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War of the Worlds
The game focuses on developing a world, invading others while defending from other. Survival of the fittest ! Large battles ! Micro and Macro intensive ! Starcraft players might get interested in this, but why not inviting some other guest RTS games to make a rich RTS ?
The game focuses on developing a world, invading others while defending from other. Survival of the fittest ! Large battles ! Micro and Macro intensive ! Starcraft players might get interested in this, but why not inviting some other guest RTS games to make a rich RTS ?
Basics
Game start
World mechanics
Invasion
Mother World
Battle
βΊ Small sized units have in general Unarmored.
βΊ Medium sized units have in general Light Armor, and reduce damage by 5.
βΊ Large or armored units have in general Heavy Armor, and reduce damage by 10.
βΊ Light damage does extra against Unarmored but less against Heavy Armor.
βΊ Heavy damage does extra against Heavy Armor but less against Unarmored .
βΊ Siege does extra against buildings and out-range almost all towers.
βΊ Anti-mass units deals generally rapid low Splash Light damage.
βΊ Anti-armor units deals generally slow high single target Heavy damage.
Wealth
βΊ Basic resource for everything.
βΊ Natural and permanent income.
βΊ Increased by income buildings (each worlds can have their own quirks).
βΊ Limited by the Wealth limit, increased by storage buildings (or again, with their own quirk), mother world ability level and control points (if enabled).
Materials
βΊ Advanced resource for expensive upgrades and units.
βΊ Present in all world forming trees, rocks, crystals and other sources.
βΊ Gathered by workers.
βΊ Limited by their spawn, more the game advance, less there's available materials to gather !
World pick
βΊ Each player picks a world
βΊ Each world can be picked by two players max.
βΊ 10 total worlds, with 2 players per world -> 20 players max
βΊ A lone player will play normally
βΊ Two coop players have spitted pop cap and have separate bases in the same world. They are allied. If one player leaves, the other inherits everything and becomes a lone player.
βΊ They have one minute to pick a world, after this the game starts without them. They still have an other minute to pick a world.
βΊ If the player still haven't picked a world after the second minute, a random world will be assigned, prioritizing an unpicked world.
βΊ Unused world are simply deleted and ignored for the rest of the game.
Initial location
βΊ They start with a main building and few workers in a defensive position.
βΊ The space is small, and the base need to be expanded into a less defensive area.
βΊ Some hostile creeps roams around, as they serve as smooth roadblocks to any expands. On the other hand they can also slow down and chip away once any intruders. In the early 20mn they are most likely to be annihilated. Worlds aren't completely unified at the beginning that way.
Connection
βΊ At game start, every world have 11 minutes alone and locked. Then the first connection is made
βΊ The first iteration makes groups of two worlds (the last lone world joins a group of 3) which are played. Portals appear which links the worlds for 8 minutes.
βΊ After the 8 minutes, all worlds are closed, and they open again 8 minutes later.
βΊ Then, groups of 3 worlds are made. If the last group is not complete, it will make a group of 2 or a group of 4.
βΊ Repeat until the group size is greater than half of all picked worlds. Here all worlds are permanently connected.
βΊ If both player of a same world disconnect before the first connection, their world are deleted and ignored.
βΊ When separated from their original world, they still exist and play normally, but naturally they can't get reinforcement nor support from their mother world !
βΊ The portals disturb space around it, so buildings nearby gets an armor reduction while the portal is active. Consequently it makes turtling more difficult for the defender.
Supply lines
βΊ When a player have units and bases on two or more unconnected worlds, stored resources, techs and supply are split between both.
βΊ Following the same logic, reconnected lines will fuse instantly every previously mentioned aspect.
βΊ If the player doesn't control both portal entrances, the supply line is also broken. Uncontested portals count as being under control by everyone.
βΊ This mode can be enabled/disabled at game start.
