Random Game concept -

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Dauthi
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Random Game concept -

Post by Dauthi » Thu Oct 01, 2009 6:10 am

- Hope this is the right area. Since this area is for creativeness, and I don't actually plan to follow through, just needed spit it out.


This is actually a copy from a convesation I had with someone. And if someone wants to use it to help them develop a game concept/game of their own go for it.



[9/30/2009 11:14:38 PM] Dauthi: a mix of TW, with civilation, a game I played call Monarchy, and mix in your average dungion crawl.

[9/30/2009 11:16:56 PM] Dauthi: When you join a world you are asked to pick what race(Human, elf, goblin) your people are, you then pick a section of the world (A, b, c, d(for simplicity)), each section has a 1000x1000 map

[9/30/2009 11:17:16 PM] Dauthi: you start with a 100 militia army and a settler.
[9/30/2009 11:18:06 PM] Dauthi: you use your settler to find a "x|y" cord to create a city, each x|Y cord produces either Gold, Wood, Clay, or fod.
[9/30/2009 11:18:07 PM] Dauthi: food.
[9/30/2009 11:18:15 PM] Dauthi: some produce more then one.
[9/30/2009 11:18:43 PM] Dauthi: but your village at a lvl 1 uses the resources from all the x|y 's in its 3x3 area.

