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Map Idea

06-11-2009, 06:15 AM#1
rizla
Hey everyone, I was just wondering what the masses thought about this idea:

The game consists of two or three, three player teams with the ultimate objective being the last one standing. In order to survive and conquer each player of a team must coordinate perfectly, supporting and feeding off each other in order to create a civilization worthy of winning.

All civilizations start with a small village in an area of terrain that suites their race, it is up to the players to build on this village, creating a thriving city.


Thanks to:
Thanks to eleandor - For his ideas

Gameplay:
Hidden information:

To understand the gameplay one must first understand what each player in a team represents. Each player has an equally important role to play in the game and must control an aspect of their civilization. They are the leaders. On top of this each leader has default mandates which may be chosen for them by the opposing team; picked by themselves; or set to their default leaders.

Politics: Possibly the most valuable leader in a civilization, by default this player must control all things to do with the city. His basic responsabilities revolve around two concepts. First and foremost it is his responsability to maintain the influx of gold for the team (which can be done through trading, taxes etc.), secondly, he must mine and work ores and other minerals on order to create the raw materials needed for the other leaders.
His mandates are as follows:
  • Culture - This defines the leader that controls the cultural aspects of the city, directly influencing the peoples happiness and thereby directly influencing the amount they can be taxed as well as the amount of citizens who will want to move to the city. The political leader relies on the military leader to capture areas of interest as well as the defense leader to protect what he has worked so hard to build.
  • Foreign Affairs - This defines the leader that controls relations with the other civilizations, trade agreements, declarations of war and peace etc are all controlled by this player.
  • Industrialist - This defines who has the ability to build and manage mines and industrial areas in the city.

Military: The military leader is essential to success. How will the team win if they have no military might? It is his responsability to directly control the training and orders of his troops. From capturing various areas to eventually sieging a city, it is all up to this player. He relies on the political leader to supply him with the necessary gold and materials but can decide exactly what to do with them.
  • any ideas for his mandates anyone?

Defense:This leader is what keeps civilization safe, secure, even impeneterable (although nothing is impeneterable). He is responsible for the walls, towers, defense troops, guards and other aspects of defense for his team. From defending the capital city to creating small outposts for the other leaders, the defense of your nation rests in his hands.
  • any ideas for his mandates anyone?


Mandates:
Hidden information:
Depending on the chosen game mode, mandates are either issued to their default leaders or are chosen by or for them in a vote. This can be a huge disadvantage in the game. for example, your military leader suddenly gets the foreign affairs mandate. This gives him the freedom to declare war on whoever he wants. What if your defense leader is put in charge of culture and then constantly has no time to control the culture of your civilization. Mandates if chosen must be done so carefully. Assigning them to wrong layers in your team could bury you, where as assigning them to the wrong players in the opposition could help you crush them.

any mandate suggestions are welcome


Races:
Hidden information:

The ethnicity of your civilizations plays an important role in the game. Each race has its own unique style fo gameplay, ranging from their researches; military; citizens; buildings etc.
  • Blood Elves - The once noble high elves that sold their souls to demons many thousands of years ago. They are famed as ruthless orderly chaos as their troops move with obedience and skill (their armours masterfuly crafted by methods unknown by anyone else in the land), while their cities are beautiful to behold.
  • Orcs - The brute force of the land, the orcs are disorderly but powerful. The horde has been known to ride in and destroy an entire village in mere minutes before plundering it and returning home to their small well defended villages. They are not a civilized nation, but most of their wealth comes from the nation they trample.
  • Dark Elves - suggestions?
  • Undying - Although believed to be undead, these men chose the path of necromancy. They are mere mortal humans that walk the thin line between death and life often drifting to far into the underworld. They are powerful sorcerers that construct enormous citadels. Their unholy magic is said to be able to lay waste to an entire city in mere moments.


Research:
Hidden information:
Research is essential, do you want to be throwing stones at heavily armoured cavalry? I thought not. Each team (or rather each race) has four unique tiers of research. Political; Malicious; Defensive; and General. The names truly speak for themselves. However, there is a catch. Each tier of research has multiple levels. The leader in charge of that tier must decide what researches on that level he wants as he may only research two on that level. Those two will then open up further researches.

For example:
The political leader decides to research pit mining as well as basic propoganda. The rest of the researches on that level will be removed and replaced with the next level that the mining and propoganda researches have opened.
06-11-2009, 09:28 AM#2
Eleandor
Awesome. Some thoughts though, which could change gameplay a lot:

Make every player a politician. Every politician has 2 mandates (of choice / alternatively ellected) he has to manage.

Possible mandates:
  • Military - self explanatory
  • External affairs - has control over gameplay mechanics involving the other teams: only this person has the ability to declare wars (maybe don't let the guy with the military mandate also have this mandate :p), but also has the ability to negotiate with other teams. Negotiations could be about an alliance in a war versus 1 country, or could be trading negotiations. This is more of a diplomatic role.
  • Culture: The minister of culture is responsible for city architecture. He's responsible for keeping the people happy. If the people aren't happy, there may be a revolt. Worse for the other player: the borders of his country could revolt if a nearby country has high cultural value.
  • Defence: self explanatory
  • Finance: this guy has control over taxes (if he raises it too much, he better keeps his fingers crossed that the minister of culture does a good job), and other things that influence money. He is also responsible of providing the other mandates of resources. In a way, this guy can tell what direction a country will take: defensive or focussed on military, or diplomatic.
  • open for thought...

Other points of thought:
  • Elections? Random elections every x days? Elections influenced on how good a minister did his mandate? Elections could be overruled by a revolution, where the players start a dictature which will weaken their position when it comes to defence (they have another opponent: their own people) but they won't have to care about e.g. the cultural mandate if they don't want to.
  • Executives? Every player could be an executive for all mandates, making him play a small role in the other mandates. Some examples:
    • The minister of war has full control over strategical decisions, but tactically every player has influence (strategically: troop production, strategies - tactically: controling the troops in a battle)
    • External affairs: every player is a member of the international parliament and can vote for very general laws such as "no nukes lolz!" or "kick player".
    • Defence: similar to military
    • Culture: every player has his own techtree he can be researching in. Techs that are available to a player are available to the whole team. If enough techs are added to the map, interesting decisions would have to made between teammembers.
  • Maybe make every player have equal influence in all these fields. Teamplay would probably become much more important if they want to accomplish victory.
06-11-2009, 09:51 AM#3
rizla
Thank you. The mandates is a brilliant idea. That way each player has two roles falling under one class. For example the political player will have control over cultural affairs as well as culture. The mandates could be elected as well. Perhaps in a second game mode, and to make things interesting... The team selects which figure they want to be (if theres a clash then a vote takes place) and the opposing team votes for the mandates (not knowing which player has taken each position. Giving you random responsibilities.
External affairs makes sense. "The enemy of my enemy is my friend" and all.

I really like all of your ideas (Keep them coming :D I will update my first post soon) except for the executives. Its not a bad idea its just that in order to make the game heavily team based the roles must be completely reliant on each other. If the military figure wanted to invade then he could push with his executive powers to produce more steal for weapons instead of him having to rely on the political figure.

Edit: After reading through your executives idea once more I think it might be useful. Perhaps not inside the team, but to vote in parliament on the rules of war. In terms of research, i'm hoping to have PLENTY of unique researches for each team... there will be four research tiers in each team. One for each figure as well as a general tier. Heres the catch though, the general tier covers general things (duh) and is the same for all teams. However, one must make decisions on what researches to take as one will cancel out the others on its level while opening more below it... so forth and so forth.

Edit: Updated the top post.