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2) An interesting and simple idea. I like it.
3) You've never encountered Ogres then I take it? They grab boulders and throw them at your walls and your archers behind them.
4) An interesting idea. The problem is how would the player "choose" their king, as sometimes its difficult choosing your king as is via the random king/queen generator at the start of the game?
5) I like this idea.
6) I like this idea, though I'd want them to walk faster than 30-40%.
7) Simple and elegant. I like it.
Suggestion / Ideas
> Treasury - Revenue structure built of remains of broken portal
spend # coin to spawn "flag banner"
"flag banner" changes civs in to Treasury officer who then "taxs" farms and stores coin in "x" number of coin Treasury structure.
> Could then allow Thief mob which requires "x" number of coin to be satited. Carries bag.
> Option to prevent/remove double tapping keys to cause horse to gallop.
> Weather event - Thunderstorm
Lightning storm could stick trees which causes damage to Towers as well as fliers.
> Marsh land - "slow" effect environment.
Could require dam ing or structure to be built to stablise and remove. Adds variety.
> Small rockie outcrop : Stablity Structure
spend # coin to build location that allows stationing of additional catapult. more variety.
> allowance of additional catapult to be built.
> Turnips/Wheat - Farm crop
Adds variety.
Point 5 (Kingdom background) is probably the best suggestion and I 100% agree with it. I also noticed the boring background and wished for a better and more diverse one.
And with the art style I think you can draw so many nice things in the background and you will feel like creating a kingdom.
Right now it's - like you correctly said - just a village with huge empty spaces and walls/towers inbetween.
The trees defined the forest background so I guess the walls would define the kingdom background. If a wall is breached you would see a destroyed kingdom in that section. :)
+1 breached wall = ruins or disrepair in background.
Maybe also if two walls are close together then you should get that background wall between the two walls same as village hall/castle to make little outposts
> Camp fire - idle location for possibly another new unit.
Behaviors
Normal civs, farmers, and workers should be cowardly. By that I mean if it’s night and there is not a wall between them and the nearest portal, they will run towards the capital until there is a wall between them and danger.
Knights should not be able to be eaten by flyers. They have so much armor I think they should be able to get away with only some damage.
Civs
-siege engineer
You should be able to recruit up to 2 of these per side in the workshop after you complete the catapults for that side. They will not respond to build orders or repair anything that’s damaged. Their job would be to stand by the catapult at all times and reload it when it goes off.
-spear men
An extension to the area where you recruit archers, these men stand in front of your archers and will take damage instead of being eaten. While they have less health than a knight, anything that attacks them will automatically take damage and you can have more of them than knights.
-banner carrier
Takes the leadership role that the knight takes now. Though they will always be in the back of your army and cannot attack, they are able to recruit several troops into a unit. That unit will always be there to defend your farthest wall and can attack a portal.
-migraters
If you clear an entire side of camp sites one migrater will automatically spawn each dawn from the edge of the map, slowly walk to your capital and wait to be paid there to work for you. Each migrater costs 2 gold to hire but it’s better than not having any civs at all.
Enemies
-thorn spitter
Shows up fairly early, between day 10 and 15. Loves to lob spines over walls and disrupt your troops but they have no way to damage your walls and will die quickly in the sunlight. These creatures can be bribed, are terrible shots, and ignore archers that are in towers. As a side note the knight hit box should be higher than the archers so they take the thorn shots instead late game.
-crawlers
Shows up after between day 25 and 30. These things see your mighty walls as nothing more than an inconvenience and will crawl over them to eat your troops. They can’t be bribed but will leave once they eat one of your tasty civs.
-hunters
A flying unit that shows up sometime late in the game when the forces of evil are tired of playing around. These creatures will fly over your kingdom to come after the king/queen exclusively to try and steal the crown. They are so obsessively focused on you, you can lead them into a pack of archers to die or you can bribe them to leave you alone.
-Add neighboring kingdoms on the same map as your realm and
foreign nations (mechanics practically equal to those of the
neighbors but off the map)
-Clicking the neighbor's castle or a bar in the corner
upper or lower left will bring up
diplomacy, trade or war
1.1 Neighboring Realms
"They can spawn in the easy mode of play when their kingdom
obtains the title of busy village or, in the normal and
difficult to spawn at the same time as the player
-The neighbors will grow and become infinitely
unless the player takes some action, increases
population, production of resources and gold, army, etc.
