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Mercenary camps and Neutral buildings.


Lion.Kanzen
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It would be excellent if many of the sacred places that are extremely religious, could for example empower priests and in turn have some bonuses.

 

Some could improve the territory as Greek theaters do.

Others are places of pilgrimage that generate wealth.

 

And others are places that can be combined with relics, I mean that generate quite a large potential if you take a catafalque.

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  • 10 months later...

I am having another new revelation.

I was thinking about innovation and mechanics, one must always go back to basics, before AOE there was Civilization by Sid Meier.

In that game Sid Meier has a group or entity called barbarians.

"Barbarians come from outposts, which have a chance of appearing randomly on any land tile that doesn't have a revealed resource and is outside a unit's field of vision. This also includes Tundra and Snow terrain".

 

I was thinking of a new kind of enclave.

 

A kind of rural village.Barbarian_Outpost_(Civ6).thumb.png.511dfce93ae1d24f5d3df4955fcaf7a4.png

Similar to those in AoM.In appearance, I'm thinking of the mechanics from other games.

Aesthetically it will be a barn, a house and maybe a field.AoMR_Village_Center_Greeks_icon.png.c91d2eb8b394960b4832873b57400cf2.png

thumb-c56d1102b3c23397cc48bb63aa22b630-day.jpg.f48aca49c82bd84083b209a0c8e78d25.jpg

It occurs to me that it will generate gaia units to defend itself.

 It will be on the maps and will generate a small amount of soldiers.

Once captured it can be converted into a CC if it is assimilated.

Or he could be subjugated, it won't have much loyalty.It will be easy to lose. What advantages will it have?

It will have its unique technologies. All based on exploitation.

You will have a resource that will be used to train slaves, that is, population. If the population is depleted, there will be no slaves to train.

You can train farm animals or their equivalents.

It can be used as a market, and trade can be carried out with this village.

Additionally, it may generate recourses as a form of taxes.

Basically it will generate metal, food, wood as tribute. That will go into the stockpile.

It will be like any other trickle building.

It will have that advantage, of giving you slaves and giving you resources in addition to serving as a trading post.

It's like the village mechanics of Imperivm GBOR.

https://www.imperivmworld.com/aprende-a-jugar/

Overall it has very good ideas for maps.

Although this idea is taken from several games and adapted to our game.

It will be a kind of weaker CC. + Market + and it will generate resources for you. 

Edited by Lion.Kanzen
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Could the game have 2 modes? 

Mode A: "Bells and Whistles" All the gameplay and map features, such as:

  • Farmsteads
  • Mercenary Camps
  • Trading Posts
  • Pirate Docks
  • Relics
  • Shrines
  • Cultural Artifacts
  • Map Creeps (bandits, pirates, farmers, barbarians, etc.)

Mode B: "Classic" Only basic standard gameplay, used mostly for Rated matches.

  • None of the above features (like it is now in the current Random Maps).
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47 minutes ago, wowgetoffyourcellphone said:

Mode B: "Classic" Only basic standard gameplay, used mostly for Rated matches.

Mode A is casual mode, to play roleplaying and have fun, discover secrets and feel like a conqueror.

Mode B is competitive They will only serve as optional like relics/ruins as win condition or win by score (optional depending on victory conditions).

53 minutes ago, wowgetoffyourcellphone said:

Farmsteads

I'm thinking about The Fertile Crescent  proposal.

Have Orchards: Combining field and farmstead. 

https://www.imperivmworld.com/aprende-a-jugar/

It is in Spanish and is a guide to Impervm 3 Great battles of Rome.

The interesting thing about this guide is that it shows you all the interactive elements of the maps.

Screenshot_20241209-172733.thumb.jpg.771b1af1fa8a67576da92beda47311ba.jpg

It has very fantasy and RPG elements but ignoring that it has other very practical ones. 

Starting from 5, the ideas are very good. It says:

5. Fountain: This map element allows units to be healed when they are placed next to it.

Fuente.png.08beb9ba534b42b2d593464ee3e4eb9b.png

There is the well which is similar.

