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So you have a journal and can get new missions of various difficulty a day or week or year or whatever. Anyways the missions could be categorized like this.
exploration, journey, sailing, cave diving.
-Cave diving obviously would include and need equipment for caves. Ropes, torches/candles/lanterns/food/water/sleeping and defenses against anything inside the cave.
-Exploration would have anything and everything but your objective is to study/analyze stuff or new resources or gather intel for other factions or your own. It could be a way of charting maps too. So supplies would be anything any terrain could need based on what randomly rolled. For example could be open ocean, could be tundra. Could be forest, could be desert. Having supplies and gear for the trip is important, and empty maps to chart and mark and things to take samples of stuff to then research back home.
-journey would be anything with a hunting like mindset. For example going through the forests to climb the mountain peaks to find a dragon to slay for a reward. Or a literal hunting trip finding animal like elk, moose, deer etc etc to then harvest and bring home. Or plants, their seeds or wood, stone etc etc. it’s a bounty hunting type mission, but for resources and animals/monsters/bandits/outposts/forts etc.
-sailing. Sailing missions would be anything from commercial sea fishing trips, to piracy, to discovering uncharted islands and looting their resources. You could make a Viking human faction to play as and do many sailing missions to pillage other kingdoms and trade ships and outposts etc. name everyone Olaf.
So you will get a list of these randomly in each category, for random locations within their scope of possibilities. With random difficulty levels and random amount of steps. They will require items and enough supplies for each unit you send to survive and last. They will also have a danger level in addition to difficulty level.
So an example is 1 step is 1 day ingame.
I’ll give a few examples. 1-100 steps can be rolled. (But all 100 don’t need to be completed they can return home at any point with a 7 day wait time before they’re back) remember this will be text, and stats and stuff. You can also find ruins and artifacts and etc in the overworld exploring new maps or randomly in areas too. That will unlock special missions or “treasure maps” so to speak type theme.
Ok mission. Cave diving. Difficulty low, 14 steps. Possible resources found X Y Z
Reward 30 copper pieces (currency) or something. Requires 30 mining.
Step 1: nothing happens.
Step 2: run into giant insects, Olaf defeated. Gained Chitin, insect venom, 300 XP.
Step 3: steep cliff, used rope X4
Step 4: found Copper ore vein +copper X7
Step 5: ran out of food. (Or light source same would apply) returning home (7 day cooldown before Olaf is returned to overworld.
If a unit dies to a strong enemy too due to having low stats/armor or whatever they permanently die too. Each step(day) takes 1 candle/light source per person. And 1 meal per day too per person. The more people the more resources you get and safer it is. For example with 2 people then you would have got 14 copper not 7. When it rolled a dice to randomly choose amount gained. Can find treasure chests, relics/artifacts/maps/money/resources and statues and ruins and stuff within the missions too. With their own challenges and skills and materials required to traverse. Possibly even lost adventurers wanting to join, or bandits/outlaws. Be prepared for anything. Some missions will require very high skills and be very dangerous but very rewarding too.
Each unit will have a bag (can upgrade it like armor to hold more and more) to carry supplies taken on trip aswell as hold the resources gathered. So only sending 1 person may not be able to get all the mission has to offer. That kind of concept.
These missions will have their own random events, like rockslides -4 pickaxes, chased by X Y Z dropped 7 candles, 3 ropes. Found X Y Z. Lost food, logs blocking pathways, needing axes, stormy weather at sea, snow storm using supplies and etc etc. a series of many random events. Good and bad so bring extra supplies. Especially if you plan on picking up a lost baby animal to bring home of some kind or find lost injured weak, starved travelers wanting to tag along for the rest of the trip using supplies after a lump sum of supplies to survive. Stuff like that.
It will have a picture of the terrain it rolled with a background for it all nice, then a list of text the player can check in the journal or adventurers guild or whatever type building/board. They can follow along and see whats happened each day and choose to retreat or continue and check stats and supplies of units. Or they can send them off and leave it for however many days and then collect and check results and what happened once their units return to your home. You can have many many missions going at once too. And to far distant lands where you may be lacking in a resource.
I think it would fit perfectly into this game and would be a fun way to train your units and desire to get them to certain stats and have an adventuring group or multiple making the perfect team.
-Zebra
-yak
-Tigers
-Hippo
-Giraffe
-Rhino
-mammoth
-elephant
-crocodile+aligator
-vultures
-moose
-elk
-deer
-goats
-sheep
-camels
-otter
-horses
-donkey
-lions
-jaguar
-mountain lion
-heyena
-Dingo
-kangaroo
-wolves
-bears (panda, grizzly, black, polar)
-penguins
-seals
-parrots
-flamingos
-crows+ravens
-eagles
-possum
-honey badger
-Wolverine
-beaver
-mole
-rabbits
-skunk
-raccoon
-gorillas+yeti/Sasquatch
-seals
-penguins
-sea lions
-crabs
-shrimp
-swordfish
-tuna
-halibut
-herring
-shark
-sea turtle
-turtles
-boars
-octopus
-squid
-giant squid?(kraken)
-whales
-killer whales/dolphins
-salmon
-trout
-bass
-crappie
-sturgeon
And many more you can think of really, could even do dinosaurs as a toggle or just part of the default settings.
These animals could drop various stuff including their meats obviously, for trade goods. Like ivory, colorful feathers, oils/leathers and etc. doesn’t have to be realistic either. It’s a game.