[9/30/2009 11:25:15 PM] Dauthi: Once you settle your first village, you start building it up. Simple things like Hovels(increases peasants), Markets(increase trade), barracks(allow you to train), HQ(allows you to build faster), Silos(allows you to hold resources), Farms(increases your food intake from your controled area), Lumber mills(increases your wood intake from controled area), Pits(increase your clay intake oin controled area). walls(protections), blacksmiths(allows you to research troop tech), Inns(allows you to train generals to lead your armies), and finaly Church/temple(allows you to train priest to take over villages and forces you to choice a side in the conflict between the gods).
[9/30/2009 11:25:38 PM] Dauthi: there is no "max" lvl for any building.
[9/30/2009 11:26:00 PM] Dauthi: the bigger youb uild your city, the more resources it cost to build more, it also lvls up itself.
[9/30/2009 11:26:19 PM] Dauthi: the higher lvl your city is the more "area" it controls.
[9/30/2009 11:26:36 PM] Dauthi: the area it controls the more resources you get for it.
[9/30/2009 11:26:46 PM] Dauthi: the more peasants and gold it takes to maintain it.
[9/30/2009 11:27:40 PM] Dauthi: peasants are used to "maintain a city's development" if you use up your peasants builds start decaying, thus your city falls into ruins, thus it shrinks in size.
[9/30/2009 11:27:49 PM] Dauthi: peasants are also used to fuel armies.
[9/30/2009 11:28:04 PM] Dauthi: Armies are lead by generals,
[9/30/2009 11:28:24 PM] Dauthi: Armies move freely around the map at will and can stop at any x|y area
[9/30/2009 11:28:47 PM] Dauthi: or can "be stationed in a city" and used to protect the city from invaders.
[9/30/2009 11:29:22 PM] Dauthi: an army that station in a city fights at 100% effecty, either attacking in its cities controled area
[9/30/2009 11:29:27 PM] Dauthi: or deffending
[9/30/2009 11:30:08 PM] Dauthi: a army that is free standing fights at 75% effecty, as long as its with in your section (A, b c, d)
[9/30/2009 11:30:24 PM] Dauthi: and 50% if its out.
[9/30/2009 11:31:57 PM] Dauthi: As you develop your city and build your army up, you get to a point were you are ready to take over other villages. Using the Temple you appoint a priest and the priest and an army is used to capture enemy villages.
[9/30/2009 11:33:05 PM] Dauthi: Once you have 2 or more villages, the game play changes a little, instead of all your resources form a single village being used in a single village, you now have resources for you kingdom(all your villages), so what village A makes can be spent on village B with out having to send to village B.
[9/30/2009 11:33:21 PM] Dauthi: cause its a global resource pool
[9/30/2009 11:33:58 PM] Dauthi: the allowance per pool gets bigger with the more silo's you have in your cities.
[9/30/2009 11:35:21 PM] Dauthi: Also once you have multi cities, the markets(which generate income) will start to build trade routes, and the income increases (ie gold) with these trade routes.
[9/30/2009 11:36:27 PM] Dauthi: examp, if city A has 10 markets, and City b has 2, City a and b can establish a trade route of 2 per hr, and an increase of gold of 2 per hour.
[9/30/2009 11:37:18 PM] Dauthi: once a trade route reaches 10 per hr, it becomes a "high traveled" route and an additional counter is setup behind the scenes.
[9/30/2009 11:38:04 PM] Dauthi: Once that counter(which counts once more per day) gets to 100, you can "develop" a city along its trade route(lvl 1 village)
[9/30/2009 11:38:28 PM] Dauthi: but it must be some place along the lines(or the computer can randomly add once not sure if I like that idea or not)
[9/30/2009 11:38:58 PM] Dauthi: buts if two villages have 10 markets trading with each other 100 days in a row.
[9/30/2009 11:40:17 PM] Dauthi: As a village lvls up its "area grows" ie its starts off a 3x3 area were its in the middle, lvl 2 its a 4x4, lvl 3 5x5, lvl 4 6x6 so on so forth.
[9/30/2009 11:40:53 PM] Dauthi: again a city lvls up based on the cities worth(which is based on peaseants, income of resources and gold, and building sizes)
[9/30/2009 11:41:57 PM] Dauthi: there might be a time when two cities "control" common area's and when that happens, the sources gained from them common controled area are split based on the number of people who control them.
[9/30/2009 11:42:31 PM] Dauthi: Now I made mention about a selection a race at the beginin the reason for that is your city will be of that race.
[9/30/2009 11:42:54 PM] Dauthi: but once you start taking over other cities they are going to be of the race that their orignal owner suggested.
[9/30/2009 11:42:57 PM] Dauthi: or picked
[9/30/2009 11:42:58 PM] Dauthi: or whatever
[9/30/2009 11:43:24 PM] Dauthi: the pint of this is that the armies will have differnet warrior types in their ranks.
[9/30/2009 11:43:55 PM] Dauthi: base type is militia(all races have militia) its peasants with pitch forkes.
[9/30/2009 11:45:03 PM] Dauthi: but using the barracks you can train you peasants, for humans it will be Pikemen, swordsmen, Scouts and knights.
[9/30/2009 11:45:33 PM] Dauthi: Pike men better at D, Sword mens better at O , scouts average but for scouting, and Knights are O
[9/30/2009 11:47:43 PM] Dauthi: For Elvein you have archers(d), a type of Rangers(O), Elvin scouts(much better scouts then humans), and Battle rangers(D)
[9/30/2009 11:49:17 PM] Dauthi: Goblins you have Koblats(weak O), Orges(Strong O), Grunts(weak D), and finally Gaints(Strong D).
[9/30/2009 11:49:23 PM] Dauthi: Goblins don't do scouting.
[9/30/2009 11:49:41 PM] Dauthi: Elvin D is weak, with average O and Strong scouting.
[9/30/2009 11:49:50 PM] Dauthi: Goblins is Strong D and O, but no scouting.
[9/30/2009 11:49:54 PM] Dauthi: and humans are "average"
[9/30/2009 11:50:45 PM] Dauthi: an army lead by a general can have any of the army types in them and they all add to the offense or deffense of the army.
[9/30/2009 11:50:59 PM] Dauthi: the more troops you have the resources(food and gold) they use.
[9/30/2009 11:51:48 PM] Dauthi: the goal is to go around and build the biggest cities and take over the most amount of villages, and push out the enemies, for your god.
[9/30/2009 11:54:48 PM] Dauthi: ok i'm done for now.

Dauthi
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Re: Random Game concept -

Post by Dauthi » Thu Oct 01, 2009 6:32 am

After spewing forth the idea a guy and I had a back and forth convo.. though I'd add that also.

