Conquer the Land: The Game

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Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 6:53 am



Copy and pasted from the other thread...
Currency:
The in-game currency will be "Yundo". eg:
1) I have a Yundo (singular)
2) I have 24 Yundo (plural)
It stays the same for BOTH. This keeps things simple and sounds better.

There are 2 basic ways of getting Yundo.
1) Villages can generate Yundo. Depending on their structure, their Yundo creation will vary. It will be set at a fixed rate for each structure in later stages.
2) You can buy Yundo. By paying me Gold Coins, I will grant you Yundo in game. I have yet to set a rate for this, but it WILL change over time, seeing as more money will be coming in, causing inflation, blah blah blah.

Villages:
Each player will be given a village when they join the game. If the player owns a Home, bought from the bazaar, this will grant a bonus to their village. Each home can only be used ONCE though! So if you have a fort, your village's income will be high, as well as the village being strong. If you do not own a home, you will be given a "Simple Village". This has no bonuses, has low Yundo generation and has low defence. I presume many people will have this.
You ARE allowed to own more than one village. To do so though, you need Home's from the Bazaar. A spare Home will be used to create the vilalge. Each player is allowed one "simple village", so if you started with a Home, you can build a Simple village as well. You may only ever own ONE simple village, unless you capture one from another player, upon which if you have not built one, you cannot build one.
UPDATE:
OK, here's village stats:
Regular village. Creates 10 Yundo a turn base. Can only ever build ONE of these.
Shack village. Can only build one for every shack you own. 15 Yundo a turn base. +25 defence in a forest.
House village. Can only build one for every house you own. 25 Yundo a turn base.
Manor village. Can only build one for every manor you own. 30 Yundo a turn base. +25% defence on a hill.
Mansion village. Can only build one for every mansion you own. 50 Yundo a turn. Can only be made on grasslands. Maximum of One. If you own a mansion, all units MUST spawn here, and other villages owned by you generate 3 less Yundo. This is a very tactical building.
To set up villages after you first one, you need a settler. Check the units paragraph.

War:
Players will be encouraged to fight. In fact, it's the main way of earning money, and there will only be a select few NPCs to fight, of which will grant little money.
Players will be able to raid, capture, attack and raise enemy cities. Each of these has a different effect and requirements:
Raid: Requires nothing except you to win the fight against any defending troop. You will steal 10-20% of the player's Yundo, and it will receive damage depending on the troop (Damage variation included)
Capture: To capture a village, you msut lower it to 0-10% Health. You may then once more attack, and if you defeat the defenders, take over it. The village is then handed over to you with the same HP it had when you took it.
Attack: This is a simple attack, just to do as much damage as possible. Your troop will attack the enemy village, and if they destroy the troop, they will deliver 2X their regular damage (damage variation included) to the village HP. This is very good for raising villages and weakening them, but you won't gain any Yundo from Attacking.
Raise: To raise a village, simply attack it until it reaches 0 HP. It will then be obliterated, and the village utterly destroyed, along with 40% of the owner's Yundo. The attacker does not gain any money from this. Dispite you instantly thinking "Well I'll jsut capture it instead", you msut also think, do you have enough troop, and there is also the chance you destroy it by accident in a raid/attack.

Map:
Now, I'm currently working on the map. I'm concidering a 40 by 40 map, but if that is too big, a 20 by 20 map. The map will contain hills, forests, and flatlands. Hill's will grant defending troops a slight bonus, Forests will hinder movement, while flatlands will grant no bonus.

Units: You can buy units with Yundo. To buy units, simply ask me and I shall grant you them, then take away some of your cash.
Left column name, middle column in-game name, right cloumn price.

Spearman - SpM - 80
Swordsman - SwM - 100
Axeman - AxM - 120
Horseman - HoM - 200
Lancer - Lan - 320
Archer - Arc - 130
Crossbowmen - CrM - 180
Settler - Set - 400

Certain units may be added later such as Rifleman, dogs of war, musketman, etc.Once you have picked a unit, also say where to spawn it. Pick any ONE of your villages.
Also, you may only have ONE unit per tile. No stacking. This is mainly because The most I can fit on one tile is 2 units, and also because it encourages tactics.

Some units stats...
Spearman - 4 strength. Receives 25% bonus defending. +50% against horse units.
Swordsman - 5 strength. Receives 25% bonus attacking/defending town.
Axeman - 6 strength. Receives 25% bonus attacking. +50% against infantry.
Horseman - 5 strength. Moves 2 spaces. 25% bonus against Axe & Ranged.
Lancer - 9 strength. Moves 2 spaces. +25% on attack. -50% on defence. +25% bonus against Axe & Ranged.
Archer - 3 Strength. Can attack units with a tile inbetween. +25% on hills. +25% city defence. +25% against infantry.
Crossbowmen - 6 Strength. Can attack units with a tile inbetween. +25% on hills. +25% against archers. +25% against infantry.
Settler - When this guy reaches where you want to build, say so and he will amke a new village. Make sure to give me village details, such as type!

If you have multiple amounts of a single unit, they will be given numbers. I.E: SwM 1, SwM 2, SwM 3, etc.

NEW: You can get Short Nukes. They cost 4000 Yundo and do damage in a 5X5 square around the selected tile. It causes the tile to change to Fallout. This tile status means that units on them have a -50% defence bonus, can only move 1 tile a time on it and have a 10% chance of dying. However, fallout can be cleared up if a unit goes on it and the owner says "Clean up fallout", at which the tile will be restored to it's previous state and the unit destroyed.
Also new, you can get Long Nukes. They cost 10,000 Yundo and do damage in a 10X10 square around the selected tile. Also cause Fallout.