Then mythical creatures possibly too. As part of the hunting and bounty hunting type things going from map to map searching for stuff in a massive map per spot with all kinds of ruins/artifacts/fossils/natives/bandits/outlaws/kingdoms/villages/resources/caves/mountains/lakes/rivers/ocean/beach/islands/grand canyons/massive red wood trees you can build on and animals etc etc. of all various races and stuff.
I really think making a high altitude limit where massive red wood trees that can be built on, or that mountains can rise to peaks with multiple around and even valleys in between. Like the current map width but 30-100x larger kind of concept with layers for mountains and elevations or grand canyons and etc like a topographical map kind of. And then depths of 50+ tiles under the default elevation with caves and all kinds of resources, fossils, ancient ruins/artifacts to find would bring so much to the game as is too. And animals and aggressive or neutral or passive animals, natives, outlaws, pirates, bandits and maybe villages off tucked into some areas. Dragons nests, or misc stuff too. For the player to fight off/defend from/loot and explore and tame/clear from the land or trade with or make alliances and work together and so on.
Then having each of these be 1 small square if a massive world map you can travel to and see other map chunks.
I think it would bring so much life to the current map grids. Maybe more random events kind of like how stellaris has them pop up or endless space 2. That kind of theme for them just happening and having the good, neutral or evil choices. It can be anything from animals of any kind have migrated, to outlaws, to pirates, to Vikings, to bandits, to enemy kingdom invasion, to something found, to weather anomalies, to travelers, to merchants, to world events/missions, to volcanic eruptions, to discovering ancient research/science and studying things or unlocking things and so on. And they can all happen constantly good and bad.
But the terrain itself having lush thick forests, lakes, rivers, ponds, bushes, various life and plants and trees, beaches, grand canyons, steep mountains, rolling green fields, and NPC villages/people of various kinds and various races would be sweet. Even a way to hire units would be cool for very expensive prices with the copper, silver, gold, platinum, jade pieces. You can hire them at random of specific races so you can get a perk for let’s say dwarves but every stat and passion will never be known until purchased.
Each race having their own passive perk of buffs/debuffs. Like perhaps dwarves hate being on the surface and get buffs to mining and smithing (and like I said prior more techs into stuff) so you could have a kingdom of only dwarves, only dwarves and elves, humans and elves or some from every race.
I think having an actual Guard/military skill or job for some units to be on patrol and protect the workers would be nice without drafting. Can have them haul or toggle hauling off for some and then have others do it. The idea of needing a military and guards and stronger enemies and difficulties and etc to protect your village, kingdom or fort and so on would be really nice.
I think having a job title in different font infront of their name would be really nice too with military having ranks. So you can have as an example. Viking Raider- Olaf X10 of them and then Viking General Olaf leading them.
Or Navy Dwarf Yggdrasil or Special forces team 3 with their higher crossbows and armors and set ups ready to be positioned like an RTS in a way. Letting the players namd it. Getting a nice balance of workers and warriors to protect and attack.
And having folders and groups so everything can be more condensed and organized like a group of 20 units instead of searching them out randomly out of 100 people. You can group all the warriors in one folder you made and named. Or have multiple then drag them to it. All chefs in one area, all fishermen in another, all medics in another, builders in another and etc however the player wants to organize and label them to better keep track
Just some thoughts on it tho
I like the idea of Dwarfs and a mining perk... but that was as far as I got.
I’m dyslexic so coding sounds like a nightmare to me =p I just like sharing some interesting ideas tbh
The races would be just copy paste the current human race, then add a passive buff/debuff based on race. Like dwarves get a passive bonus xp in mining and blacksmithing. Just got now then could expand on each race in more depth later.
It would also probably just be a reskin on looks too.
-Demon paint red give white or black horns.
-Dwarves make shorter give bushy beards (especially the lady dwarves ;p)
-trolls grey skinned big teeth maybe horns
Stuff like that, at first it would bring a lot to the table for just copy and paste the current humans and reskin/color them and add perks and stuff at first then as time goes add whatever else you get inspiration for.
To populate the fully painted forests, rivers, lakes, mountains, grand canyons, deserts, tundra, beaches, ocean, and other biomes you could just at first copy the wolf or something then reskin it to various animals then go more in depth later, just so there’s a lot more of them in the game. Then add their own drops and make their drops just a trade good at first unusable then can give their drops more uses later if you want. And implement the taming and fighting and aggressiveness and sizes and stuff later. Or could add them to be aggressive if it’s not a huge time sink.
But I really think the terrain/size of maps and depths and heights and animals (and native villages or outlaws/bandits/pirates) living in the land to fight, make alliances or trade with would bring a ton to the table. Especially if the multiple races are implemented you got native trolls, native humans, native demons, native orks, native elves, native dwarves etc etc in their teepee villages, or in a little wood town or in a stone industrial city.
You got logging outposts, quarry outposts, farming operations and fishing towns too or villages. Will bring a massive amount of fun trying to find all on your map and who you find and how you want to interact with them (with the good, evil and neutral choices and bar. )
Each one having a random roll on if it leans more good evil or it could be pure neutral very rarely too.
And the other thing that would be massive on bringing a ton of gameplay and enjoyment. Would be the text missions I talked about above, that would bring so much to the units and their skills and risk reward things.