Control point
βΊ When captured, the owner can upgrade it into an outpost, then a fortress
βΊ Increases a bit the income, pop cap and wealth limit. Each upgrades further increases them
βΊ If the player doesn't control half of its world CP, he loses access to his mother world mechanics.
βΊ When two worlds are collided, there's a portal linking each of them.
βΊ Units can pass through like a regular Wc3 Portal.
βΊ If the original players of the invaded world still controls it, they are warned of their presence and rough number.
βΊ Some special abilities can disable portals for a limited time.
βΊ Gets experience for the owner of the world when doing actions (build, train, kill, destroy)
βΊ Contains powers and abilities which can be used on the main world or on connected worlds
βΊ Each worlds have their own special abilities, but others are generic
βΌ Wealth income boost
βΌ Wealth limit boost
βΌ Pop cap boost
βΌ Pop limit boost
βΌ Material supply
Worlds
Heroic Fantasy
Atlantean
Steampunk
Modern
Primitive
Insectoid
Mythological
Spirit
Sci-fi
Oriental-Hybrid
Heroic Fantasy
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | Magic and dragons... everything humanity have dreamed off... now in danger of annihilation. They will unleash their great and diverse armies to destroy the invader and secure their legacy. All races and magic knowledge must unite, from the brightest priests, passing by wise wizards, to the darkest cultists... |
<- Early game ββββββββββ
Late game ->
| Flexible world good for beginners. They enjoy diverse spells and unit types to counter every types of enemies. Their units are maybe expensive in wealth but cheap in materials ; so they can maintain a war of attrition against hard-materials worlds. |
World setup | Green hills and dense forests. A lot of choke points to defend and ambush, but not a lot of natural space. Bandits roams in the north, and wood elves in the West. Materials are primarily trees with some stone quarries scattered in main bases. |
Quirks | βΌ Wealth intensive, cheap materials : Their units costs more gold but less materials. βΌ Embassy : building which can evolve to any other Embassies : elven, dwarf or giant. They train advanced units and contains general upgrades. βΌ Their basic human units can be upgraded to elite elven units, with a better resource trade-off. βΌ Major Dragons : unique unit in three version : Fire, Ocean and Tempest. They unleash strong spells inthe battlefield, but they are easy targets for anti-air and long to respawn. βΌ Dwarven Banks : strong income building but gives gold to the destroyer. βΌ Militia : Main buildings can call militia against early or small raids. βΌ Magic towers : Basic towers can evolve to specialized magic towers. βΌ Wizards : Strong casters with great damage and support abilities to counter swarms or large units. |
Mother world | βΌ Co-allied forces βΊ Spawns additional troops on every owned CP in the mother world, including orcs, ogres, knights, vampires, demons, etc... βΊ If the player is linked and allied to an other world, will spawn some extra units from that world. βΌ Holy light bay βΊ Heals allies in the targeted area, while temporarly increasing their armor βΌ Last resort βΊ Resurect half of the players's dead units on the targeted connected world, if the corpse still exist. βΊ Cannot target unique, limited or ultimate units |
Ultimate unit Elder Guardian | Giant warrior of faith and might. Crushes ennemies bellow while calling even more guardiants to protect these lands. This is the cheapest, but also the weakest and the fastest to call. |
Atlantean
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | Technology at its peak, but also not used to war. This world must secure their scarce race across the whole galaxy. For too long peace made this world too passive, helped by their best protections. Their army must be awaken as all of their possessions are falling to these primitive invaders. Advanced machines and high evolved species must unite to rebirth their ancient might ! |
<- Early game ββββββββββ
Late game ->
| The best world for defense, with strong buildings and units yet very expensive. Once materials runs out they become sluggish. However once kickstarted and upgraded they become a very dangerous fighting force outclassing every worlds. |