[12:08:22 AM] Prometheus6789: Apart from the importance of the peasants, effectiveness of armies, and use of races it seems pretty generic
[12:09:21 AM] Prometheus6789: I like the idea of enslaving other races and brining them into your own, however without limits on how much you can do with it there is no point in choosing a race in the beginning
[12:09:52 AM] Prometheus6789: since once you play for a while you will collect all races
[12:10:48 AM] Prometheus6789: there should be limits on how many of your enslaved soldiers you can use or make "special units" that are only availible from the starting race
[12:11:08 AM] Dauthi: The only thing I can think of is if you pick human at the start its easier to "convert" human villages then elvin or goblin.
[12:11:57 AM] Dauthi: and yeah the idea is to take a "someone" comfortable gaming type and create an area around it
[12:12:05 AM] Prometheus6789: or perhaps enslaved soldiers are cheaper but not as effective since their morale is broken?
[12:12:41 AM] Dauthi: when I picture section i'm picturing sections like evony has parts of their world, but each " section is a huge mape like tw's
[12:13:00 AM] Dauthi: villages wont be so "compact" cause they have to have growing room
[12:13:26 AM] Dauthi: thus roaming armies that take x time to travel from x|Y to x|y
[12:13:51 AM] Dauthi: and you can little send them from 001|001 ot 001|002 even though no villages are in either one.
[12:14:00 AM] Prometheus6789: basically TW on a "Ageof Empires" type map?
[12:14:21 AM] Dauthi: along with the fact that each x|y produces either clay, woood, or food.
[12:14:48 AM] Prometheus6789: and youcan station your armies like "Total War"
[12:15:11 AM] Dauthi: and if you start a village in a 3x3 that has 5 wood, 3 clay 1 food, your start reasources are going to be differnet then someone who starts their village in an area that has 3 wood, 3 clay, 3 food.
[12:15:19 AM] Prometheus6789: are you thinking SP or online MP?
[12:15:33 AM] Dauthi: sp mp?
[12:15:42 AM] Prometheus6789: single/multi player
[12:15:48 AM] Dauthi: online mp
[12:16:02 AM] Prometheus6789: browser based?
[12:16:05 AM] Dauthi: jep
[12:17:08 AM] Prometheus6789: that limits you a bit. it does kinda bother me how a ville in TW can be next to a forrest or lake and it doesnt affect the village
[12:18:08 AM] Dauthi: yeah the idea is to make it so that if you have 50k players, you -may- have 2 villages in a 10x10 radius of each other
[12:18:16 AM] Dauthi: due to the fact that so much space
[12:18:33 AM] Prometheus6789: are you thinking turn based or timing?
[12:18:38 AM] Dauthi: time
[12:19:13 AM] Latino 2: So when are we starting Duathi ?
[12:19:28 AM] Dauthi: when is the new world?
[12:19:36 AM] Latino 2: idk
[12:19:39 AM] Dauthi: me either
[12:19:43 AM] Prometheus6789: in that case staging the armies will not do much good, because you would have to watch them constantly, perhaps building forts to protect your territory?
[12:19:50 AM] Latino 2: i am going to shared it with 3 peeps if anything
[12:20:32 AM] Dauthi: Prome here is what would happen. You send your army to sit next to my city so you can prepare to take it in a single sitting.
[12:20:54 AM] Dauthi: As soon as your army "enters" into my controled area i'm notified that your army is heading toward xx city.
[12:21:11 AM] Dauthi: and it will arrive in xx time.
[12:21:31 AM] Prometheus6789: if I follow you you really want the player to have their own territory and be able to defend itbut will have fog of war like an RTS so they dont know whats going on outside their territory
[12:21:34 AM] Dauthi: so then I should send my armies from where they may be to xx city to either protect it, or recap it.
[12:21:49 AM] Dauthi: yep
[12:22:01 AM] Dauthi: thats while you get your city bigger, so your "area" is bgger.
[12:22:29 AM] Dauthi: a lvl 10 city will have a huge "conntroled area" then you add in any other neighboring cities to their controled area.
[12:22:32 AM] Latino 2: Does anyone Here play AOE (age of empire's) ?
[12:23:00 AM] Prometheus6789: will the enemy be able to see your villages? or must they scout your territory before they send armies?
[12:23:03 AM] Latino 2: You can think of it like TW. because u build up and make troops to fight
[12:23:19 AM] Dauthi: the billages will be on the map
[12:23:36 AM] Dauthi: but they wont belabe to tell what size your city is with out scouting
[12:23:46 AM] Prometheus6789: kinda hard to hide a city
[12:23:51 AM] Dauthi: or if you control certain area's with out entering it.
[12:24:03 AM] Dauthi: yeah they will be on the map
[12:24:12 AM] Dauthi: but the size actually size(ie its worth)
[12:24:31 AM] Dauthi: they might beable to tell its a greater then lvl 5, but les then lvl 10
[12:24:35 AM] Dauthi: or something to that effect
[12:24:46 AM] Dauthi: but not the exact size with out scouting it first.
[12:25:08 AM] Prometheus6789: how would you know if you can attack or not? player stats like TW?
[12:25:30 AM] Dauthi: Same way you'd know if you can attack anyone in any game
[12:25:42 AM] Dauthi: you scout them and let them know your thinking of coming
[12:25:53 AM] Dauthi: -or- you go in blind and hope for the best.
[12:26:33 AM] Dauthi: a player will have a ranking that is based on combinded networth of his villages, and a list of villages(but not their individual worth)
[12:26:34 AM] Prometheus6789: sounds good
[12:26:55 AM] Prometheus6789: you thinking graphical or text based?
[12:27:27 AM] Dauthi: so you may be worth 200k, with 5 villages at 20k each or 200k with 5 villages 1 at 100k, 3 at 30k and 1 at 10k
[12:27:40 AM] Dauthi: text based, with a touch of graphics.
[12:27:42 AM] Dauthi: like tw.
[12:28:41 AM] Prometheus6789: I thought TW was math based with an interactive map :P
[12:28:51 AM] Dauthi: lol
[12:29:02 AM] Dauthi: thats the one downsize to tw
[12:29:16 AM] Dauthi: once you figure out all the formula's there is not more mystery
[12:29:24 AM] Dauthi: and as long as you can spend all your time online your cake
[12:30:13 AM] Prometheus6789: untill you piss off everyone around you and your tribe is halfway across the world, not that that ever happens