Just my thoughts and opinions tho, I think priority list would be
#1 would be massive maps and fun random generated terrain with their full forests and deserts and terrain and mountains with peaks the player can navigate and dig under and build high and design a kingdom wherever they want. For example they could carve out below a grand canyons sides then have bridges all throughout the inside of the canyon between both sides with a thriving city. Or someone may want to build on or inside a volcano dormant or actively flowing lava. And etc. the size of maps/terrain/options are what make me think this should be #1
Then the villages/natives/outlaws/bandits/pirates/resource colonies/forts. In my opinion would be priority #2 would bring life, choices, Allie’s, enemies, trade partners to your own land from the get go.
Then animals would be priority #3 in my opinion. Fully bringing life to the land. (Even if they’re just cosmetic at first copy and pasted reskinned wolves basically) with a vast list of animals. Eventually having natives and enemy attackers use them in combat or domesticated utility workers. Such as elephant riders to ram your walls and rhino riders or etc. and you could also befriend the wildlife and let it live peacefully outside your wall then defend you from raiders or domesticate them and have them guard you too. Like crocs and gators in moats attacking boats by the enemies. Or your own elephant rides or unmourned just mauling enemies etc.
They also would bring in nice trade goods to the wilderness and live inside the map in addition to the current human outposts. The animals would also allow peaceful players to create their own zoos and city type habitats and such. So it would benefit the player who just wants to build a peaceful city and manage it and decorate it and stuff too. Which is why I’d say it’s priority #3
Then priority #4 which probably would be the fastest as just reskin and recolor the current humans, rename their race and then add passives and stuff then have them thrown into the random spawn pools and possible random event pool of getting them instead of a human like it is currently to get new members. Would bring a much wider way to play against and with. It would allow the players to start with whatever they wanted, or a mix to better scope what they’re aiming for. Like living underground, farming, fishing, pillaging/conquest/war and etc.
Then it will also make no two native teepee village, wood village/fort, stone village/fort, fishing dock village/ships, or resource gathering colony be the same, very rarely would you get two of the same exact type of civilization spawn. And each one with its own evil/good/neutral spectrum rolled randomly to then give the player more choices, options and possibly even shut out a potential ally and instead make it a warring enemy. Like if the player plans to be some dwarves of justice. And the civilizations around them throughout the massive map they’re in all are leaning towards evil on some degree of the spectrum then it’s war in your future. (Or you could try to move to a different map tile after building an outpost and just use the starting tile as your gather resource outpost.) you could have good guy pirates fighting evil pirates near eachother too which would be a bit funny. Good pirates handing out booty and keeping peace on the seas..? I guess. Anyways this is kind of why I think it would bring so much replay ability and content even if it’s just very basic at first and is expanded on later on. Thanks for reading
Then like I said prior with the designated jobs for military to stand guard on walls but still sleep and feed themselves or haul stuff without being drafted type thing, and tabs for groups and branches of military and other jobs like I mentioned before too. Player named just tabs to organize and condense.
Like
-Navy branch: with 10 units in it
-Gate Guard: with 4 units
-Patrol Guard: set to 10 units
-Wall Archer: set to 30 units
-Royal Knights: 5 units
-Assassins: 7 units
And so on, for the patrol Guard basically they will haul things but be military ready to fight and defend when stuff near them gets attacked. So like they’re on patrol but the player just named them that and set the toggle on for them to haul resources out of combat instead of hold a specific post. That kind of concept.
There’s also the other examples I made on it too with Olafs and ranks/titles before their name so you can have
-General: Olaf
-Berserker: Olaf
-Viking: Olaf
And etc all player set up. Title having different color options too. So maybe make all Berserker Olafs dark red on the color wheel/blender. And General yellow/Gold. And Viking green. And setting them up based on stats or how they’re equipped or geared completely up to player.
I think training grounds would be a good idea too, like I said before I haven’t played since release so I’m unsure if it’s already a thing since computers been dead. But combat dummies for melee training, and targets with hay for archers to train too might be a good idea.
And special monk combat styles using staves, spears and fists possibly. Or if you wanted to get into magic like Merlin King Arthur type things could even make spells and spell books. Lightning, fire, water, air, earth, ice. But only extremely smart units can do it and need to discover lost books to learn each spell per unit. Could be fun, would need to be balanced with Qi (Chi) or mana or something. Enemies could use too I guess and elemental dragons/wyverns and stuff like stated prior. Just something to consider. When I think of medieval I think if stronghold legends, stronghold and knights, castles and crossbows/archers. I don’t really personally care if it’s historically accurate. Or a replica of real life. It’s a game for fun more than anything. But maybe a toggle to turn it on or off for those who do care if it does get in. The more player options and toggles the better tbh. I played stronghold legends probably 100x longer than stronghold 2 and I owned stronghold 2 for much longer than legends. It was just a blast back in the day to me.
I personally like the idea of them having ladders/climbing picks and grapples as single units pathing on all perimeters of your base/walls and like I stated prior with a designated job for military you can have guards and draft more if in need to protect your citizens or villagers.
Some may think it’s too broken, but I’d think it could work similarly to stronghold. A ladder is put up and someone on wall runs over to push it down, make it take a little time for them to climb the ladders or ropes too. And your units can cut ropes and push ladders down. The battering rams and war elephants and war rhinos, bears or whatever else some group is riding or has with them would be a nice extra threat. Elephants and rhinos if think would be the only ones able to damage any section of wall or gatehouse. Traveling merchants could have yaks, llama, alpaca and elephant and horses and donkey and other mixes of things pulling their wagon which would obviously increase weight pull power and sizes too. Ideally a player would make a path for a merchant anyways but if they didn’t then the raiders would need a way to navigate a more complex massive map with very steep and tall variations and terrain and etc.
