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[Strategy / Risk] Idea for Strategy map

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My ideas are based on the map "Greece".

Cities

The game is centered around capturing cities to gain resources. Cities have put peasants out of work, they are the main constructing unit of the game. Buildings are owned by the city, so if you capture a city you gain control over the buildings placed there. Most buildings that a city can construct can only be placed inside the city (with the exception of farms).

Core Buildings

City Development

~ Granary: Storages food from farms. Used to resupply army.
~ Well: City watersource, required to build houses and has a ability to summon firefighters.
~ Farm: Produces food for houses and excess can be used to resupply the army.
~ Housing: Produces recruits and population (taxes). (Requires: Granary and Well)
~ Market: Used to trade with other cities, provides gold income when a caravan successfully arrives at another city.
~ Temple: Used to worship a god and specialize the city. (Requires: 2 Houses
~ Academy: Research facility and can train Generals and spies. (Requires: 3 Houses
~ Estate: Tech-Building. Enables recruitment of Generals, heavy cavalry and allows the Academy to research the factions special unit. (Requires: Granary, Well, Market, Temple, Academy, Stables and Blacksmith.)
Military Developmen

Barracks
Primary unit producing structure. I wanted to have the garrison have that job, but since I have not drafted a good enough plan to make units teched localy im gonna scrap that idea and have global unit production availability. Alternativly I could split up the barracks into [Barracks] [Archery Range] [Stables] and then make them upgradeable. The problem still remains that I can't limit a buildings upgradeability as I'd like.
Blacksmith
This structure does nothing but open up the tech-tree when first built. You can chose to upgrade it into 1 of 4 options, to improve the units trained from this City. The options are as follows: Melee Weapons, Melee Armor, Ranged Weapons and Ranged Armor.
- What other utilities can this building provide?
- Any ideas what a temple of hephaestus should do for this building (if anything)?


~ Garrison
~ Barracks
~ Archery Range
~ Stables
~ Shipyard
Tempels and Gods

The concept behind Temples are to allow each City to specialize in a different area. Different temples worship different gods, and they all give a different bonus. Temples are limited to 1 per City.

Temple Bonuses
~ Poseidon: Gives harbors improved defence for ships (Sanctuary of Poseidon) and Gives ships trained here improved durability and speed.
~ Hermes: Merchants and Workers carrying supply will move faster while passing through the area as well as increase the Citys trade income.
~ Ares: Infantry units trained here will be blessed by Ares. There are some options, 1) They start with slightly higher stats, 2) They have a chance to spawn with slightly higher stats (Spirit of Ares), 3) They are fanatics and the more wounded they are the more buffed they become (Ares Fanatics).
~ Aphrodite: The Cities houses are are blessed, increases population size and supply granted by housing.
~ Demeter: Never has the world seen crops grow so quickly, farms in the area are blessed with higher return.
~ Hephaestus: Increases production of blacksmiths.
~ Hades: Fire Resistance and units with fire damage get buffed.
~ Apollo: Citizens remain in the city even though its lacking in food and water.
~ Artemis: Buff Archery.
~ Athena: Bless the cities defenses. Increase nearby units armor and tower damage/hp.
~ Dionysus: NA
~ Zeus: NA

Remaining Unused Specializations:
  1. Increase taxation
  2. Improve Cavalary
  3. Something related to nobles
Priests
Temples can train priest (maximum 6 for every player). The priest have the ability to Worship a deity (channeling spell on Temple) the more are worshiping the same god the faster you finish.

Once you have completed your worship the god you worshiped will grant you a wish. Give you a buff, spell, special unit, or what have you.

~ Apollo: Gives Vision of Enemy Kings.
~ Poseidon: Summon Kraken to fight for you. Cast Doom on enemy ship and the Kraken will spawn there. If the Kraken is already spawned you gain vision of him and can use the same spell to dispell him.
~ Ares: Summons a elite company of Hoplites to fight for you.
~ Demeter: Refills your Granaries that are in need(?)
~ Athena: Gives increased armor to all units in AOE for X minutes.


Resources
Cities with containing houses can train workers, who in turn can harvest wheat, copper and lumber. The resources are neutral structures on the map which the worker can target. Only 1 worker per resource is allowed.

