- Joined
- Jan 8, 2008
- Messages
- 454

By Levdragon & with help from xXAgeOfPubesXx
The basic terrain from Avrion and Priwin.
Foreword:
This project has taken up a lot of my time and for once this might be one of my ones that will be completed. You may of heard of my other two disastrous ending projects yet I am pleased to announce that this project WILL be completed. So without further ado let the reading, BEGIN !
Background:
Azeroth, the mightiest and most grand of all the human nations, lies desolate and destroyed, not one single human dares stand up to the mighty orcish horde as they pillage and burn stormwind. With Llane Wyrnn, King of Azeroth dead, the people are broken and flee north with the valiant regent, Anduin Lothar.
Plot:
Warcraft Tides of Darkness (ToD) is strongly based on the Second War and Second War Aftermath events, including many historically accurate events and of course alternate lore events, in case things don't go as planned. The game will begin just a few days (minutes in game) before Lothar's arrival with the survivors of Azeroth to the Northlands. The game will go on to depict many famous events, such as 'Alterac's Betrayal', 'Ner'Zhul's Coup' and many more. Almost every single event will have options attached to it and allow for customisation, so a nation will be able to steer it's own path if it wants to.
Features:
Income:
Income is gained in a few different ways, the most prominent one being taxes. Taxes are gained from controlling villages, towns and cities each giving different levels of income. Income is additionally gained from lumbermills, which produce goods therefore giving the player gold.
Manpower:
A special feature of ToD is manpower. Manpower is the amount of reserves currently available to be trained into soldiers. Manpower is gained from villages, towns and cities but can also be gained via events or mobilizing the nation. Mobilization will give an increased manpower level but bring the nation's taxes down by 30% due it going to military funding. Manpower is crucial because every single unit and ship needs a certain allocation of manpower for it to be trained or constructed.
Events:
One of the greatest or 'best' features about ToD is the event system. Most events that are part of ToD have a choice system, which directly or indirectly influences the game. For example one of the first events is the landing of Lothar and his arrival in the Northlands, which caused such a massive stir that it let to the formation of the alliance and the eventual defeat of the Old Horde. When the event occurs a small notification and description of the historical aspect of the event is displayed to all players. Then the player or players that are needed for the event are given a dialog choice which includes three different dialog options. These three dialog options allow the player, Lordaeron to allocate different plots of land to the refugees from Azeroth. Even though it may seem a trivial thing that Lordaeron gets to chose if Azeroth has another village or not, to Azeroth an extra village is crucial to build more men. Now some players may say, "Oh it's unfair or 'bad' that Lordaeron gets to pick if I get more bases or NOT!" Now it may be 'unfair' but this is to show how weak and how bad the situation Azeroth was in at that historical time was. It shows how Azeroth must rely of other nation's for it's own survival. The greatest thing is there are many more events just like this one! The choice is all your's...

Buildings:
A major difference of ToD is the way buildings work. The most basic of buildings is of course, the tower. It is a defensive structure and fires out arrows, magic or what not. Now in ToD there are no peasants or building units so the ways towers work is like this... When a tower dies it turns into a ruined version of the tower and changes ownership to the attacker. The attacker may then place 'temporary' defences on the tower, but only a race similar to the owner of the original non-destroyed tower may rebuild it. For example, if one of the elves towers gets destroyed by the trolls then the trolls may erect a unit there which shoots out 'arrows' however the original tower will still be ruined. If a human player takes the tower over the human player will also not be able to rebuild it, however may allow the elven player to attack the tower and then the elven player will capture the tower and be able to rebuild it. The only exception are elite towers, which once dead are dead forever.
The next type of building is the general unit-training building. This building trains units but is not specially named. Some example of this building is a Human Village, Orc village, Dwarven village or an Elven village. There are many more buildings such as those but villages are the most common form. These building react just like towers in every way, except that captors cannot form temporary unit building structures, but only keep the ruined village in hope that the enemy player will not capture and re-erect it.
The next type of building is the special unit-training building. These buildings are named (such as Lordaeron City, Hearthglen etc.) and usually have an income bonus or even some extra units that can be trained. All these buildings also have more health and armour then general buildings. Again the same capture rule applies although some of these buildings, perhaps only 10-30% may not be rebuilt.
The last type of building are unique buildings. These buildings are here to serve for events or defensive barriers, such as Inner/Outer elf gates. Most of these buildings are not rebuildable however, a ruined version of the building will appear anyway, for extra eye candy.
Units:
Because of the lack of peasants, units are able to be built from general, special and unique buildings. Each unit costs gold and one or more manpower (Depending if the unit is tank, ballista mortar team or just a single unit - NOTE mounted units count as 2 manpower as someone is needed to maintain the mount). Units automatically gain upgrades every eight or ten minutes. Some nations such as Lordaeron, due to it's much higher technological advanced then Alterac will gain upgrades automatically faster and Alterac will gain their upgrades automatically slower. (NOTE this system may change later on or if people seem to dislike this system)
That concludes edition 1 of the description of ToD, enjoy the screen shots below and please remember to comment and give feedback on this map.