I think for the seasons instead of snow ruining crops over and over you could make things like snow and heatwaves and droughts more exclusive to biomes with it being a rare event/anomaly in regions that don’t experience it.
An example would be you’re in a rain forest biome, it’s foggy often, raining, cloudy and a warmer climate. But perhaps a random heat wave comes or drought and the rain stops.
Or let’s say you’re in tundra or glacier land, there could be patches of ocean, there could be soil/rock/resources like 2-10 squares under the surface ice and so on. Then you have constant snow storms even in summer, you get very rare heat waves and stuff. You got Eskimo suits and hunt for food and plan to grow food underground (it doesn’t have to be realistic. That’s why Minecraft’s so popular and fun) but if you wanted to make it more realistic coupd just have rare radiating crystals that glow and provide the crops with a substitute sun.
But having the biome you’re in be more in control of weather, and having crops for all different climates. Like desert would have cacti and stuff more heat loving and good in that climate.
Jungle/rainforest plants would be suited to that climate.
Volcanic obsidian fields under the obsidian layers like ice in tundra could have fertile soil and rock with even made up plants that thrive in that
Just make a bunch of fun biomes and their average temp ranges during summer and winter. Instead of always extreme heat or always extreme cold/snow with seasons.
I can give an example on a playthrough slightly let’s say I just loaded up.
I should add I actually like the simplistic characters for the people too, I don’t personally mind at all if they aren’t some chiseled Greek statue. I used to play old school runescape and I find it’s graphics perfectly fine and nostalgic even. The gameplay loops and contents the fun part, sure better quality may be cool one day but just a general idea for what things are at first and being able to play the game with them in my opinions much more enjoyable.
Ok I decided to go with Orks this time (green with white tusks recolor)
I look at a large world map of volcanic fields, various dormant and erupting volcanos. Tundras and glaciers surrounded by coasts and large oceans. Tiny scattered islands and archipelagos, some barren, some tropical, some from each category.
I see vast forests, rainforests, plateau’s, jungles mountain ranges, some mountain ranges with snow caps and others without. I see sandy deserts. I see beaches and rocky (those hexagon shaped rocks idk name) in various layouts and randomly generated with ocean filling gaps.
I look it all over, I chose Orks and intend to lean more evil and go for world domination this run. I want a land that’s environment helps me fight off many many streams of enemy raiders probably coming in 24/7 (without the pop up and slow down warning)
I decide I’m going to be on the very top of a mountain for my biome I select on the world map and generate it.
I arrive on the tippy top of a massive mountain, the platform I’m on has to be no larger than a 15/15 in a rounded form, it has all rock and in the center a small build up to a pointed peak of 3/3.
I decide to investigate my map. The mountain I’m on is massive and goes down atleast 70 blocks in depth to the bottom where the next mountains base begins ascending. There’s birds and mountain goats everywhere. I see some flat lands and forests in the distance on lower elevations, there’s rivers and even a few ponds. I spot my first village. It has a wooden wall without gates just large openings, it’s filled with teepees and atleast 30 people. They’re dressed in feather headresses and leather clothing/shirtless. They have bows and horses mostly, but there is some inside with spears too. They have a town hall, with a town board and a trading guild/tent there too. There’s a river flowing inside from the back to front of the village out both openings of the wood wall on the left side looking at it.
They have some fishermen catching and stockpiling fish. There’s a decent amount of trees around them. They have a center area with a large bon fire.
Upon inspection, they are elf natives. Now to see if they’re going to be my enemy or ally in defending my land. It seems they lean just slightly towards good from neutral center. Which means they will be my enemy.
I proceed to look around for more, I see a few outlaw and bandit camps but they’re not a big threat, they don’t grow in size or replenish lost people they’re just rogue travelers looking for their next victim nearby.
Then I spot it a long ways off from the native village. Demon monks, they’re in a stone large open courtyard with very pretty accents of trees and crops in spots. It’s very symmetrical and balanced looking. They’re all in robes, they have a monk leader sitting in center who is very powerful but remains there to protect their sacred temple. They have a few yaks and elephants grazing around them. It seems like the monk leader being so in tune with nature could actually ask for their help to protect the temple too. In the corner of the courtyard there’s a trading guild and a town board on the side of it. Time to check their status on good neutral or evil. It looks like they are just barely on the edge of neutral and evil but fall into neutral still. So I can befriend them possibly but I doubt they would help with any military operations on other lands.
I keep scanning and see a dwarf logging outpost, wooden fortress, pretty solid with heaps of trees and logs being collected. They have a trade guild and a town board. They lean more evil on the spectrum. That’s perfect, I should negotiate a trade deal with them to continually provide my wood needs since I’m starting on the top of this mountain with none. Perhaps I can buy some soil blocks and tree seeds too at some point.