- Whenever you hear a viking invasion there is a 65% chance
that the target is the realm with the highest title, either the player or the
neighbor, and 50% chance the target is the player or the neighbor
if they both have the same title or if it is a
Dragon
- During the game the neighbors will randomly have one of
three attitudes: satisfied, balanced or expansionist.
1.2 Foreign realms
"It will always be a great stable kingdom that will never grow or
will die indifferent to the level of the game
-Can be dominated and transformed into colony by the player
through hostile attitudes
-They will be targeted by a Viking invasion by decade and the target of
a dragon attack every 15 years unlocking new
interaction options for the player (the Viking attacks and
Dragon attacks do not interfere with attacks against
player)
-During the game foreign realms will have an attitude of
balanced or expansionary
1.3 Attitudes
- Satisfied kingdoms will not evolve during the game when
become a busy village or will remain as they are
if the game starts in hard mode, they will always rebuild
everything that was destroyed until it looks like it was not even destroyed.
During wars against the player they will always keep a
defensive posture. They will sell for less and will buy for
more
but in a reduced way
- Balanced kingdoms will grow and evolve periodically until
reach the maximum title and then grow slowly until
no more space, 15% chance of not rebuilding
which was destroyed and a 15% chance to build another
construction on top unless it is a construction
Special. In war against the player periodically
exchanged their positions, defended or objected during the war.
Buy for less and sell for more and own
negotiate many resources
- Spanish-speaking neighbors always sought to develop and
and are susceptible to declare war on the player if he
defending a Viking attack if it is at war
against another kingdom, if both have the same level of strength
or if it is stronger than the player. Will buy for less and
they will sell for more in a reduced way but will always accept
sales proposals
-Reinvesting foreign kingdoms only ever
declare war on the player but will be very strong during
wars and rebellions
2 units
-Increase the generals limit for 10
-Add sieving unit, per 150 stone 200 wood
and 150 gold (bought at the blacksmith), or ogre (bought from
foreign kingdoms for 200 gold each) as well as the
vikings
-Negotiating, bought for 25 gold in the markets,
periodically consume 2 stone wood and food and will
Negotiate with returning neighbors with 5 stone wood
and food (or simply place it to produce 3 of
wood and food) is required to perform the
trade with your neighbors
-Diplomata, available for 10 gold in the castle, necessary
to unlock the options of diplomacy with neighbors and
foreign realms, possible to have up to 2.
-Negociante Naval, available at the port for 300 wood and 200
stone or 500 gold if the standard merchant is selling
some ship, equal to the dealer but would have consumed 50
wood and gold and will return with 85 of each (or place
that it produces 35 stone wood and food) needed to
unlock trade with foreigners
-Caravan trading, buyable per 100 gold in the guild,
dealer improvement has reduced travel time,
consumes the 15 of stone and wood food and returns with 30
of each (or put that it produces 20 of stone food and
wood), buy for 20% cheaper and sell for 20% more
-Marker, improvement of naval dealer, purchased by
500 gold in the guild or per 1000 by the merchant ship if
this is for sale by the owner, have all the
characteristics of the naval dealer but double
3. Diplomacy -
-There are 8 options for diplomacy with neighboring kingdoms, 3
options with foreign realms and 4 options with colonies
-The diplomacy options with the neighbors are:
commercial mission, when a dealer / caravan
available, the player may choose this option.