World setup | Water depths with plenty of corrals and crystals to gather. No elevation and good surfaces to build, although not suitable for ground mobility. Sea monsters roams everywhere, which can pose thread against organic units. Some renegade robots defend a base in the north. Their power is limited but needs armor piercing to be disposed. |
Quirks | βΌ Materials intensive, cheap wealth : their units doesn't care a lot about income. βΌ Energy shields : almost all buildings have energy shields in addition of their HP, units can get them after an upgrade βΌ Quarters : very tough income building with a small attack useful to redirect attacker's attention βΌ Power plant : fragile but high mana supply building. Increases mana regeneration of all units and buildings around it, which accumulates. βΌ Teleporter : Can periodically teleport any units to any location in a connected world, or an other teleporter. βΌ Depth Priest : Support caster which can turn any enemy hostile for a short duration βΌ Automated robots : most of mechanical units doesn't cost supply, but have their own separate limit. βΌ Water Affinity : most of units can move in water. Buildings can be placed on low depth water. βΌ Atlantean Tower : the best defensive building of the game. High damage, high attack speed, high HP and armor, although expensive. Once massed on a location, unless facing siege units, they eat a good chunk of enemy attacks before they reach the core base. |
Mother world | βΌ Battery overload βΊ Increases greatly the mana regeneration of all atlant units and building in the targeted connected world for a duration βΊ The effect breaks if the unit go to an other world, but affects these which returns to the effected world. βΌ Great tide βΊ Slow down the enemies on a world for a duration βΊ Damages enemy buildings over time until half of their HP left βΊ Doesn't affect CP βΌ [Passive] Forgotten gods βΊ Increases the damage and the max mana of all organic Atlant units while granting them a slight magic resistance. βΊ Summoned units hurt themselves when attacking a unit under this effect. |
Ultimate unit Titan | Gigantic golem of destruction and damnation. Splits into smaller ones when destroyed. This is the tankiest ultimate unit of the game. Can curse enemies to reduce their attack damage. The splited version also have splited ability powers. |
Steampunk
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | Technology have consumed this world, seeking always more resources to sustain their endless destruction. They only conquer for profit , as no joy nor anger longer animates their fearless machines.Since the world collision, they jumps into the fray only for their wealth but they need to quickly advance their knowledge to defend themselves from the greatest foes they encountered. |
<- Early game ββββββββββ
Late game ->
| Steampunk is an unstoppable force yet slow to start. Their units trade speed for defenses although they have the best air units of the game. To carry their technological advance, they enjoy strong defenses assets and economical boosts. However on early game they can't throw a lot of firepower against too many defensive enemies. Its towers and air fleet rivals easily the Atlanteans, as they can produce more and reliably. |
World setup | Barren canyons polluted by industrial activity. Almost all construction and fighting is done uphill. A lot of quarries are spread across this world. Some rebels stand ground in the North and South with some stolen assets. Some dead forests can give a short term boost. |
Quirks | βΌ Mine : large cumbersome income building. Can generate automated workers to support the gather rate. Also serve as a material deposit. Can be upgraded to increase a bit the income while not taking more space. βΌ Generators : supply and wealth limit building which can be upgraded as well. βΌ Separate Main building tier and technological tier : The main building unlocks the tier tech in an other building. βΌ Intermediate techs : Some branches of units needs an other separate tiered tech. βΌ Junkyard : unique building which can refund units, recycle dead allies and plunder a part of enemy dead mechanical unit worth. βΌ Mark II units : some vehicles can be improved further. βΌ Engineer : Support unit which can repair and heal any units on the battlefield. βΌ Flying Fortress : Limited air unit with strong firepower and defense. βΌ They have extra techs further to increase HP of buildings and mechanical units. |