Combat:
All units are effected by the combat effects.
Units may only attack once per turn.
Using a random number generator, they will receive +25% to -25% strength. A unit may move and attack, so long as it is in range. You may attack vertically, horizontally and diagonally. All unit bonuses are added from the base amount, no squaring.


More on map:
Hills +50%, whether attacking or defending. Can only move 1 space if going onto a hill. For instance, if I have a HoM, I can move him directly onto a hill on his first move, but he cannot move again, or I could move him one space, then onto a hill. Think carefully
Forests +50% Defence only to infantry units, and -25% to ranged and horse whether attacking or defending. Villages create +10% Yundo here.
Oh, and villages +25% when defending to all units, except horse.

Example of a turn.
OK, imagine I have a village in the top right corner. I have just bought a swordsman. I want to move it down left. So... My village is in K1, and I want to move to J2, so I say, "Move SwM 1 to J2". Note I said "SwM 1". This is specifically this unit. If I said SwM 2, it would move that swordsman.


Last edited by on Sat Nov 24, 2007 1:25 pm; edited 7 times in total

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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 6:53 am

FIRST ROUND!
OK, Pick a spot you want to build a village on. If you own a building, like a Shack, say you want to build a [Building] Village (ie, shack village) and the location. Otherwise, jsut say "Regular village". For now, you CANNOT create a village with less than 3 tile gap from another village. You will start with a spearman.

I choose to build on F3 with a regular village.
My user ID will be S.W.

BTW, you MUST use an ID, and limit it to 4 characters at the most. The map tiles are not that big...


Last edited by on Wed Nov 21, 2007 7:35 am; edited 1 time in total

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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 7:27 am

Just to clarify, the rigid green areas are hills. The dark green areas are forests. The normal green areas are grassland.

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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 7:41 am

Seeing as no-ones posted, I decided to update the map, jsut to show you what it looks like now. This round is not over, I just wanted to give you an idea. No troop images, for various reasons, mainly space.
[/img]

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Re: Conquer the Land: The Game

Post by madis on Wed Nov 21, 2007 8:08 am

Build shack village at k4
ID:MDS
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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 8:22 am

madis wrote:Build shack village at k4
ID:MDS
Just a note. Since it's a shack village, it's already makign 15 a turn, the fact its in a forest means extra 10%, so instead, your making 17 a turn (Rounded)

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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 8:29 am

ROUND TWO
Staticwolf has 10Y
Madis has 17Y

FYI: There are actually another 36 tiles to the right, but they cannot fit in the forum template, so they aint being used.

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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 8:31 am

I do nothing this turn.

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Re: Conquer the Land: The Game

Post by St jimmy on Wed Nov 21, 2007 9:04 am

I build a house village at F 11


Last edited by on Wed Nov 21, 2007 9:05 am; edited 1 time in total
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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 9:05 am

St jimmy wrote:I build a village at F 11
Regular, I guess?
Also, you abbreviation is now JIM

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Re: Conquer the Land: The Game

Post by St jimmy on Wed Nov 21, 2007 9:07 am

/\/\/\/\/\/\ house
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Re: Conquer the Land: The Game

Post by St jimmy on Wed Nov 21, 2007 9:07 am

Sure (about the Jim thing)

Is that also my village name ?
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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 9:08 am

Nah, everything that's your's has JIM above it. Your village don't have a name. Also, since you don't own a house, you can't have a house village... regular village for yoooouuuuuuuu.

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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 9:13 am

Update much later today... Won't have my files until then.

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Re: Conquer the Land: The Game

Post by St jimmy on Wed Nov 21, 2007 9:14 am

ok then a shack village please ??
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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 9:44 am

St jimmy wrote:ok then a shack village please ??
If you've got a shack, sure, wait 'til I get back onto my other computer though.

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Re: Conquer the Land: The Game

Post by madis on Wed Nov 21, 2007 9:49 am

build another village(regular) at j9

also can i have many shack villages?
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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 3:04 pm

madis wrote:build another village(regular) at j9

also can i have many shack villages?
Check the units bit. You need a settler to set up a new village.

Also, you can have as many shacks as you like. The rules do say that.

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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 3:06 pm

Updating...



I have 20 Yundo.
Madis has 34 Yundo.
Jimmy has 10 Yundo.

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Re: Conquer the Land: The Game

Post by staticwolf on Wed Nov 21, 2007 3:09 pm

I do nothing this turn.

Also, to make things happen, next turn I'll spawn "Gold" around the map, which will give an instant 20 Yundo boost to the person who gets it first.

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Re: Conquer the Land: The Game

Post by Lord Khriid on Wed Nov 21, 2007 3:14 pm

can i play and also you stole vilage pics from tribal wars
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Re: Conquer the Land: The Game

Post by Mezmer-Eye on Wed Nov 21, 2007 4:31 pm

the village that is free on f7 or 7f whichever.
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Re: Conquer the Land: The Game

Post by A_Big_Bear on Wed Nov 21, 2007 6:43 pm

i would also like to play J 10 for me
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Re: Conquer the Land: The Game

Post by madis on Thu Nov 22, 2007 5:09 am

i do nothing
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Re: Conquer the Land: The Game

Post by Lord Khriid on Thu Nov 22, 2007 11:08 am

m 8 please

its a regular village

i want to be KHRI
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Re: Conquer the Land: The Game

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