I keep browsing, there’s a couple more resource colonies but all good guys, mining and fishing and farming. I may need to help defend this dwarf logging fort, or start taking out some of these good guys. I know they will send out groups of units to attack towns of opposite morality. And all but two are good, and only one is evil the others neutral monks. If all 7 of the good towns send their groups of 5 or so archers and warriors to destroy the dwarf logging town it wouldn’t last long at all. I could also just try to rush a trade operation with them before they get attacked and try for soil and seeds especially and leave them to fend for themselves. I look at the side of the mountain next to me, a wyvern nest. That’s going to be a good defense but also s pain to deal with if they attack me on their rounds. I unpause the game and begin rushing with my starting wood carefully rationing it while digging out a hole in the top of the mountain peak. I carve out a nice area using my only survivor as I started with one unit. I then rush to get stone stairs and start making my way down the massive mountain toward the dwarven camp. I dig and create stone stairs in the spots I need to until I make it to the base of the mountain and just have small hills or fields and forests between me and the dwarves. I rush to them due to me being neutral by default in start as I’ve made no choices yet they don’t attack me, and had I been good they would have attacked on sight. But anyways I make it to the town board and see a list of missions I can do to increase my standing with them, I decide to take them and use this as an outpost to take out the other towns on this map.
5 missions per week it seems, they are
-bring 50 Iron ore
-bring 100 stone
-bring food of any kind x150
-Hunt 5 wild moose
-kill 10 good morality units of another town.
I accept them all and then go to the trade guild. I set up a trade route with my town. Now they will show up there later on and I can prepare what I’m going to exchange/sell for what I want.
When I get back I see new settlers want to join, but none of them are Orks, and I’m strictly going for an ork conquest this run. So I decline. Some time passes and more settlers and I finally get 4 total Orks in my village. I had the trader come and got a few trees and soil and carved out spots for them. I also grabbed seeds for crops and began growing some of those. The dwarves already have taken out multiple waves of archers and warriors on their own. Fortunately their fort is still holding enemies off with dwarves on the wall with bows and gates. I decide to enclose off my path to the base of the mountain with a slight wall and stairs then a gated tower at its base with living quarters and food stored for the 1 ork archer I have posted on the tower.
I go to my units folder and make a new one and name it “Gate Keeper” I then change the color to dark green. And drag the archer in the tower into it now showing the folder title infront if his name. I continue digging out the mountain and making rooms and then flatten the surface and make a walled perimeter like a castle attached to the gated pathway down the mountain.
I rescue an ork and some raiders arrive im notified of. I put a second archer in that tower and in that folder group and wait for them to arrive at the gatehouse, 3 of them did but 4 of them had climbing picks and scaled the side of the mountain. I managed to get everyone else drafted and on the walls with bows in time to cut their ropes and shoot them before they managed to succeed their surprise attack.
Some time passes I now have good smiths and mining operations with good material. I have 15 Orks now and the dwarves below are down to their last 5 units and their gates and walls are in ruins as they desperately try to repair them. I decide to gear 5 of my Orks as a special fighting force, geared with high quality crossbows, and metal armor I send them to the dwarven outpost and have workers construct a tower to guard the dwarves while they regenerate units.
My Orks are taking them all out each wave they send. I drag those 5 into a new folder tab and name it “Juggernaut” and color it dark red. Once the dwarven people are at a good number again I make a double wall around their wooden fort using stone and dig a 2 deep moat between the two walls. I then set up a archery target for them to fire on when no enemies are near and keep an eye on them. Once their archery levels are high enough I decide to launch my attack on whoever the dwarves send out their squad of warriors to. A traveling merchant showed up with a black market, they’re selling Ork thralls for 100 platinum pieces each (copper-silver-gold-platinum-jade piece currency tiers)
They have 7 total and from all the rare resources and high quality armor and weapons I’ve made I can make a straight across trade and get a few silver pieces extra even. Now my kingdoms getting much larger I start designating groups for mining, farming/tree work, and make a hunting party that I toggle to stay grouped when hunting. I need to start getting those moose. I make builders, researchers and chefs etc and organize my kingdom. I take a builder and my 5 juggernauts to follow the dwarf attack, while they’re attacking I have my juggernauts help out and my villager start constructing a small fort with tower outside their base. Eventually connecting it to the dwarf one by stone wall to walk to and from and successfully take out and defeat the last of the units of the village. Then once all units are dead I place my flag there until an ally (the dwarves) comes to occupy the ruins of the town and build it up as their own. The flag prevents the enemy units from regeneration on the land until the ally fully claims it. This gets a ton of points of reputation with the ally you choose to give it to. Now I have two towns on my side both of the same faction too, so don’t need to build reputation twice.
I decide to start missions and build an adventurers guild. I designate 3 units for missions I’ve been training up their skills.
I have a miner with strong melee stats good armor and weps, I have a hunter/archer and a fisherman.
I look for their categories of missions for a cave, hunting grounds/forest and sailing. I see a few low difficulty ones but many steps (1 step is 1 day and 1 food per person/candle if in caves.)
I gear them all accordingly and with a lot extra supplies to make room for random events or finding lost adventurers or animals inside. Each ones about 50 steps so 50 days with a new event/progress happening each day. I want to check daily and see what occurs and take action if they get low and send them home. Or if they get full on their bag for resources. I’d like to return them or drop the stuff I don’t want.
And this can go on and on but this gives a basic idea of it as a small fraction of the potential gameplay on it. And that’s all within the one very very large starting map grid. You can then travel the map taking over more and more kingdoms and no man’s lands and finding new stuff and planning new stuff. From the volcano with flowing lava rivers to the tundra, all the way to islands sailing by ship to and even open ocean kingdoms floating on wooden docks like artificial islands with ships and etc. getting Allie’s and destroying enemies and managing each new map grid you move to or sending shipments of supplies and units from your main kingdom grid. With your color and crest/emblem spreading to all land you post a flag in as an official city/castle. (That will make you more desirable tho) or if you want a discreet little outpost you can not place sn official flag and not claim the land officially and just build up and gather resources until you want to claim it.