Mother world | βΌ Super Overload βΊ Increases the movement speed of all owned steampunk units for a duration in the targeted world. βΊ Increases workers's gather rate as well for the same duration. βΊ When finished, all affected units will be slightly slowed down for a short duration. βΌ Refactoring βΊ The steampunk targeted unit becomes passive and vulnerable for a short duration βΊ When finished, a large chunk of its HP is healed while its max HP and mana increases slightly βΊ Can be accumulated on the same unit, the bonus stacks by addition. βΌ [Passive] Industrial War βΊ Every tech done by an enemy player on the same world where there's Steampunk buildings will make him pay an extra, while giving it to the Steampunk. βΊ Every tech done by the player on the same world where there's non-Steampunk buildings will make their owners pay an extra while giving it to the Steampunk. |
Ultimate unit Steam Spider | Giant mechanical walker with multiple anti-air assets. Can create troops like a moving factory. |
Modern
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | Our good old modern world. Nothing outstanding aside their sheer survivability. All countries must unite their forces but they are still divided by their political beliefs. In any cases, all of their tension can now be released through millitary might and some dormant nuclear assets. Never underestimate what mankind can do, for the best and the worse. |
<- Early game ββββββββββ Late game -> | Modern weapons gives the best firepower of all worlds without being too expensive. They also have the best anti-air assets as they can wipe out Atlantean or Steampunk fleets. Once unlocked, their modern-like tactics offer a wide panel of flexibility and mobility, for both offense and defense. Their economy is fast thanks to oil, followed by exponential capitalism assets. However, their infantry and air units are fragile, coupled with slow vehicles. Offense is the best defense. |
World setup | Earth replica. One player starts in USA, the other in Africa. Asia have an hostile base with scattered troops. |
Quirks | βΌ HQ have multiple attacks against nearby units. βΌ Scout towers can be upgraded into either tough bunkers or strong SAM sites. βΌ Missile Silo : Expensive tower with enormous range, high damage and slow fire rate. Can support ground units with drops. βΌ Nuclear Silo : Can unleash an atomic bomb on its own world do deal massive damage to light units and buildings. βΌ Stealth Bomber : expensive permanently invisible air unit. βΌ General : Support unit which can entrench allies, place mines, call airstrikes and boosts ground troops. βΌ Munition depot : increases damage of nearby allied units, but explode at death. βΌ Oil Pump : Fast income building, but its efficiency drops as the pumped world depletes itself in oil. Spills burning oil when destroted which damages nearby units. βΌ Markets : Relative income building based on the number and level of cities the player possess. βΌ City : big supply building with high HP and numerous upgrades. βΌ Jet Fighter : Summoned from Airfields to give a huge anti-air support for a duration. βΌ Bulldozer : bigger and better worker but cannot build nor repair. βΌ Workers can recycle buildings to refund some resources. |
Mother World | βΌ Emergency hideout βΊ All economical buildings and workers in the targeted area becomes invulnerable for a short duration. βΊ Workers also gets a speed boost. βΊ After this, they get instead a very strong armor boost which decreases over time. βΊ Killed workers or destroyed buildings which are affected by this ability will be automaticaly refunded toward the owner. βΌ Coallied Barrage βΊ Rains multiple missiles in the targeted area in a connected world. Missiles can be intercepted but have high speed and evasion. βΊ Is more effective if the Modern controls most of his mother world. βΌ Prospect βΊ Creates a walkable and harvestable destructible in the targeted location in a connected world. βΊ Using it again on an already prospected world will generate a weaker destructible. βΊ Raises the current oil amount of the targeted world ; again it becomes less effective if repeated on the same world. |
Ultimate unit Last hope | Flying air carrier with top notch technology. Can take off jet fighters, spawn ground troops and support allies with nuclear assets. Focuses on support than damage/defense. |
Primitive
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | Dinosaurs and Lizardmen kept in their brutal natural selection for billions of years. Their brutality will now be unleashed through thousands of planets. No technology no problems : strength is the only rule, and no armor, no magic or no shield can protect anyone from them. They will enslave the universe only to fight for eternity, until their last breath. |
