Although my Imperialism scn. is put on hold due to the the already fantastic Belle Epoque I decided to shift my freetime efforts to another project.
Chronicles of Veldaria
IF realized it shall be a series of scenarios representing the rise and Fall of an Empire giving each episode a different character and concentrating on PBEM allowing the player to change "History" and not just replay it.
Each scenario shall be given a special flavour and a different balance thus giving the players some kind of direction.
The "first" Episode will represent Veldaria at it's highest. And it's climatic conflict with the EVIL EMPIRE (only working title)
IF successfull I may work on other Episodes (obviously the Rise and the Fall of the Veldarin Empire but I am considering changing scale and type of the scenarios too perhaps depicting a single but important war or exploration and exploitation of certain areas)
Much work WAS done untill I decided to scrap the map and redesign it. Furthermore the Techtree will be modified putting more emphasis on tech triggered events thus somhow condensing the REAL technological advance.
The Map as it is now will somwhat reensemble Earth but it is not yet fully done There will be at least 6 Human played civs.
-The Veldarin Empire: main actor "good" although more lawfull neutral if you know the concepts of AD&D)
-THE EVIL EMPIRE (Shadow Empire may be a good name..., lawfull-evil beeing fractured due to it's complex political structure)
-The Elven Kingdom (again only a working Title, lawfull-good, although not prime contenders for world domination they shall still be an important player rivaling especialy the Veldarin and beeing in constant conflict with the evils)
-The Pagans (not yet fully integrated in the concept, but there are some interesting ideas I am considering ...)
3 further civs will be kept secret for the time beeing.
Possible concepts will include a separation of the Real world and the "Hell" (working title) where supernatural units like Angels or Demons or Undead may be created and transported to your citys via Airport (Black Mages' guild).
Facing the problem that TOT is seems not to be widespread enough some concepts need house rules (like mountains wich should be considered as impassable terrain)
EDIT:
-minimap preview
Western Continent not yet included
-unit preview (to be added after soon...)
-city preview (to be added when I have decided on a set of citys)
-techtree preview (maybe...)
Concepts:
Units
Chronicles of Veldaria
IF realized it shall be a series of scenarios representing the rise and Fall of an Empire giving each episode a different character and concentrating on PBEM allowing the player to change "History" and not just replay it.
Each scenario shall be given a special flavour and a different balance thus giving the players some kind of direction.
The "first" Episode will represent Veldaria at it's highest. And it's climatic conflict with the EVIL EMPIRE (only working title)
IF successfull I may work on other Episodes (obviously the Rise and the Fall of the Veldarin Empire but I am considering changing scale and type of the scenarios too perhaps depicting a single but important war or exploration and exploitation of certain areas)
Much work WAS done untill I decided to scrap the map and redesign it. Furthermore the Techtree will be modified putting more emphasis on tech triggered events thus somhow condensing the REAL technological advance.
The Map as it is now will somwhat reensemble Earth but it is not yet fully done There will be at least 6 Human played civs.
-The Veldarin Empire: main actor "good" although more lawfull neutral if you know the concepts of AD&D)
-THE EVIL EMPIRE (Shadow Empire may be a good name..., lawfull-evil beeing fractured due to it's complex political structure)
-The Elven Kingdom (again only a working Title, lawfull-good, although not prime contenders for world domination they shall still be an important player rivaling especialy the Veldarin and beeing in constant conflict with the evils)
-The Pagans (not yet fully integrated in the concept, but there are some interesting ideas I am considering ...)
3 further civs will be kept secret for the time beeing.
Possible concepts will include a separation of the Real world and the "Hell" (working title) where supernatural units like Angels or Demons or Undead may be created and transported to your citys via Airport (Black Mages' guild).
Facing the problem that TOT is seems not to be widespread enough some concepts need house rules (like mountains wich should be considered as impassable terrain)
EDIT:
-minimap preview
Western Continent not yet included
-unit preview (to be added after soon...)
-city preview (to be added when I have decided on a set of citys)
-techtree preview (maybe...)
Concepts:
Units
Basic Units:
After giving some serious thought and taking look at other scenarios I decided to create a simple unit system giving each civ 3-4 tiers of units Militia, Regulars, Elite/Veteran, and Guard Units. Mitia will serve as cheap defensive unit, Regulars will be as good on defense but substantialy better on the offensive but on the other hand more expensive, Elite forces will be another improvement over the regulars effectively replacing them. Guard units will be given via events only and can defeat virtualy every oponent.
Special Units:
The Evils will be able to "summon" Demons if everything works as desired and most civs may utilize Mages as expensive units being able to "carry" spells or undead. Both Mages and Demons will only be buildable in a seperate section of the map where every player will have one city. They may be transported to their final location via the Airport (Black Mages' Guild)
Offensive vs Defensive:
A problem I encountered in several scenarios are the relations between both. I finaly decided to give most units an attack rate 50% higher than the respective defense value and to give all offensive units the "ignore city walls flag" (after all the units will represent regiments, divisions, legions fully equiped with siege machinery) to reduce the need for huge armys. If the enemy is defending hill, woods, rivers, etc. you should still expect to loose but if you are attacking him on grassland or plains you may expect a 50/50 chance to win when attacking a prepared (fortified) unit. If you get them unprepared it will improve to 60/40.
After giving some serious thought and taking look at other scenarios I decided to create a simple unit system giving each civ 3-4 tiers of units Militia, Regulars, Elite/Veteran, and Guard Units. Mitia will serve as cheap defensive unit, Regulars will be as good on defense but substantialy better on the offensive but on the other hand more expensive, Elite forces will be another improvement over the regulars effectively replacing them. Guard units will be given via events only and can defeat virtualy every oponent.
Special Units:
The Evils will be able to "summon" Demons if everything works as desired and most civs may utilize Mages as expensive units being able to "carry" spells or undead. Both Mages and Demons will only be buildable in a seperate section of the map where every player will have one city. They may be transported to their final location via the Airport (Black Mages' Guild)
Offensive vs Defensive:
A problem I encountered in several scenarios are the relations between both. I finaly decided to give most units an attack rate 50% higher than the respective defense value and to give all offensive units the "ignore city walls flag" (after all the units will represent regiments, divisions, legions fully equiped with siege machinery) to reduce the need for huge armys. If the enemy is defending hill, woods, rivers, etc. you should still expect to loose but if you are attacking him on grassland or plains you may expect a 50/50 chance to win when attacking a prepared (fortified) unit. If you get them unprepared it will improve to 60/40.
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