidling in Towns) will only be allowed if the Village/Town has the needed amount of population. For example, a Town needs to have at least 600 population if you want to build a new structure in it. A town will also need 700 population to allow you to improve one of the structure of this town to level 2. Note that everything is well explained ingame.
Seizing a village will greatly reduce its population and decrease its level by 1 while seizing a Town/Capital will only reduce its population by 20%.

[/TD]

Warfare

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Chinese/Nomadic Tribes

Structures

School of Thought

Heroes



[TD]

Beggining with a Chinese Kingdom or a Nomadic Tribe mainly changes the kind of army and the way you build it.
The Chinese units can only be made in the military structures of your towns while the Tribes can also produce them in packable(movable) buildings that does not suffer the limitations of a town population when improved.
The units themselves are different as Chinese units are quite standard while Nomadic ones are faster and more axed on cavalry.
Moreover, each Kingdom has its own special units. Note that a Nomadic player who became a Khanate (seized the three Nomadic Capitals) can produce all the special units of the tribes.

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[TD]

There are four kinds of military structures:
The Barracks in which you produce swordsmen and lancers.
The Archeries in which you produce archers and crossbowmen
The Stables in which you produce the cavalry and war chariots
The Siege Workshops in which you produce siege weapons such as rams or ballistas. You can also produce Engineers who can repare sieges weapons/buildings and set up traps (claptrops, fire balls and spikes) and build Watch Towers.

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[TD]

As a Chinese player, you must pick a School of Thought at the beggining (Confucianism, Legism or Taoism) which will set which kind of "School" you'll be able to build. Each "School" can produce surgeons(healers) and special units ("wizards") according to the School of Thought. They can also research unique upgrades there.
Note that the Nomadic Tribes are automatically Tengrists which have there own unique units/upgrades.

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[TD]

At the beggining, you'll have to pick the kind of King you want to have. They'll have their own kind of skills and there main attribute (Martial, Intendance and Intrigue) will increase faster. You can pick between these three :
-Martial : skills based on fighting and buffs. Note that the Martial attribute increases the critical strike of your hero (+1% per point).
-Intendant : skills based on Kingdom bonuses. Note that the Intendant attribute increases the Tax Income (+0.5% per point).
-Intrigue : skills based on spying and treachery. Note that the Intrigue attribute determines your Corrupt Economy skill (-1.5% of Tax Income per point).

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Scenario

Map Story

Map Influences

The Map In Numbers


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[TD] 765 custom units
43 custom items
130 custom destructibles/doodads
385 custom abilities
72 custom buffs
30 custom updates

260 triggers
249 variables
32 regions
507 imported files

687 units on the map
20504 doodads/destructibles

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Linzi

Handan

Daliang

Da

Xianyang

Ji

Nao

Donghai

Xiongnu Capital

Liaoxi

Jiangying

Luoyang

Dai

Xinzhen


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Landscapes

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Rice Fields

Nomadic Lands

Rice Fields

Shaanxi

Clay Pit



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Gameplay Screenshots




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Staff

Model Makers

Skin Makers

Icon Makers

Music Producers

Documentation

Testers, Advisers and Support


[TD]
In no particular order :

  • OlofMoleman
  • Fingolfin
  • UgoUgo
  • killst4r
  • Nasrudin
  • Tranquil
  • Urkdrengi
  • Communist_Orc
  • Willthealmighty
  • Mr.Bob
  • Mike
  • Wandering Soul
  • StormLegacy
  • HappyTauren
  • Purparisien
  • An unknown Chinese
  • Sorry for those I forgot ! Please slap me in tha face if you find a model of yours in the map ;)

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[TD]

  • 67chrome
  • CloudWolf
  • minkeun0806
  • X-OMG-X
  • erwtenpeller
  • Tenebis
  • Purparisien
  • Sorry I can't remember if I actually used custom texture :p

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  • Ensemble Studios

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  • Battlefield 2 - Chinese Theme

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[TD]

Wikipedia :p


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[TD]
In no particular order :

  • Clan HEA
  • Hoth
  • Nain_boit_tono
  • Demonex

[/TD]



[/TD]

1.1

TO DO LIST

Do not Open


[TD]

Tell me which ones you want to be made first please :). And if you have any suggestion, post them on this forum !

"Random" IA
  • Automatic defences
  • Attack on cities
  • Intelligent diplomacy

Terrain
  • Fill in the blanks (the terrain is not quite finished yet)
  • Improve some environnements

Miscellaneous
  • Weather
  • Dummy units moving in towns and around the map (such as caravans, workers and citizens)


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Last edited:
Level 29
Joined
Nov 29, 2012
Messages
6,637
Wow, another project from you which will turn out like your 2 great maps with a unique touches in it. Definitely looking forward into this project and best of luck here.

Some notes though:
In the screenshot 14 and 16, the grasses in the ground does not seem to fit the overall terrain. It's too cartoonish and its color does not match the tile color. It does not blend well. Try using this grass instead: http://www.hiveworkshop.com/forums/models-530/grassanimated-224313/?prev=search=Grass&d=list&r=20
 
Level 1
Joined
Jul 8, 2013
Messages
489
My good LotR fellow partner and Clanmate.

Why you make the same kind of maps all the time?Its not bad,but it going to be boring for you.LoTN and LoMe were awsome but since you changed the "story" and theme this time i think this will go smoothly nice

Now as the Last KoMe cheiftain i think you should listen to my suggestion Grunt :p
Keep working and never stop to make your dreams(maps,projects) true !
 
spawn based map or strategy risk I assume.
No no ! you'll have to build your army; you must counter the unit types of your ennemy;
I noticed in a few of them that U used medieval European buildings next to Chinese ones
Ye you're totally right but we actually don't have enough chinese typed buildings and we'll make a few request cause we are not pros in modeling (at all ! :p)
In the screenshot 14 and 16, the grasses in the ground does not seem to fit the overall terrain.
Well; terrain is not finished yet ;)
Why you make the same kind of maps all the time?
It's not at all the same kind of map ;)
 
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