<- Early game ββββββββββ Late game -> | Straightforward yet difficult world. They have the fastest economy but their expensive units put the player out of breath quickly. Poor air units, poor support, poor defenses and glass cannon casters. Although they have the best melee bulk of all the game : tough units, high damage, heavy siege, resource plundering and quick expands. They need to be constantly attacking to be interesting ; as Primitives cannot align good anti-air. |
World setup | Wild tropical terrain with hills, cliffs and rivers. Lots of scattered trees and some quarries. Some primitive clans roams on the center. Its resources won't last long because of the Primitive rapid expansion, although if untouched it gives good choke points. |
Quirks | βΌ Materials intensive, cheap wealth : their units doesn't care a lot about income so they aren't stuck by a regular timer. βΌ Barricade : Cheap passive defense which can be upgraded to primitive tower βΌ Spiked buildings : once upgraded buildings will inflict damage to melee attackers (although don't expect to do that for long as they are fragile). βΌ Diggers : basic gatherer which spawns for free at main buildings. They also can be manually trained for a price. Useful to delay the enemy with free summons, but doesn't give any significant punch. βΌ Burrow : supply building which can also spawn diggers and serve as a wood deposit. βΌ Carrier : walking wood deposit. Have a short ranged attack in case of small raids. βΌ Ranged unit can get poison attacks. βΌ Hunters Hut : tech building which can detect invisible units and attack. βΌ Ancient : gigantic siege dinosaur. βΌ Almost all units can use cannibalize βΌ Warlock : offensive caster which can use corpses to heal allies. Can also sacrifice himself to deal severe AoE damage. βΌ Most of melee units plunders resources on buildings and have bonus damage against them. βΌ Slaughter house : upgraded version of the primitive income building with better income but costs supply. |
Mother World | βΌGreat hunt βΊ Spawns a bunch of wild hostile dinosaurs on the targeted location in a connected world. βΊ Killed wild dinosaurs by Primitives will give Wealth and Materials to the Primitive. βΌPact of blood βΊ All primitives units in the area will get a huge boost in attack, attack speed, movement speed, max HP, HP regeneration, mana, mana regeneration and armor for a duration. They also get healed by a %. βΊ When the effect expires, the bonus stays indefinitelty but the unit will loose HP very fast until death. βΊ Repeated on a unit already under that effect will simply reset the duration. βΊ Also works on spawned unit with Great hunt. βΌ[Passive / Active] Plundering nature βΊ Each worlds with Primitives present on them will grant Primitives a passive Wealth and Materials income. βΊ Destroyed buildings gives more resources. βΊ Can be activated to have an increased bonus for a duration, the difference will be taken from the stockpile of plundered worlds. |
Unique unit Teraosaurus | Giant Ancient Dinosaur with tons of HP and regeneration. Anihilates quickly buildings and large units. Can rains meteors and destruction over every world it treads on. |
Insectoid
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | The insectoid world regroups all kind of arthropods into one single race. Endless swarms of giant insects ready to consume all the existing biomass of the universe. The world connection is a godsend occasion to consume even more. Although, their foes aren't that weak. Evolution, preservation, digestion, expansion. Invasive yet not careless. That's how conquest is pargmaticaly done. |
<- Early game ββββββββββ Late game -> | Fast paced world with quick units and slow evolution. Their expensive buildings compensate their quick expansion. While outclassing most of worlds in early-mid game, they need a lot of resources to maintain pressure. It's do or die. Not hard to handle though. Only one of them can quickly regrow a base, so even destroyed they can be back on track. |
World setup | Barren canyons with a lot of giant mushrooms and some crystals. Feral broods roams in North-East and South-west. |