Food (wheat) is used to supply your houses and army to keep them in fighting capacity (if they don't eat they become weaker). It is stored in a Granary.

Copper is used by blacksmiths to produce weapons.

Lumber is used for basically everything.

Gold: You can gold by taxation, trading and selling your resources on the market (maybe the return should diminish depending on how much you have sold lately).

Another idea is to create seasons so you can only farm during a certain period of the year, making people have to keep track of their supplies and manage it. Perhaps they are low and have to much on copper harvesting or lumber. The negative part would be making the game harder, it would perhaps do as a game mode though.

I haven't decided if units weaponry should be weakened during battle. Meaning you have to resupply units with weapons as wel as food.

Fire Mechanics

Some units will have the ability to set things on fire, Catapults with burning fire and slaves. Slaves are extremly weak and if unwatched will get consumed by their own arson. Currently you set buildings on fire by doing 20% of total HP in continues fire-damage, meaning that if you stop attacking for a moment - you will need to start all over. Fires can spread to nearby buildings and do minor AOE damage.

Firefighters are summoned by the Well, obviously they can only attack fire.


- Farm Land
- Farm Production
- Food Transport (farm to town)
- Food Transport (town to town)
- Hunger System
- Blacksmith upgrades and limit to 4
- City Capture
- Tech Requirments for buildings.
- Terrain Basic map
- Hermes (upgrades)
- Hephaestus (upgrades)
- Demeter (upgrades)
- Limit temples to one of each type per City
- Create Standard Unit set
- Revise Diplomacy System
- Limit Building of houses
- Make houses decay without food and water
- Add Naval Warfare
- Poseidon (upgrades)
- Food transport by sea
- Revise Fire Mechanics
- Add firefighters to the well
- Figure out which building trains spies
- Faction Names
- Doodads
- Ares (upgrades)
- Athena (upgrades)
- Artemis (upgrades)
- Local tech requirment for units

- King and heir System?
- Wall and Gate construction?
- Facton differences?
 
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Level 15
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Continuing on the subject of burning things, the same concept could be applied to naval warfare.

Concept - Fire Ship:
1) Has short range fire attack, can set other vessels on fire but is very fragile.
2) Can turn itself on fire. Decreasing its movement speed gradually until its dead in the water. The fire on board gets stronger and stronger the fire spreads to ships nearby.

Concept - Trireme:
1) Has the ability to Ram. It would be based on shockwave. The further away from the target it starts the harder it will ram. Ramming does the most damage from the sides. Almost none or returns damage from the front. If rammed from behind the ships loses movement speed and has to be repaired at base.

Ships takes more damage from the sides rather then front/back. Moving ships take reduced damage.

How would one go about making a exhaustion system for units (armies), how would it work (probably mana). Would units trying to attack get tired as well? Should they toggle off attack to count as resting, etc. perhaps it's a bad idea lagg and game play considered.

Every ship got a passive ability to keep track of Wind direction. If the wind is in the back the ship receive a buff in attack range and movement speed, ships turned towards the wind gets a slight debuff.

Not sure how the wind should be placed around the map, if it should be global or regional. How it should change and if it should have an effect.

A similar idea would be creating storms that damage ships that move across the area - but I don't think this would look so good visually.
 
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please use the Edit button located at the bottom right of your post, avoid being the same poster 2+ in a row.
 
Level 15
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Any feedback or perhaps better ideas for the gods/priest/temples idea?

I was also thinking Zeus would be a wonder mode temple. To build Temple of Zeus you have to have every other temple as he is the MASTER OF ALL GODS!

Should the priest have their on buff or only be "units to worship temples with?"
 
Level 15
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One could make a Heir System. Meaning, Every Player got a King, the king produce sons (randomly) in the Capital (demi-heroes) and if the King dies the one you marked as heir will become king. With what-ever experience he had. If there is no heir a new King will take the throne, starting from lvl 1.

Also the Academy could upgrade the king and/or the heirs passivly if they stand near it or something like that.

Each character could have a different set of random traits. I could steal ideas from Rome, or that 300 game or come up with my own.

Would be a pain to come up with Greek names for all the kings and heirs though...

This would also open up the game for assassin units. ;D
 
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