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Nagash
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Re: Random Game concept -

Post by Nagash » Thu Oct 01, 2009 10:19 am

Sounds like fun, and has a high degree of Klaus Teuber ('Die Siedler Von Catan' games) in your resources thinking. :)


Tell ole Prom I said hi :)
If word gets out that I'm missing, 500 girls will kill themselves and I wouldn't want them on my conscience - not when they ought to be on my face!

Dauthi
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Re: Random Game concept -

Post by Dauthi » Fri Oct 02, 2009 3:09 am

Further Idea development….

Building.

Buildings take up lots, lots are acquired by the number of (x|y) your city controls. When first creating a city you start with the x|y your city is on plus the ones right next to it creating a 3x3 square. (assuming you created a city NOT next to anyone else’s ) An acre( 1 x|y location) is equal to 15 lots of land to be built on.

So your city, when first created is 135 lots of land to be built upon. Your buildings are built on these lots using the resources(Gold, Wood, Clay) you’ve got.

Town Hall(Head quarter) - Your city starts with a lvl 1, which uses up 4 lots. Each lvl uses up 4 lots till lvl 10 then its 6 lots till 20 then its 8, every 10 lvls it goes up by 2 lots. It also takes 3 peasants to manage each lvl. The Town hall is were you order construction of other buildings, You can place 2 orders at a time, and the higher your TH lvl is the faster the orders are fulfilled. It is also were you can request decommissioning of buildings once you’ve reached lvl 5 TH. It can’t be lower then lvl 1.

