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Thread: ICTC5 ~ Hamlet (mutable faction approach) | |
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 11, 2010 01:33 AM |
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Edited by Jiriki9 at 12:25, 30 May 2010.
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ICTC5 ~ Hamlet (mutable faction approach)
This shall be a new attempt on factioning and, so, a faction for H6. For making the creation (in which this still is) not too complex and longlasting, I'll keep most things from H5, though, general heroe & battle systems, skills, Magic System, etc.
The faction concept is rather different and slightly inspired still by the three-way system (from snatch I guess? not sure though, I'll check it out), in the way you have a basic town developing into different towns.
Here, when reaching a certain town level(H5 style), you're asked in which direction your town should now go and have to choose between two ways. This will happen 3 times in town development:
When you reach town level...
4
9
13
Heroes don't begin with racial skills, these can be learned later in town development in a special building.
For this contest I'll take the faction that can also develop into the classical human faction - Castle/Haven/etc
It begins as a simple
...Hamlet
Hamlets are the typical human villages, wether as farming villages on the plains, lumberjack's homesteads near forest borders or little fishing villages. They are populated by the simple population and, at this point, usually of no greater use nor importance, before they grow.
Hamlet Buildings:
-Village Hall (allways Prebuilt): Gives you 500 gold per day.
-Tavern: Allows you to recruit heroes.
-Marketplace: Allows you to trade recourses.(not with other players!)
-Blacksmith: Provides your hero with war machines.
-Town Hall: Allows to build town structures. Gives you 1000 gold per day.
-Cottages: Allows you to recruit peasants.
-Fields: Increases growth of peasants and upgrades.
-Bowyer: Allows you to recruit bowmen.
When your hamlet reaches town level 5 you may choose wether the town should follow the principle of ORDER (resulting in a "fort") or FREEDOM (resulting in a "free town"):
"When more and more people gather in a hamlet, it begins growing up to a town, and it's people have to decide what kind of town they want to live in. Since, at this point, protection as well as ruledome get more and more important, it is practically the choice between living in an ordered city, protended by a strong guard, but giving up freedom for stricter rules, or trying to defend the town by themselves, but stay free."
I will deal here with the different town styles the following: I'll first describe the towns of one "Town tier" and then proceed to the Next.
Units are described below the towns, together with unit abilities. further down heroes, etc. ...
Town Tier 2:
Fort:
"Forts are the smallest bastions of human order in the world. Most towns of the empire and of many duchies, provinces and smaller kingdomes are, or were once, forts. They are well guarded, and the troops are much more disciplined, and MUCH more armed, than in a simple hamlet."
Fort Buildings:
-Fort: provides your town with defensive walls.
-Ressource Silo: Requires Marketplace) Provides your town with +1wood and +1ore per day.
-Magic Guild Level 1: Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.
-Magic Guild Level 2: Requires Mage Guild Level 1. Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the second circle.
-Magic Guild Level 3: Requires Mage Guild Level 2. Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the third circle.
-Upgr. Cottages: Allows you to upgrade your Peasants to Militiamen.
-Upgr. Shooting Range: Allows you to upgrade your Bowmen to Crossbowmen.
-Barracks: Allows you to recruit Pikemen.
-Gryffin Aerie: Allows you to recruit Griffins.
When your fort reaches a town level of 9, becoming a city slowly, you have to decide wether it wants to follow the path of FAITH (Castle) or INVENTION (Tower)
Free Town:
"Not all humans want to live in the secured, but strictly ruled forts and their bigger varieties. An almost equal number prefers to fight for their own freedom, and secure themselves. Those people are living in Free Towns, generally more open-minded habitats in which you find not only humans, but also visitors from other species. Newly, many Free Towns are a place for living for the hunted Wylfings, the wolf-men of the north who come south for shelter - and find it in the Free Towns."
Free Town Buildings:
-Fort: provides your town with defensive walls.
-Ressource Silo: Requires Marketplace) Provides your town with +1wood and +1ore per day.
-Magic Guild Level 1: Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.
-Magic Guild Level 2: Requires Mage Guild Level 1. Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the second circle.
-Magic Guild Level 3: Requires Mage Guild Level 2. Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the third circle.
