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- Dec 1, 2010
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Traders of Tartarus
Introduction
Backstory
Factions
World Map
Screenshots
Trade Goods
Achievements
Changelog
Changelog
Introduction
Basic synopsis
Traders of Tartarus is a grand strategy Roleplay trade simulator. The core quirk of this map is the importance of
geography. The map is divided into 12 trade nodes and 10 different trade goods.
Win through conquest , strategically funnel goods into your empire or
use diplomacy to establish trade routes with other players.
Trade nodes
Each trade node has it's own stockpile of goods, anyone that builds in the node pulls resources from this stockpile.
Production buildings provide trade power to the owner. Each income term gold is handed out based on the node's total production.
This gold is divided to players present in the node proportional to their share of the nodes total trade power.
Node leader
A player can build a flag in a node to claim it ,
By default other players are blacklisted from accessing the node's stockpile.
The node leader can Whitelist players to access the stockpile as long as they have the flag.
A node can only have 1 flag on it. In order to break the claim you have to destroy the flag.
Traders of Tartarus is a grand strategy Roleplay trade simulator. The core quirk of this map is the importance of
geography. The map is divided into 12 trade nodes and 10 different trade goods.
Win through conquest , strategically funnel goods into your empire or
use diplomacy to establish trade routes with other players.
Trade nodes
Each trade node has it's own stockpile of goods, anyone that builds in the node pulls resources from this stockpile.
Production buildings provide trade power to the owner. Each income term gold is handed out based on the node's total production.
This gold is divided to players present in the node proportional to their share of the nodes total trade power.
Node leader
A player can build a flag in a node to claim it ,
By default other players are blacklisted from accessing the node's stockpile.
The node leader can Whitelist players to access the stockpile as long as they have the flag.
A node can only have 1 flag on it. In order to break the claim you have to destroy the flag.
Backstory
The world is a blank canvas. Kingdoms of old have long vanished from these lands.
Make a name for yourself Seek out legendary treasures, establish a nation.
Maybe even revive the old crimson empire.
It's up to you to create your legacy.
Make a name for yourself Seek out legendary treasures, establish a nation.
Maybe even revive the old crimson empire.
It's up to you to create your legacy.
Factions
Kingdom
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Pirates
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Nomads
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Freelance Adventurers
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Kingdom
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Pirates
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Nomads
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Freelance Adventurers
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Description
The kingdom playstyle is the main way to play the game. You can start by choosing a start location. Building production buildings like mines or wood cutters add income to the trade node the building is built in.Kingdoms start of slow but become the most powerful later on. They can vassalize other players by killing their main hall. When this happens that player is forced to join your alliance. and their trade power is partly funneled to you in nodes you are active.
Income
Income is gained from buildings and is specific to the trade node you're in. in the example below a player is building things in trade node 1. other players in that node can access the same inventory pool.Trade
Trade between nodes can be done by kingdom players to get access to rare resources not available in your node. This video demonstrates how to setup a trade route.First you set your home node and then you set your destination node. If you click the middle button your ship will start picking up items from your trade port and transporting them to the destination port.
This trigger isn't fully yet, item pickup and drop-off isn't automated yet, just like setting the trade resource for a ship needs to be implemented.
Buildings
Building name | Building description | Max level |
---|---|---|
Hall | Main building, trains workers, adds 1 lumber to trade node inc and 20 to stock upon completion also provides 5 housing/lv | 5 |
Lumber camp | Produces lumber | 6 |
Stone mine | Produces stones [requires stone tile] | 3 |
Trade port | Allows trade between two trade ports in different trade nodes [requires water nearby] | 1 |
Ship Wharf | Allows creation of all types of ships [requires water nearby] | 3 |
Blue stone mine | Allows mining of crude magic blue stones [requires bluestone vein] | 3 |
iron mine | Allows mining of iron [requires iron ore vein] | 3 |
Research facility | Contains various technology upgrades | 3 |
Barracks | Allows training of units | 3 |
House | Adds 1 housing / lv (food) | 3 |
Horizontal wall | defensive structure | 3 |
Vertical wall | Defensive structure | 3 |
Trade depot | Similar to a trade port but for inland trade routes. | 3 |
Lighthouse | Provides vision, and bonus vision during the night | 1 |
Arrow tower | Defensive tower. Good against basic units | 1 |
Canon tower | Long range defensive structure. Good against ships and vehicles. AOE damage. | 1 |
Magic tower | Defensive tower. Strong against Elite and air units. | 1 |
Workshop | allows creation of land and air vehicles, and canons for your ships. | 2 |
Magic sanctum | Casts spells in exchange for blue stones - Unique Artifacts can be stored here to it more powerful spells | 3 |
Aviation platform | Allows the creation of areal trade routes between two different trade nodes. | 1 |
Church | Trains grave diggers, which can build graves for any player in the game. graves are used to revive heroes. Also grants passive life regen to nearby units. | 1 |
barn | Can train various farm animals like sheep or cattle. (farm animals will lose health if not on green grass) | 1 |
Horizontal fence | Prevents farm animals from wandering off | 1 |
vertical fence | Prevents farm animals from wandering off | 1 |