Hovels(houses) - Your city starts with a lvl 1 Hovel. Each hovel lvl uses 1 lot. Every 10 lvls the lots it uses goes up by 1(so lvl 10 uses 2 lots). Hovels are used to increase your population(peasants). Population is used to manage(run) your buildings, and also used to increase your army. Working peasant bring in gold(tax). All peasants take away from your food.

Bazaar’s(Markets) - Your city doesn’t start with one of these. Lvl 1 Bazaar uses 4 lots, but lvl 2-9 use 1 each. Then at 10-19 uses 2 each(every 10 increase by 1). Each bazaar lvl needs 2 people to manage. Bazaars bring in income(gold) to the kingdom. When you have multi cities they connect to the closest ones to give an addition income bonus for doing a “trade route” . Markets can also be used to sell/buy resources(food/wood/clay), that a kingdom has excess of.

Barracks - Your city doesn’t start with one. Lvl 1-9 take up 4 lots each. At lvl 10(an every 10 after) it takes up an addition 4 lots per lvl. It takes 5 peasants to operate per lvl. Barracks is were peasants can be turned into militia, or other army units. The higher the lvl the more troop options(lvl 10 opens up all) are avail to be researched, also the higher the lvl the faster you can train your troops.
- Requires TH lvl 5, Hovels, lvl 5, Bazaar lvl 1

Granary(Silos) - City starts with lvl 1, using 4 lots. Each lvl from lvl 1-9 uses 2 lots, and increase by 1 at lvl 10(and every 10 lvls). It only uses 1 peasant to manage. It is were resources(Food/Wood/clay)(Gold isn’t a resources thus there is no max you can hold) Your Granary’s can be maxed out if you don’t have enough lvls.

Plantations(farms) - City doesn’t’ start with one of these. Lvl 1 Plantation uses 10 lots, and takes 10 peasants to manage. Each lvl from there it takes 3 lots and 5 peasants, till lvl 10 at which it increases by 2 each. Plantations increases the food yield you get from your cities controled area. each lvl multiplies the amount you gain in this city.

Lumber Mills - City doesn’t’ start with one of these. Lvl 1 lumber mill uses 10 lots, and takes 10 peasants to manage. Each lvl from there it takes 3 lots and 5 peasants, till lvl 10 at which it increases by 2 each. Lumber Mills increases the wood yield you get from your cities controled area. each lvl multiplies the amount you gain in this city.

Quarry(Clay pits) -City doesn’t’ start with one of these. Lvl 1 Quarry uses 10 lots, and takes 10 peasants to manage. Each lvl from there it takes 3 lots and 5 peasants, till lvl 10 at which it increases by 2 each. Quarry increases the clay yield you get from your cities controled area. each lvl multiplies the amount you gain in this city.

Blacksmith - City doesn’t start with one of these. Lvl 1 Blacksmith uses 5 lots, and takes 5 peasants to manage. Each lvl from there takes 2 lots and 2 peasants till lvl 10 then increases by 1 from there every 10 lvls. Blacksmith is used to research troop types, and increase their skills. The higher the blacksmith lvl the faster the research time is.
- Requires lvl 10 hq, lvl 5 barracks


Forts(walls) - Your city starts with 0 forts. Lvl 1 Fort takes 5 acres and 1 peasant to manage. Each lvl of fort takes up 1 acres and 1 peasant up to lvl 10, and increases by 1 each by lvl 10, and increases each 10 lvls. Forts are used to increase the deffensiveness of your city(with or with out troops), and it also increases the “distance” you’re city can see for incoming or roaming troops, outside of your cities controled area. The higher the forts the further you can see.
- Requires lvl 5 barracks

Keeps(inns) - your city doesn’t start with 1. Lvl 1 takes up 10 acres, and uses 2 peasants to manage. Each lvl use 5 acres and 2 peasants till lvl 10 then increases by 5 lots and 2 peasant every 10th lvl. Keeps are used to higher generals. Generals are used to lead armies. An army can not leave the city with out a general. Keeps also is were a general(once he’s gain enough experience) can be lvl up(troops speed, attack strength, deffensive, troops moral). The higher the keep the more generals you can control.
- Requires Barracks lvl 1