-Upgr. Cottages: Allows you to upgrade your Peasants to Ruffians.
-Upgr. Shooting Range: Allows you to upgrade your Bowmen to Longbowmen.
-Barn: Allows you to recruit Scout Riders.
-Wolf Camp: Allows you to recruit Wylfings.
Town Tier 3:
Castle:
"The Castles are strong bastions of the old-fashioned Aristocracy, as well as the Church of Light. The proud huge stone walls protect their citizens, as well as the well-armed and trained troops and the heavenly blessings. The Castle population is not very open, though, they refuse trade with many peoples, usually, and sometimes, "evil" is executed with violent force. The Knights serve as Generals, and the Clerics as spritual Leaders."
Castle Buildings:
-City Hall: An upgrade of the Town Hall. The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
-An upgrade of the Fort. The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.
--Magic Guild Level 4: Requires Mage Guild Level 3. Allows a visiting hero to learn the spells kept within. Keeps 2 spells of the fourth circle.
-Upgr. Barracks: Allows you to upgrade your Pikemen to Guardsmen
-Upgr. Gryffin Aerie: Allows you to upgrade your Gryffins to Royal Gryffins.
-Monastry: Allows you to recruit Monks.
-Stud: Allows you to recruit Cavalry.
When a Castle develops to a really big and strong city, with a town level of 13, you finally will have to decide wether you follow the Church of Lights Attitude of PURITY (Haven) or the Knights' Code of VALOR (Keep).
Tower:
"Where the castle is the bastion of the old order in the Empire, and similar Human-dominanced regions, there are towns which are more modern. Mages are especially drawn to these towns, as places were they can, under protection of the City Walls and Guards, practice their arts, study and experiment, restore and create. Unlike the Free Towns and their bigger sisters, Towers are yet still highly law-restricted and ordered, but much more open-minded than castles. As long as you follow the rules, everything is fine."
Tower Buildings:
-City Hall: An upgrade of the Town Hall. The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
-An upgrade of the Fort. The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.
--Magic Guild Level 4: Requires Mage Guild Level 3. Allows a visiting hero to learn the spells kept within. Keeps 2 spells of the fourth circle.
-Upgr. Barracks: Allows you to upgrade your Pikemen to Halbardiers.
-Upgr. Gryffin Aerie: Allows you to upgrade your Gryffins to Armed Gryffins.
-Mage Tower: Allows you to recruit Mages.
-Pavillon: Allows you to recruit Djin.
When a Tower develops to a really big and strong city, with a town level of 13, you finally will have to decide wether it shall be ruled by the Mage Guild and focus on MAGIC (Academy) or by the inventors Guild and focus on SCIENCE (Labratory).
Free City:
Free City Buildings:
-City Hall: An upgrade of the Town Hall. The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
-An upgrade of the Fort. The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.
--Magic Guild Level 4: Requires Mage Guild Level 3. Allows a visiting hero to learn the spells kept within. Keeps 2 spells of the fourth circle.
-Upgr. Barn: Allows you to upgrade your Scout Riders to Horsebowmen.
-Upgr. Wolf Camp: Allows you to upgrade your Wylfings to Silverfangs.
-Silver Fountain: Allows you to recruit Pegasi.
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Citadel:
-City Hall: An upgrade of the Town Hall. The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
-An upgrade of the Fort. The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.
--Magic Guild Level 4: Requires Mage Guild Level 3. Allows a visiting hero to learn the spells kept within. Keeps 2 spells of the fourth circle.
-Upgr. Barn: Allows you to upgrade your Scout Riders to Nomads.
-Upgr. Wolf Camp: Allows you to upgrade your Wylfings to Wylfing Shamans.
-Labyrinth: Allows you to recruit Minotaurs?
-Racing Ground: Allows you to recruit Chariots.
Town Tier 4:
Haven:
"The greatest bastions of the Church of Light are the Havens, guarded by the Light, seat of the highest Clerics. It is here, where Angels come to offer their divine services to the faithful mortals."
Haven Buildings:
-Capitol: An upgrade of the City Hall. The Capitol allows you to purchase town structures and earns your kingdom 4000 gold per day. YOu can only have one Capitol at a time.