And in the case of my run I would overcome the terrain of all biomes, the forts and villages of all good guys, the wildlife and threats and defend my bases and Allie’s snd trade/have them send reinforcements to attack places for very expensive fees per unit they send and even more currency if I custom pick their weapon, tiers and armor and tiers for it. Even more if I want to purchase war mounts for them like mounted elephants or rhinos or just rhinos elephants or mammoths without mounts to take down walls, gates and maul units.
It won’t be that easy tho, the volcanic lands will have extreme heat, the tundra extreme cold, and the terrain and wildlife unpredictable. Would be a shame if your entire army got caught in an ash storm, eruption, blizzard or anything. Fog could be pretty scary too because you can’t see the enemy but they can see you.
And once I take over the map or enough if it I am satisfied I can call the run complete then start on the next one. Maybe to make the most money I can, maybe pewceful, maybe make zoos and enclosures for every single animal in the game and beautiful designs and architecture set ups. Maybe as neutral monks spreading our ideology to the world to turn the entire world into monks or take them out. Maybe for whatever I want really. Vikings taking and raiding, knights on conquest, a fishing colony on the ocean making massive floating dock cities, maybe to make a temple in each biome climate. Maybe to be pirates, or various rules, restrictions and challenges I decide on.
(some not all as you can make a race out of any hybrid you want. Fox people, goat people, owl people, elephant people, yak people, octopi people, dolphin people, bear people, badger people etc etc)
-Orks +30% melee damage, 200% hp
+30% melee xp. +30% more melee damage if using great axes (2 hand)
And a shield is gonna be pretty important for melee to deflect arrows so high risk high reward. -30% intelligence xp, -30% research speed. The true warmongers.
-Trolls +350% hp, -70% intelligence xp and -70% research speed. +10% melee damage and +50% melee xp. Double haul/carry weight.
-demon. +80% research speed and 80% intelligence xp. (If spells of magic of any kind like I stated prior comes in then these guys would likely use them instead of weapons. Shooting fire balls, lightning bolts, ice shards, water spears or rocks at people. Costing a ton of mana or chi per attack. The chi or mana scaling with intelligence level for their max pool. And you can’t even use any spell until 30 intelligence (lvl 100 cap) and must be a monk which aren’t allowed to wear armor only robes. And must spend a long time meditating for each spell they choose to unlock. Let’s say 3 years ingame for each spell. And all spells with different benefits. Leather weak to water/ice. Certain metals weak to lightning and fire, and etc. with some leathers/hides/metals naturally resistant to some elements. Bringing in the use of hunting mythical creatures or various animals for their hides or resources. Or mining advanced ores to create special armors and weapons and etc. so mage wouldn’t be amazingly strong until you have multiple masters, and even then there’s a mana pool to keep in mind. It would be a fun challenge or way to play for people. Or fight against. Which would you prefer? 20 crossbowmen geared with good metals. Or 3 monks who can use any spell and 100 intelligence wearing no armor robes… the choice is obvious which would make them not broken but a very fun way to play and different way to play. Plus all that intelligence your city would be booming.
-Dwarf +30% mining speed, forging speed and xp for both. -20% hp.
At 100 mining gains double resources. At 100 blacksmithing can make legendary armor and weapons. Stuff you hear in myths and legends.
-Elves + 30% plant based xp/resources gathered/speed. 150% hp.
Long bows double fire per shot.
+30% archery xp and damage.
At 100 archery each long bow shot is a triple shot.
-50% blacksmithing and mining xp and speed. -30% melee xp and damage.
+30% hunting xp and resources
-merfolk + 100% fishing speed and xp and resources. 120% hp. -30% blacksmithing, mining, plant based skills speed and xp. +50% intelligence xp and Speed. -20% melee and archery xp and damage. +20% unit movement speed.
-Owl people. All awake at night asleep at day. +50% movement speed. +100% hunting xp and resources. Can scale 1 tall terrain without stairs. +30% archery xp. +30% melee xp.
-dragon people. +50% intelligence speed and xp. +20% movement and can scale 1 tall terrain without stairs. +50% cooking xp and speed. At 100 cooking can create a luxurious food that fills hunger to full and provides +300% hp buff. Or 400% total hp until the unit runs out of food meter. Food drains 2x as fast as other races. Very long life span.
-insect/hive mind ant people.
+30% speed in all skills. +200% melee damage. 1/3 life span of other races.
Only 40% hp. Has no mood modifier, has no need to sleep. -80% intelligence speed and xp. Cannot have other races.
-insect hive mind/Bee people.
Everyone’s named buzz. +30% xp in each skill. -50% melee and archery xp and damage. +30% movement and can scale 1 tile without stairs. Doesn’t need food as they produce their own.
Only 50% hp and half lifespans of other races. -40% intelligence speed and xp.
+100% building speed and xp. At 100 building will gain 100% more hp for 150% total and regenerate hp rapidly within a radius of their structures. Cannot have other races.
-mole people. Awake at night only. +50% speed for all skills underground -50% speed for all skills on surface.
+ 50% mining xp. At 100 mining each block mined has a 1/10 chance for a copper currency piece, 1/100 chance for a silver currency piece. And 1/1000 chance for a gold currency piece.
-mummy people. Rules and summoned back by a tyrannical pharaoh. No lifespan, 40% hp,
-50% speed for all skills and movement.