Quirks | βΌ Instead of training finished units, barracks spawns eggs which transform into units. Eggs can be targeted before the unit comes completed. βΌ Invisible buried buildings, but way more expensive. When destroyed they release broodlings for a duration. βΌ Goliath : Siege unit hurling large stones, can dig in to become a medium ranged tower. βΌ Ambusher : elite stealth alien with high speed, damage and armor. Can jump over obstacles. βΌ Evolution : instead of tiered buildings, the player must sacrifice a main building to increase by one tier until the eighth. βΌ The main building have an natural HP regeneration. Units have overall increased HP regeneration and can canibalize. βΌ Queen : support unit which can walk on top of ground unit. Can spawn eggs, ensnare air units and heal allies. βΌ Leviathan : slow flying Queen which can spawn flying swarms. βΌ Basic units have permanent evolution. βΌ Some units can morph into a specialized unit. βΌ Most units can bury themselves to be passive, invisible while healing faster. βΌ Overlord : air supply unit which can serve as a transport. βΌ Storage Worm : Wealth limit building which attacks slowly enemies at long range. |
Mother World | βΌBiomass harvest βΊ For a duration, all insectoid units will get life stealing. βΊ If their HP is already maxed out, will plunder a portion of the target price. βΌMigration βΊ Moves the targeted insectoid building to the targeted location in a connected world. βΌInfestation βΊ The enemy target gets infested : reveals to the Insectoid its line of sight. βΊ Periodicaly, an infested unit will transmit the infection to other nearby units. βΊ A dead infested unit will spawn a broodling. If the dead unit is large, it will spawn more broodlings. |
Unique unit Great Matriarch | Giant swarm queen which can convert troops to other types, infest buildings and carry armies. |
Mythological
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | Worshipers are in danger, and gods send their beast to preserve them. Not even a pantheon can rival the infinity of the universe. But heroic deeds preserve Myths to the end. Heroes are now gathered with their best defenders, as they will make their enemies dine in hell. |
<- Early game ββββββββββ Late game -> | An alternate version of the Fantasy world in a Greek setting. They trade handling with even more flexibility and attrition tactics, as they can summon myth units for mana from temples. Overall weaker units doesn't mean less versatile as they can cheaply counter any enemies at any time. Although once their temple destroyed, their human troops falls quickly. |
World setup | Archipelago linked with water passages. High mountains and plateaus stuffed with trees and quarries. There's a large city state in the south between both players. Some rogue myth units might roam around. |
Quirks | βΌ Hoplite : Cheap basic unit for all purposes. Once massed they can cause threat to enemy swarms of small air units. βΌ Workers can be send to Temples to pray. Accumulated faith can be used to unleash god powers and myth units. βΌ Myth units : While not costing resources beside faith, they are highly specialized and strong in battle. βΌ Heliopolis : Large siege tower which can drop units across defenses while supporting them with ranged anti-armor bolts. Rams pretty well buildings at melee. βΌ Hero : Unique unit with great abilities and endurance. Used to support human units while checking enemy casters and other large units. βΌ Main god selection : in anytime in game, the player can pick a god which gives passive bonuses and unique techs. Only one god can be active at a time but there's no limit about being picked again. βΌ Divine chamber : This world doesn't build to increase the wealth limit, instead they increases it in their main building. βΌ Militia : like the Fantasy world, the main building can spawn militia to defend the base. Destroyed buildings also spawns militia. βΌ Once unlocked, dead human units respawn as a low HP, high regeneration dark shadows. |
Mother World | βΌHeroes of the past βΊ Spawns powerful heroes at the targeted Temple, or transforms a group of hoplites to heroes. βΌHell passage βΊ Creates a temporary portal between two connected locations. Can be used by enemies but they get weaken for a duration. βΌ Cerberus βΊ Placed on a portal, will let everyone enter it peacefully. βΊ But enemy units warping on the guarded portal will provoke the Cerberus and make him attack. βΊ Invulnerable if unprovoked and will disappear quickly. βΊ Fights to the death if provoked. βΊ Also works for a Hell passage or any unit entering this world around the Cerberus. |