-Castle: An upgrade of the Citadel. The Castle increases base creature growth by 100%, adds two defense towers and broadens the moat.
-Magic Guild Level 5: Requires Mage Guild Level 4. Allows a visiting hero to learn the spell kept within. Keeps 1 spells of the fourth circle.
-Upgr. Monastry: Allows you to upgrade your monks to Zealots.
-Upgr. Stud: Allows you to upgrade your Cavalry to Paladins.
-Cathedral: Allows you to recruit Angels.
Keep:
"In the Keeps, the Knights host their mighty Legions to defend their people. Inside these big, bulky strongholds, they uphold a strict order and secure peace for all those who follow the laws. The Knights here ride Dragons to bring down awe on their enemies."
Keep Buildings:
-Capitol: An upgrade of the City Hall. The Capitol allows you to purchase town structures and earns your kingdom 4000 gold per day. YOu can only have one Capitol at a time.
-Castle: An upgrade of the Citadel. The Castle increases base creature growth by 100%, adds two defense towers and broadens the moat.
-Magic Guild Level 5: Requires Mage Guild Level 4. Allows a visiting hero to learn the spell kept within. Keeps 1 spells of the fourth circle.
-Upgr. Monastry: Allows you to upgrade your monks to War Monks.
-Upgr. Stud: Allows you to upgrade your Cavalry to Champions.
-Dragon Stables: Allows you to recruit Dragon Knights.
...will be continued...
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted March 11, 2010 09:38 AM |
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To be or not to be, that is the question...
sorry, force of habit,
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Love, Laugh, Learn, Live.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 11, 2010 01:47 PM |
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WILL be
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flackmandan
Known Hero
Veni,Vidi,Vichi
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posted March 11, 2010 05:45 PM |
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Cant really say how good it is until i see more but sounds good^^
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 11, 2010 05:58 PM |
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I'm currently in deciding process wether there shall be multiple used creatures. If there shall not, it would be 8 lvl 7 creatures for this faction(and each else), that would be pretty much...
Yet the lvl 5 creatures for the upgraded towns of the fort (ORDER way) will be Monk (for Faith) and Mage (for Reason, or however I'll call it finally^^)
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted March 12, 2010 08:30 PM |
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Hmm, I like this approach. I fear that it falls into the Heroes IV trap of not having enough space in your army, however. There's also the worry about going too far, I mean, Djinn in the classic Castle/Haven/Knight-Faction? What madness is this???
This would be facinating to explore further tho.
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How exactly is luck a skill?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 13, 2010 01:15 AM |
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Edited by Jiriki9 at 01:15, 13 Mar 2010.
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Rememebr this is not just Haven/Castle. Haven/Castle is just one path the hamlet can go. Allthough...I had similar bad feelings about the Djin...I'm thinking of maybe replacing it through a machine or something like that. Just something that represents development, science, etc. in opposition to the FAITHful path of the Castle...
...and wait 'til I present the towns of the FREEDOM side.
...not enough space in your army? Why? In one town you'll finally be able to build 7 creaturess and you have 7 army stacks, like in HoMM 3&5^^
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted March 13, 2010 09:18 AM |
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but if you have multiple towns with different buildings? more than 7 creatures.
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How exactly is luck a skill?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 13, 2010 07:13 PM |
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Edited by Jiriki9 at 18:59, 15 May 2010.
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Yeah, but that's up to your decision, then
But maybe, I'll increase the maximum of stacks to 8...
EDIT: I know this is a contet, and noone has to answer me, judges can, if they want, even take away points from me, but does anyone have a suggestion on a suitable other Tier 6 unit for this tower town? Possibly eitehr soemthing mechanical or a huge riding unit with human rider.
EDIT 2:
I'll add an option that the town can be transformed to the other upgrade of the town before...
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted August 11, 2010 09:33 AM |
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Keep this and work on it for ICTC 6 PLEASE. I won't score it, it is incomplete, but I can say what I saw..I liked.
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Message received.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 17, 2010 06:20 PM |
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I will...This spring&summe ri somehow got too occupied for ICTC 5 but I hope I can finsih this til next year
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