Churches/Temples(Palaces) - Your city doesn’t start with 1, lvl 1 takes up 50 acres, and uses 100 peasants to manage. Each lvl uses an aditional 100 lots on top on the previous lvl, and an additional 50 peasants per lvl. (lvl 2 uses 150 lots, 150 peasants, lvl 3 uses 250 lots, 200 peasants…) Churches/Temples when first built is when the game ask you to choose a side in the war in the gods. 3 gods, each trying to be the ruler of the lands. (a age is won when a god controls over 75% of the worlds population(declared or not declared)) Churches and temples also allow you to train Priest. Priest are used to convert heathen cities to your faith. Cities that are faithless convert faster. Converting a citie that follows the same faith converts slower. Each lvl of church/temple allows you a priest.
- Requires lvl 25 TH, lvl 20 BlackSmith, and lvl 10 Keeps.

Dauthi
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Re: Random Game concept -

Post by Dauthi » Fri Oct 02, 2009 4:20 am

Races -

All Races have 4 Troop types Each with weakneses and Strenghts.

Things that the race effect - Offensive attacking, Deffensive attacking, Movement speed, Food expense, peasant expense, Gold expense, and scouting(spying)

The rateing are on a 40 point system.
+ points for Offensive, Deffensive, speed, and scout.
- points for Food, peasant, gold expense

Human, - Are “ base” or average.
- Pikemen 3/ 6/ 5/ 2/ 1/ 1/ 0
- Swordmen 6/ 2/ 7/ 2/ 1/ 2/ 0
- Scout 0/ 0/11/ 3/ 2/ 2/ 6
- Knights 9/ 3/10/ 4/ 3/ 5/ 0

Elvin, - Average o, weak d, best scout, slighly more gold expense, little less food expense
- Archers 3/ 3/ 6/ 1/ 1/ 1/ 0
- High Elves 6/ 1/ 7/ 1/ 1/ 3/ 0
- Ranger 0/ 0/12/ 3/ 1/ 4/ 9
- Dark Elves 9/ 1/11/ 3/ 2/ 7/ 0

Goblin - Strong o, Above average d, Horrible scout, Less gold, more food
- Orc 3/ 7/ 5/ 3/ 1/ 1/ 0
- Org 8/ 2/ 6/ 4/ 1/ 1/ 0
- Kobold** 0/ 0/11/ 4/ 1/ 2/ 3
- Troll 11/ 3/10/ 5/ 2/ 4/ 0


Other things that the race Effect is Generals. Later when you have multi cities you’ll be combinding race troops together for a better mix, but all armies must have a General to leave the cities*.

Human generals can lead all races, but Goblins cost 2x food fighting for a human, and Elvin fight offensive ½ strenght.

Elvin generals can’t lead Goblin troops, but humans troops move 50% faster

Goblin General can’t lead Elvin troops, but Humans are 50% more effective on offense.

* only troops able to leave the cities with out a general are the Scouts/Rangers/Kobold’s as they are the “scouting” class. Since they don’t actually damage villages they can roam freely with out a general.

** Yes Goblins Get a scouting race, but if you noticed the race is well, weak. Fast but weak at scouting. Only reason Kobolds are considered scouts for goblins is that they are so small that they can sneak around with out notice, but they are to dumb to gather proper information.

Dauthi
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Re: Random Game concept -

Post by Dauthi » Fri Oct 02, 2009 4:55 am

Screens -

A base account( an account that hasn’t purchased the bonus features*), will have multi screens.

Kingdom Overview - a list of all cities, what is que’d in the TH, and barracks, its net worth, name, and location.

City view - a View of the current city your in/on. It will have a list of all buildings and their lvls. Resources it produces for you, troops in city, what’s building TH, Barracks, and any researches. Along with any incoming attacks(as long as its in cities viewable area) and how soon till they land.