Ultimate unit God of destruction | Heavily armored, gigantic inferno unleashing minions and destruction everywhere. Gets a powerful siege attack against buildings. |
Spirit
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | In the end of times, all spirits will gather their might to counter the corruption of this world. Their awakening shall be slow, and the first guardians are here to keep greedy invaders at bay. All life in all universes have their spiritual counterpart, and there's still maybe some hope left... |
<- Early game ββββββββββ Late game -> | The top carry world. Their economy is a bit slow to start but infinite (they gather like NE wisps). Slow and tough units with great support spells. Their armies advances like a mountain and no one can match their endgame endurance. Although they lack of raw firepower and versatile air units, while being hard to handle even for regular players. |
World setup | Vast and dense forest with a lot of giant trees. A large river splits the world in half. Some evil spirits with high HP regeneration roams around, which pose a threat to the cumbersome spirit units. There's not a lot of building space, but is the richest in materials. A target of choice for any world wanting to expand. |
Quirks | βΌ They gather Materials on destructible like NE wisps, so they have an infinite supply of materials as long as there's any trees or rocks left. However their units aren't cheap at all. βΌ Decomposer : basic ranged unit with high HP and mana regeneration. Have a mana shield which blocks 90% of damage. Can use mana to increase attack damage or recompose itself elsewhere. βΌ Creator : Limited caster which can spawn special Spirit units or destroy resources. βΌ Almost each buildings gives a different type of support : increased HP and mana regeneration, anti-air, increased damage or speed, etc... βΌ Stone Guardian : Anti-air building which can spawn Stone flyer, an other anti-air unit. βΌ Units have either high HP regeneration or high HP/Armor, but never both. βΌ Meteor : Large flying unit with splash damage and divide into smaller fragments when destroyed. βΌ Dead spirit units will return as essence at the main building. Training again the same type of a dead unit will make it a bit cheaper. |
Mother World | βΌ Regrowth βΊ Heals for a duration all allies in the area. βΊ Also heals resources. βΊ Regrows dead resources with a small amount of HP. βΌ Phase βΊ All selected units in the area will disappear from the game for a duration. βΊ When reappearing, enemies are slowed down for a duration. βΊ Drains the mana of enemies and redistributes it to allies in the area. βΌ [Passive] Soul disruption βΊ All incoming enemies to a Spirit controlled world will take a much longer time to arrive. They also looses a % of HP. βΊ When an affected unit exists a world controlled by Spirits, it takes even more time, but they regain the % of HP lost at arrival. |
Ultimate unit Primordial | Spiritual god of creation. Has 3 forms : Body, Flux and Spirit ; which it can switch freely at all time. The Primordial of Body is the toughest with siege support abilities, as well as being able to create body units. The Primordial of Flux haves the highest mana and can unleash offensive abilities, as well as being able to create energy units. The Primordial of Spirit have the highest HP regeneration and can cast support buff for allies, as well as being able to create spiritual units. |
Sci-fi
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | The pinnacle of human tech in one endangered world. Their precious weapons will not be enough to fight the numerous colliding world. So they need to expand into unknown territory - that's how they lived for millennia. |
<- Early game ββββββββββ Late game -> | Easy straightforward world. Good at everything, best at nothing. A bit expensive on everything, but their units are very reliable. They can rival every world in every aspects while not being able to fully compensate. Once their firepower is upgraded, they can quickly conquer but as long as they can build reinforcements. |
World setup | Large world with a lot of obstacles : mountains, canals, rifts and rivers. A player spawns in a concrete base, while the other is in a jungle. Some metallic lifeforms defend choke points and portals, with some insectoid guest hiding in South-West. |