Pozo.png.22c2a67101cdaa502f03eab9218e3ad7.png

Then in that section are the buildings that look like the mercenary camps and the village I mentioned above.

Screenshot_20241209-173601.thumb.jpg.690a7299048c5bf58a9faf5f8a53a920.jpg

The first building is the Teutonic Camp, according to that game it allows you to recruit Teutonic riders, archers and bandits.

Another idea that I like is caves...but that is a topic for another day.

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39 minutes ago, Lion.Kanzen said:

.

Screenshot_20241209-173601.thumb.jpg.690a7299048c5bf58a9faf5f8a53a920.jpg

The first building is the Teutonic Camp, according to that game it allows you to recruit Teutonic riders, archers and bandits.

Another idea that I like is caves...but that is a topic for another day.

I like the mechanics of these camps, it has troops taking cover and makes it harder to capture the camp.

 

 

 

Edited by Lion.Kanzen
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I just love Imperivm. Btw I only recently realized how that games shares an important gameplay feature with another prototypical RTS: warhammer.

in warhammer there are NPC units called "creeps", that must be killed by your heroes in order for them to gain experience, because hero experience has great value in that game, and could be compared to certain resources in AoE or 0ad. All this also holds for Imperivm, where NPC enemies hold common settlements which have various uses, and you can fight them as soon as you have an hero with an army that's good enough, first of all in order to level the hero, and then maybe employ the settlement if you need it in your strategy.

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1 hour ago, alre said:

I just love Imperivm. Btw I only recently realized how that games shares an important gameplay feature with another prototypical RTS: warhammer.

in warhammer there are NPC units called "creeps", that must be killed by your heroes in order for them to gain experience, because hero experience has great value in that game, and could be compared to certain resources in AoE or 0ad. All this also holds for Imperivm, where NPC enemies hold common settlements which have various uses, and you can fight them as soon as you have an hero with an army that's good enough, first of all in order to level the hero, and then maybe employ the settlement if you need it in your strategy.

Where in the world are you from? It's rare to meet someone who has played it.

This game was generally played by Spaniards and audiences from Eastern Europe and Latin Europe.

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1 hour ago, alre said:

in warhammer there are NPC units called "creeps", that must be killed by your heroes in order for them to gain experience, because hero experience has great value in that game, and could be compared to certain resources in AoE or 0ad. All this also holds for Imperivm, where NPC enemies hold common settlements which have various uses, and you can fight them as soon as you have an hero with an army that's good enough, first of all in order to level the hero, and then maybe employ the settlement if you need it in your strategy.

I like the RPG-type idea of the heroes, later I will help develop that idea and the military and gold settlements.

Imperivm is not an RTS as such. It is more tactical but the maps can be interesting and I really like the art.

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I like the idea of caves as a map element as well. If you happen to discover one it could be a "wormhole" to another part of the map.

 

But I also like the idea of roads ("flat" walls on land that can be walked on) and bridges (walls in water that can be walked on). B)

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21 hours ago, Lion.Kanzen said:

I didn't know creeps came from Warhammer. 

But it's not surprising since Warhammer is the inspiration for Blizzard RTS games like Warcraft.

sorry, I was confused, I wrote warhammer but I meant warcraft, the RTS.

22 hours ago, Lion.Kanzen said:

Where in the world are you from? It's rare to meet someone who has played it.

This game was generally played by Spaniards and audiences from Eastern Europe and Latin Europe.

Italy. I noticed it's popular in spain and spanish speaking countries.

22 hours ago, Lion.Kanzen said:

I like the RPG-type idea of the heroes, later I will help develop that idea and the military and gold settlements.

Imperivm is not an RTS as such. It is more tactical but the maps can be interesting and I really like the art.

the art is cool, I specially love the walking animations of the units, they are varied and colorful.

I'm not sure how intersting the maps are, but one thing they can be is huge, way larger than 0ad maps, with no lag attached.

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