diagonal fence / | Prevents farm animals from wandering off | |
diagonal fence \ | Prevents farm animals from wandering off | |
more to be added
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coming soon
coming soon
coming soon
World Map
Screenshots
Trade Goods
Trade good | Description |
---|---|
Wood | Used in construction |
Stone | Used in construction, especially for higher tier buildings |
Iron | Needed for certain units, vehicles, and even buildings |
Horses | Needed for cavalry units, and horse carts for land trade. |
Leather | Gathered from livestock. Needed for medium tier units |
cloth | Gathered from sheep needed for low tier units and ships |
Sulfur | Used for science |
Magic Dust | Used as a currency for research upgrades and magic |
Gunpowder | Used for various late - game units structures and vehicles. |
food | required for making houses and training units |
Rot Gas | Used for chemical weapons and alchemy, and zeplins. |
Copper | Needed for mechanical and end game air. |
Housing | Basically vanilla wc3 food system, capped at 300 |
| more to be added |
Units
Unit | Cost | Description |
Infantry | ||
Light clubber | 2 Wood, 2 cloth, 2 food, 1 Housing | Fast unit with low attack and low defense. Has a high swimming speed. |
Light swordsman | 2 iron, 2 cloth, 2 food, 1 housing | Fast unit with high attack, low defense, high swim speed |
Light spearman | 1 Iron,1 wood, 2 cloth, 2 food, 1 housing | Fast unit, medium attack, low defense, high swim speed +dmg to cavalry |
Light archer | 3 wood, 2 cloth, 2 food, 1 housing | Low defense, ranged attack, high speed, high swim speed. |
Medium clubber | 2 Wood, 4 leather, 2 food, 1 housing | Medium defense, low attack, medium speed. |
medium swordsman | 2 iron, 4 leather, 2 food, 1 housing | Medium defense, high attack, medium speed |
medium pikeman | 1 iron, 1 wood, 4 leather, 2 food, 1 housing. | Medium defense, medium attack, medium speed, +dmg to cavalry |
medium archer | 3 wood, 3 leather, 2 food, 1 housing | medium defense, ranged attack, medium speed |
Heavy swordsman | 5 iron, 2 food, 1 housing | High defense, high attack, low speed, low swim speed. |
Heavy pikeman | 4 iron, 2 food, 1 wood, 1 housing | High defense, medium attack, low speed, low swim speed, +dmg to cavalry |
Cavalry | ||
Light cavalry | 1 Horse, 3 food, 3 cloth 2 wood, 1 housing | extremely fast, low defense, high health medium attack |
medium cavalry | 1 Horse, 3 food,3 leather 2 iron, 1 housing | very fast, medium defense, high health, high attack |
heavy cavalry | 1 horse, 3 food, 5 iron , 1 housing | fast, High defense, high health, high attack. |
Light horseback archer | 1 horse 3 food 3 wood, 3 cloth, 1 housing | extremely fast, low defense, high health, ranged attack [Nomad only] |
Medium horseback archer | 1 horse 3 food 3 wood, 3 leather, 1 housing | very fast, medium defense, high health , ranged attack [Nomad only] |
Special | ||
Mage | 3 cloth, 1 food, 5 Magic dust, 1 housing | low health and defense, high splash dmg, +dmg to heavy armor. |
Medic | 3 cloth, 1 food, 3 rot gas, 1 housing | Heals units |
Artilery | Artilery can not cross water | |
Catapult | Wood, Stone | Low hp, high range, low dmg, extremely SLOW. |
Canon tank | Iron, Gunpowder, - sulfur | High range, high health, high defense, slow |
flamethrower tank | Iron, Gunpowder, rotgas, sulfur | Low range infantry killer, slow, high health, high defense, masive aoe dmg. |
Naval | ||
Tradeship | wood, cloth | Can establish transport routes for transferring goods between two nodes. |
Flying | ||
Zepplin | leather, copper, rotgas, Sulfur , iron | can establish transport routes over air. |
Achievements
The map has a fully integrated achievement and progression system using save/load.
In this section I'll list some of the achievements that are going to be added.
The map has a fully integrated achievement and progression system using save/load.
In this section I'll list some of the achievements that are going to be added.
Nr | Icon | Name | Description | reward |
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1 | Participation trophy | You get this for doing absolutely nothing. | Hero - 'Dumpy' | |
2 | One man army | Get 250 unit kills with your hero alone | Hero - Cleaver | |
3 | Orange man happy | Have 50 walls of the highest tier. | Building_Skins - Walls | |
4 | Don't tell Icarus | Have an aviation platform before 40 minutes have passed. | Unit_Skins - Zepplins | |
5 | Poor man's pirate | Play an entire campaign as a pirate republic without stealing a single piece of loot. | Unit skin - White flagship | |
6 | The Freest Man in the World | As a pirate republic, be the last remaining nation to not be vasalized. (Largest force has conquered at least 2 other nations) | Hero - Pirate king | |
7 | Return of the crimson empire | Be the first to vasalize 3 players in the lobby and rename yourself to: 'crimson empire' | Hero - Empress Unit_skins - Crimson Empire | |
With the current saving setup a maximum of 23 achievements can be added. All achievements are due to change during implementation
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Changelog
1.05 Added all infantry, and all cavalry units, extended proof of concept triggers, added sheep farming system
1.04 Updated multiboard for all 15 nodes, optimized the function that does this to reduce lagg
1.03 Finished 97% of the terrain, Added regions for all but 2 nodes.
1.02 Added A lot of terrain, Finished trading system for wood. added 3 node regions. Created zone specific weather effects, added pathing blockers for mountain a lot of the mountains.
1.01 Updated world map, Added third zone, Added zone name variable array.
1.0 First version
1.04 Updated multiboard for all 15 nodes, optimized the function that does this to reduce lagg
1.03 Finished 97% of the terrain, Added regions for all but 2 nodes.
1.02 Added A lot of terrain, Finished trading system for wood. added 3 node regions. Created zone specific weather effects, added pathing blockers for mountain a lot of the mountains.
1.01 Updated world map, Added third zone, Added zone name variable array.
1.0 First version
If you want to do suggestions for heroes to be added please go here.
Disclaimer: I made this thread mainly so i had a place too note down future ideas for this project. and stuff I want to add to it. I started a similar project a few years back but had to restart from scratch for this one.
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