Quirks | βΌ Workers are twice as expensive, but twice more effective at building, repairing and gathering. They are also decent against early raiders. βΌ Cruiser : Capital ship which can unleash anti-air fighters. βΌ Cyber Ninja : Stealth unique unit with high damage, high evasion and high critical damage. Can use force to teleport himself or incapacitate any other elite unit. βΌ They have extra techs further to increase HP of buildings and mechanical units, still not as strong as Steampunk. βΌ They can upgrade their mines and power plants like the Steampunk. βΌ Some of their building can lift themselves in the air and land elsewhere. |
Mother world | βΌ Orbital strike βΊ Damages multiple times the area βΌ Supply drop βΊ Heals allies in the area and gives them an armor boost for a duration. βΌ Material hack βΊ Gets control of an enemy mechanical unit for a duration. |
Ultimate unit Mothership | Huge starship of supremacy. Can unleash orbital strikes and starfighters. |
Oriental-Hybrid
βΌ Firepower ββββββββββ βΌ Defenses ββββββββββ βΌ Flexibility ββββββββββ βΌ Economy ββββββββββ βΌ Difficulty ββββββββββ | Some says the desert is dead, but nobody has come back alive to witness the ones who dominated the harshest worlds. Now they are all connected, nomads will tame this endless abyss, aided by their floating cities, glass elemental, undead kings and dark demonists... |
<- Early game ββββββββββ Late game -> | Oriental Hybrid is an exotic world which focuses on both defense and mobility. Most of their units have either fast movement speed or able to fly. They don't have a great firepower but they focus on engaging the enemy as fast as possible. Almost all of their buildings attack and they possess numerous defensive upgrades. Their army finds and fix the enemy while their base is solid enough to give time to retaliate. Odd but reliable. |
World setup | Large desert world with a lot of dried rivers and canyons. Some trees spawns equally with crystals. Nomadic races have taken position on some plateaus. |
Quirks | βΌ No air transports, but lots of flying units. βΌ Two tier main building, the second skips directly the level three but need a Great Pyramid to do so. βΌ Great Pyramid : Formidable defense building which can train deadly tomb guardians and Great Pharaohs. Unlocks the Tier 2 while making the Tier 3 available. βΌ Tomb guardian : Slow high anti-armor attack which reduces enemy armor. βΌ Great Pharaoh : Support undead king with chained attacks. Can raises multiple dead at the same time. βΌ Schools of elements : Their different barracks attack nearby enemies, so they provide support for defense. βΌ Glass Defenders : Strong armored air fighters, which can be targeted by both ground and air. Resurrect once when destroyed. βΌ Their income can be improved up to 4 tier per building, so they can have a compact late game source of Wealth. βΌ Their gatherers doesn't need any deposit to work. βΌ Their builders and repairers called Cultists cannot gather, but can provide sensible damage once fully upgraded. βΌ Enchanted sand : their buildings have a slow HP regeneration, improved further by techs. βΌ Sand Ranger : cheap and swift infantry which can morph into a formidable anti-air flying unit. βΌ Vault : the best building for increasing gold limit, while being hard to destroy. βΌ Mirror tower : very fast firing tower with low damage, deadly against light units. |
Mother world | βΌ [Passive] Nomadic life βΊ The units of the player on a controlled world have a faster movement speed as long as they aren't attacked. βΊ The effect resumes when the unit isn't attacked for a while. βΊ Organic enemies who stays for too long in a Oriental controlled world will get a HP regeneration debuff βΌ Shifting sand βΊ Ground enemies in the area will get stuck for a duration, as well as newly entered ones. βΊ More they attack, longer they get stuck. βΌ Mineral decay βΊ Annihilates progressively the HP of the selected mechanical unit or building. βΊ Refunds the owner of its full price when destroyed βΊ On ultimate units, limited units, large buildings or main buildings, will simply stops below a certain %. |
Ultimate unit Floating city | Immense nomadic city which can unleash enchanted light and carry armies. |
Screenshots
Credits
Changelog
Download
Soon
Soon...
One hell of a task... i've to find back every thing I
I might salvage some older topics to do a resume first until the new version I'm preparing
Soon...
I might also put older version with different gameplay, just for legacy stuff.
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