| 06-26-2009, 08:32 PM | #1 |
Current Version: 5.40B This game is a Builder map, meaning it falls into the same genre as LotR Builder, Village Builder, Stronghold Builder, Castle Builder, etc. However, I've taken the genre into a new twist by combining the multiple races of Village Builder with the tactical and gameplay depth of Castle Builder along with some other twists. In short, the inspiration for this game was to create a Village Builder that utilized naval units but is now is more me trying to create a Colonial simulation. Game Stats 7 Different Races: -Humans -Orcs -Undead -Naga -Elves -Draenei -Goblins Each races has two different Independence Branches: -Humans -> Dwarven Clans or Crusader State -Orcs -> Elementalists or the Fel Orc Horde -Undead -> Spectral Legion or the Scourge of Flesh -Naga -> Naga Swarm or the Tidal Lords -Elves -> Blood Elf Refuge or the Night Elf Sentinels -Draenei -> Denizens of the Black Citadel or the Warriors of the Light -Goblins don't have an Independence Branch, they're unique. Decimate the other player's Colonies to win! Basic Gameplay Start off with a Colonial Airship, land it and pick your race. You'll get the main racial building with which you can train your workers. Income is based on Population (Lumber). The more Population, the more income. Tents, which represent the lowest Housing Level, increases your population, and when you upgrade the tents, the more population the housing gives you. Furthermore, the house structures do evolve to their next tier by themselves if given time. The time taken for this to happen can be reduced greatly by building race specific structures that increase the desirability of the area. The map has 36 Arable Land plots, 18 Landing Zones, 8 Trading Docks, and 2 Goblin Marketplaces. Arable Land plots are for building farming structures on top to increase player food count. Landing Zones are the different areas your Colonial Aircraft can land at and begin the construction of your settlement. Marketplaces are there for the trading between Gold and Population if you ever find yourself with a surplus or a deficit in one or the other. Trade Ports allows for the development of trade routes between you and the Trade Companies. Trade Ports are heavily guarded by the Natives, and Marketplaces are no longer guarded. Currently Independence doesn't do anything but unlock upper tier units which makes killing the other Colonists easier, and increases racial diversity by unlocking some cool abilities. For a more in-depth explanation, check the tutorial in F9, which also has the commands. Questions, Comments, and Criticism are all welcome. -The_Phalanx EDIT: Updated with version 5.40B |