Half haul capacity. No food needed. No sleep needed. They’ll rest when they’re de- oh wait nvm. If you chose this race from the start and only if. You can construct a mummification chamber. All enemy units killed can then be turned into mummies for your team. You cannot recruit any other race. When a mummy dies it can be brought back to the mummification chamber by another mummy and revived after 3 months.
If you have no one to haul them back and work on them for 3 months, then you basically lose.
-50% melee and archery xp and damage.
-yeti people. Live deep in the snowy mountains. Or Sasquatch in the forests.
+300% melee damage. -50% melee xp.
-50% intelligence speed and xp. 300% hp. At 100 melee increased to 600% hp.
Very long lifespan. Can use throwing spears which scale with melee accuracy and half melee damage. With short range.
-yak people. These are a trading people. Every resource harvested has a 1-10 to give 1-5 copper coins and a 1/1,000 chance for a platinum coin. They buy and sell for everything. 1,000% hp. Long lives but cannot fight. Yak people have the ability to purchase and hire members to their society who can fight and defend tho. They are given a list of each race and must pay 500 gold coins per unit.(5 platinum coins) They can still get lucky on the black market or traveling merchant traders who may or may not have thralls for sale at 500 silver coins (5 gold coins) but they will be limited and random.
All stats are hidden from the yaks until purchase too. They can only choose the species. They also if using a yak unit gain +50% more value from all their sales too. And yak people consume 4x the amount of food compared to other species. And only the yak unit themselves have a chance at finding currency when gathering any resources. And they can hire/purchase yak people too. So if they wanted they could hire 5 Orks to guard their gate, 5 elves as archers and then 30-40 yaks all doing the village work to try and gather coins, or on trade runs/being traveling merchants.
That’s just a few general ideas on how a race of people could be set up to function with various different ways to play or challenges or etc. and ofcourse the humans as the default balanced in all stuff people. Maybe a slight buff in a few things tho. The player can choose how they play. And all these races and more and their different variants like native, pirate, outlaw, bandit, resource colony of mining, logging, fishing, farming, forts or kingdoms for each of these races to randomly roll. And then the good-neutral-evil spectrum too. Would make for a new fresh feeling every play through with so much possibilities and choices and ways to play it.
Also keep in mind having races up during night asleep during day mixed in adds extra threats to night raids in the dark when visibility is lower. And while most are asleep. Adds an extra layer of planning and seeing who’s near or who attacks you. You could be asleep and get a night raid from a different map arrive on your map to attack you. Or a group from your own map. Then you would need to take precautions and set up defenses and guards on night shifts or something too.
What would be really cool is a bunch more medieval themed songs too with sound effects of markets in background, chattering and coin dings, animals hooves and etc on stone. That kind of thing. Then a playlist for which ones people want they can add to the list and loop, have it cycle between all then loop, have it randomly do all then loop and etc. of various songs with and without the background noises for those that prefer. Even sound effects of water, pickaxes hitting rock, axes hitting trees and rain/thunderstorm variants.
So let’s say you get a total of 50 different medieval like songs, then each of those variants labeled. So
+50 for axes hitting trees/background noise.
+50 for wind/rainstorm sounds with the market background
+50 for just the market background
+50 for the mining background sounds
+50 for thunderstorm market backgrounds
+50 for thunderstorm background.
+50 for axes hitting tree in thunderstorm
+50 for mining thunderstorm
+50 for logging rain/windstorm
+50 for mining rain and wind storm
For a total of 550 songs players can add or play to playlists/all together. And more variants even you could think of. Like blacksmithing sounds, fishing sounds, waterfalls, cooking sizzles/sounds. Windmill sounds, harbor/ship sounds, ocean sounds all variants of the base 50 songs and even combinations if you want.
Just as examples.
Would be pretty cool I think.
I also think games of chess for intellectuals maybe too.
And for actual player input type games could have/gamble with poker, black jack and stuff with cards decorated with knights and medieval stuff. The player sends a unit to a distant kingdom with money (and possibly guards) you then play as the unit and try to make or lose some money as something optional, extra and fun. Could even make up games.
Just some thoughts there. Using the copper-silver-gold-platinum-jade currency pieces. 100 of which is the next tiers value of 1. Example being 100 copper is 1 silver and so on.
It would be a way for the player to do something different and try to pool money (and money being extremely important in war costs and hiring and buying supplies and etc too)
It would also be a way to have a non deadly competition between other kingdoms and leaderboards and stuff among a number of Olympic style games. A way to build up reputation/fame in the land and possibly win prizes for first second and third. Stuff like that.
This would apply to all dinosaurs aquatic and land/air. You can tame, hunt and use them for your kingdom and their resources. Like stego plates, or rex hide, rex tooth, megalodon hide (very rough shark hide) or tooth and so on. Not to mention their meats which could be used for special cooking dishes in a similar theme to the dragon race peoples food buff for their race perks on dishes giving buffs to units of various kinds making a kingdom want to prioritize some over others within their price range or ability to get. Trade resources and crafting materials.
This would also allow the player to never restore a dinosaur fossil, if they don’t want to ever see a certain or any dinosaurs. You only want to see more herbivores? Restore those and destroy rexes, raptors, pterodactyl and etc. but then you can’t ever use the unique materials from those creatures. So a trade off. And their special effects and passives and buffs/debuffs.
Mammoths, sabertooth, dodos, sloths, terror birds and other type creatures too.
This would also tie into missions nicely like I stated prior, and their maps found, artifacts, ruins/ancient temples, and etc.
You could have some monk masters shooting fire and lightning at a T. rex that attacks them lol.