Kingdom Alerts - A list of all foreign armies with in your kingdoms influence(cities influence). If idle were they are at(x|y), if moving were they are moving to, and how long till get there.

Troop Overview - A list of all your generals’ and the troops they have with them and were they are at. If they are in transit to a location it will list were they are going and how long it will be before they get there.

Trade routes - a list of all trade routes between your cities and what they are producing. From what city to what city, with the ability to “decrease” or “increase” routes (if markets space is available)

Map - What ever city your currently on it will show a map of 15x15 x|y spots around the city. Anyone in your influence will carry a green flag. Anyone not will not have any flag. Any you share with a clan mate it will carry a green and blue flag. also Clan mates cities will be blue. Non-clan mate cities will be marked with a red flag, and shared spots with a non-clan mate will have a green/red flag.

Reports - A list of all attacks, done on or by you, including scouts.

Mail - Any messages you get from other players.

Guild/Clan/Tribe - A list of your fellow clan mates, a forum for them to talk on in game, Clan Profile page, Clan Rules page/announcement(private),

Rankings - (both personal and Clan) - Ranking is by kingdom networth. Kingdom networth is the combine networth of your cities. Ranks shows your rank, your name, your clan, your networth, number of cities. Clan rank show combine networth of players, average networth of players, name of clan, total players.

Player profile - a Players profile has a list of all cities, and their locations. But it doesn’t have their networth size on it. It will also give players a place to put a “bio” if they wish.

On all pages there will be links to each page, and your global resources count and Gold count.




* bonus features would be like ability to add groups to cities, and armies. Also beable to rename other players armies with in your kingdom (only you get to see their rename), also give you a notebook to put stuff in. The map will be able to grow bigger, and it will also have the ability to change certain players flag colors.

Dauthi
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Re: Random Game concept -

Post by Dauthi » Sat Oct 03, 2009 5:33 am

Data base Structure -
(This is a rough idea of what the database should look like since really until its coded you don’t know truly what you need, but this is a building point.)

World_Map - (The worlds map)
- world_id
- section(A/B/C/D - or more/less depending on how big or small the world is.)
- x_cord (0 to 999)
- y_cord (0 to 999)
- image ( 1 = plains, 2 = forest, 3 = moutain, 4 = water)
- res_type ( 1 = food, 2 = wood, 3 = clay)
- citiy_id ( 0 = none)

Players
- Player_id (something to link them back to their account log in)
- Name (Displays on ranks and profiles)
- networth (total neworth based on lastest change to his/her kingdom)
- faith ( 0 = undeclared, 1,2, 3 = gods names)
- Tot_cities (total cities in his control)
- wood (kingdoms wood)
- food
- clay
- gold
- world_id
- status( 0 = active, 1 = banned, 2 = set for deletion)’
- clan_id
- rank

World_settings
- world_id
- w_speed (speed of resource gathering and anything but speed of troops)
- t_speed (speed of troops.)
- status (0 = test, 1 = open, 2 = closed, 3 = offline temp/maintance)
- basedef ( Cities defensive points with out troops)
- npp (time before npp is lifted)
- moral (0 = no moral, 1= Normal Moral, 2 = High moral)
- w_size ( the number of sections, each section is a 1000x1000 area)
- startdate
- version(assuming upgrades will be made)

Cities
- City_id
- Name
- player_id
- section_id
- xcord
- ycord
- networth
- world_id
- race_id
- size
- loyality
- lots
- townhall
- hovels
- bazaar
- barracks
- granary
- plantations
- lumbermills
- quarry
- blacksmiths
- forts
- keeps
- temples
- max_peasants (the total peasants you village can hold)
- total_peasants (the total peasants you have currently)
- idle_peasants ( the peasants not doing anything)

Races
- race_id
- r_name

Troops_type
- race_id
- toop_id( 1, 2, 3, 4)
- troop_name
- Offensive
- Deffenseive
- speed
- scout
- foodcost
- goldcost
- peasantcost
- hual



-- tbc
I got lazy and food arrived…

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