option that will open the trading options of the base game but
limited to the merchant / commercial caravan load limit
and after all it will be necessary to pay him 10/50 gold for him
to carry out the trade mission; Improve relationships with
neighbor selected; Worse relations with the neighbor
selected; Declare war / peace agreement; Propose alliance /
Breaking alliance, allies will always help if they help in
war and if one is being attacked by vikings if one is not
help the other during a war the alliance will break and form
defacto pact / dissolve defacto pact whoever is in
a defending pact should help the other if any of them
in a pre-emptive war and Viking attacks if a
not helping the other the covenant will break; Delimit frontier, do
an agreement to formalize the border and what territory it belongs to
to whom and the size of the territory that the player can claim
with this option is directly linked with the title, population,
and opinion of both kingdoms, contented kingdoms allow the
player to delimit more territory for the same with this action
-Unification by marriage, if the neighboring kingdom has a
very high opinion and the monarch, or heir, is of the opposite sex
that of the monarch or heir of the realm of the
makes it possible and the whole kingdom of your neighbor becomes part of the
player's realm and happiness earns a +30 bonus for 5 years
-The options of diplomacy with the foreign realms are:
commercial mission (the same with neighboring countries in
proportion); To send general, the chosen general is
sent to help the country during a viking attack like this.
increasing profit on commercial missions
temporarily and declare war / peace agreement
-The options of diplomacy with the colonies are: to adjust
tax, see happiness, command general and ensure
independence, bonus or penalty in the
trade missions with the foreign country in accordance with
colony happiness at the time of release and how long
was under the dominion of the player
4. War
-When declared war against a neighboring kingdom wins
who first enemy king, if it is not a tie, during the war
there is a bonus consumption of 20 food (+3 per soldier,
+5 for general, +6 for king and maybe + 20 for ogre), 10 wood
(+5 per siege weapon), 10 stone (+5 per siege weapon), +2
equipment (+2 per soldier, +3 per general and king and +4 per
siege weapon) and +5 gold per soldier, +7 per general and
+ 10for a siege weapon.
- If you capture the enemy king when you defeat him in battle (50% of
chance to die) or when you capture the enemy castle
-To attack foreign realms it is necessary to send
generals and the king in a port besides spending 20 gold +5 per
general
- Foreign kingdoms may conduct naval
player, like the Vikings, sending generals siege weapons
and sometimes the king himself
-To capture the king of a foreign kingdom must defeat him
in a battle (20% chance of him dying) or send
troops and more troops to the enemy kingdom, the more troops
have in comparison with the enemy in its territory greater than
chance to capture the enemy king
-The peace options for a neighboring kingdom are complete
resulting in a penalty of -60
for the population of the conquered territory; Pay a tribute
gold, wood, stone and food each year and devastate,
plunder as much of the existing resources as
gold and increasing the happiness of its population
in 30
-In the peace chords with foreign realms there are options
paying tribute and devastation cause severe penalties in the
commercial missions for 50 years and complete annexation, the
transforming into a colony
-The player is also susceptible to these options if he
losing a war the total annexation would cause a game over
-Colonies are formed when the player appends a realm
foreign
-Colonies pay taxes
-Commercial missions to colonies are impossible but
resource income of naval dealer / naval merchant
receives a bonus of 4x
-Colonies have happiness, which if it is high increases
the bonus features to 5x and do not lose happiness with
taxes a little high
-Colônias with low happiness receives penalty of
Happiness to even when taxes are not low
-When happiness gets very low there are rebellions that
require soldiers to contain them if not the colony becomes
again a foreign kingdom immediately begins a
war with the player being on the hostl side.
6 Royal Family
"A kingdom needs a monarch!"
- Each monarch can have a bonus or penalty like -5 for
happiness or +2 wood production
"System of generations of monarchs, generations can be
short, 5 years, medium, 25 years, and long, 50 years. The generation
ends when the monarch dies, thus making his
son / daughter or brother / sister the next monarch
-The king or queen can become an extra general by clicking on the
castle of grace, soldiers attached to the monarch receive
bonus of 25% of hp and damage
-General and soldiers attached to generals receive bonuses
of 10% of hp and damage
-When a monarch dies the kingdom receives a penalty
of -20 happiness, if he died before 25 years of reign,
-30 if you live less than 40 years of reign and -60 if you died
with 40 years of reign or more. The penalty lasts 1 year
-If all of the royal family die a new king is chosen
by the councilors and the kingdom suffers a penalty of -30
happiness for 2 years
7. Buildings
-Guild, for 150 wood 50 stone and 200 gold fade
improvements for naval dealer and dealer
This English is from google translator, please forgive the spelling mistakes, if they exist