Could have a completion type log too. Where some peoples win condition is a zoo of every animal and dinosaur there is, and all unlocked and a thriving economy type thing. While others may just be a hunting people after the various resources. Or others use them as cattle/war.
I’ll prob give some ideas on mining resources, plant/crop resources and crystals/gems too for trade or equipment use. Large tiers of metals for all to blacksmith but usually dwarves. And large lists of trees, fruit trees, vegetables, fruits/berries and herbs and stuff.
I still think priority list I said earlier would be the biggest help asap on overall enjoyment tho. #1 for sure being massive maps, painted terrain and the height/depth with biomes. It’s just so incredibly nice to have a massive exploratory map and with its own mountain and peaks and other biome related resources/terrain. Then being able to go anywhere on it and make a castle or outpost on it. Side of mountain? Check, ocean floating dock? Check. Tundra? Check, sandy beach? Check. Volcanic fields with lava rivers? Check. Forests and rivers? Check. Gradual hills? Check. Desert? Check. Jungle? Check. Grand Canyon? Check. Lake? Check. Tippy top of mountain peak? Check. Red wood massive forest? Check. (Building onto the trees) top of erupting volcano? Check. Dormant volcanic crater? Check. Underground deep and caverns? Check (probably expand the stability so it can support larger caves and dug outs too without collapsing.) islands? Check. There’s just so much to be gained from it tbh.
And the player themself could mine out a spot to the very lowest tile currently available at that time. Then build a castle that reaches the very max height too or whatever.
The animals bringing life to it, the various species of hybrid people and their kingdom variants/morality. You got people awake at night asleep during day, people awake 24/7 raids could happen during middle of night or at any time. You would have a reason to have lighting/torches/candle street lights set up. To better protect and see any potential threats even at night and etc.
Copper
Tin
Silver
Gold
Platinum
Obsidian
Onyx
Quartz
Smokey quartz
Amethyst
Citrine
Jade
Opal
Labradorite
Fossils (plants/land and sea animals)
Ruby
Sapphire
Diamond
Emerald
Topaz
Ocean jasper
Jasper
Aquamarine
Malachite
And more, most gemstones could be used in jewelry like rings, earrings, necklaces with stats/passive effects or just purely a valuable trade good. Along with their crafted jewelry. Also having more forms of metal and tiers and mix and matches of stuff (even if not real ore or bars) like bronze, Iron, Steel, Dragon scale, phoenix, emerald, onyx etc etc. even if it doesnt sound practical to have gemstone armor or gemstone plated armour or etc. its a game and they could have lots of various stats/passives and such.
Like maybe emerald armor makes you take less earth damage, or diamond takes less air damage. Or ruby fire damage, sapphire water damage. Etc etc. dragon scale has some kind of passive at random. Like health regen, chance to block full damage, increased max hp and so on kind of ideas. Maybe slower or faster movement perks and stuff for boots. And each having their own passive effects, and then their random enchantments of varying strength. Like maybe 1 hp/second regen all the way to 35 and a random number between there. With ways to repair armor and such to keep a lucky perked gear someone got. Could even have the color coded rarity of the weapon or armors too. Like yellow-green-blue-red-purple-White-Black-Cyan type thing. With thresholds of min and max values for the random traits rolled depending on the tier color. Like you could very very very very rarely get a yellow item with the same percentage as the lowest Cyan tier roll. Those kind of concepts.
Some plants could be
Instead of Herbs itself, a list of real or made up herbs, like Dill and stuff mint I think is an herb and so on.
Spices for trade goods and more advanced meals with their own passive effects when active. (Like I talked about prior)
Woods of different kind, like bamboo and the other hard/soft wood like trees. which would be biome dependent or traded (like I talked about prior)
Various berry bushes for various recipes/trade/raw food.
Raspberry, blue berry, black berry etc.
Various fruits/veggies
Various flowers used in like an alchemy type theme/medicine druid type oils and medicine and potions like stuff. (Even if not realistic)
Seaweeds, coral, various algae and ocean like plants, kelp etc that can be harvested then grown in artificial saltwater ponds/glass tanks
Glassblowing/sands and such of various kinds. Vials and chemistry type stuff/potions.
Misc jungle plants from real life and stuff with no realistic connection to anything, but can be used for decorations and growing for potion ingredients and alchemy type stuff or exotic food ingredients etc.
And maybe mushrooms/fungi in addition to glowing crystals/mushrooms/things in caves/tunnels/abandoned mineshafts/ancient ruins etc.
Fresh water plants and such too. Lots of variety of stuff.
Just as some general ideas for plant/rock based resources and all can blend into the missions and such
And various leather/wooden armors and weapons of different kinds too mixing and matching. Like obsidian spearheads or tipped swords, other metals/gems and so on. Some leather/hide ideas (in addition to the prior stated animals themselves)
Like yak hide, elephant hide, yak horn, elephant tusks, rhino hide, rhino horn, mammoth hide, mammoth tusks, bear hide, bear claws/teeth. Shark hide, shark teeth, dragon teeth, dragon horn, dragon scale, dragon feathers, dragon claws etc, beaver pelt, fox, wolf and so on just go down the list and add them in as you feel like it. Like I said prior even if its just their meat they drop or even nothing. Just having them in the vast massive maps would bring it to life in all aspects not just on something to give resources but, tamed, zoos, threats, food/activity for other creatures and stuff. Then add the resources/unique items and trophies later in whatever range you feel like.