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- Aug 1, 2016
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[WARCRAFT III] Total War Three Kingdoms
IntroductionI am back with a new strategy war project that will be set during the Ancient Chinese Three Kingdoms period (184 AD ~ 280 AD). This will essentially be a large scale remake of my previous project: Romance of the Three Kingdoms
FAQs
Q: So why bother remaking an existing map?
A: Well, the previous map was limited in many ways such as map terrain size, poorly structured triggers, map design..etc. I hope with this remake, I can bring a cleaner, more organized and fun Three Kingdoms map to Warcraft III.
Q: What will be the main difference in gameplay?
A: Aside from the greater terrain size possible due to the recent patches, my focus of this remake will be on developing the infrastructures of individual cities. Instead of each city simply represented by a single building surrounded by some walls, I plan to add much more complexity to the cities by including housing areas, barracks/training camps, temples. By making the cities more complex, it will make the siege of each city much more realistic and difficult. There will also be pitstops, farmlands, outposts scattered across the land to provide additional income to the players. Refer to the screenshots below for a better visual representation.
Q: What is the main objective of the game?
A: This is a war for territory map and just like any other RTS maps out there, players must use manpower, tactics, and diplomacy to unite the entire China into a single colour.
Q: What does each player start with at the beginning of the game?
A: So, players will not start with any cities and instead each player start with a small outpost and army to begin their conquest. Furthermore, players do not select which warlord they play as, but instead they select which province of China they want to start at. The map of China is divided into 9 provinces and each province will be unique such as the heroes and units available for recruitment, as well as differences in economical strengths.
Q: What will the economy system be like?
A: The game consists of two main currencies: Gold and Supplies. Gold will be the primary currency for army recruitment and building construction. Sources of gold income will be from capturing cities, outposts, pitstops, villages, and sea ports. Supplies are used to sustain your army and it will be continuously deducted. The rate of deduction will be proportional to the size of your army. Once your supplies reach 0, your army will be begin to lose hp or be given debuffs (not decided yet). This supplies system will essentially place a stronger emphasis on controlling over farmlands which are the major supplies production sties and allow for the use of tactics to cut off supplies production of enemies to prevent them from camping inside cities.
The ROTK Team
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