Intro – Contact Us – King Choices – Map Settings – Possible Units
‘In-Game’ Units – ‘In-Game’ Buildings
Player ‘Points’ – Player Abilities
Tribute to your King! – Kingdom Income
Who’s Idea? – Who is Who? – Updates to File
Conference Files – To be Added – To be Discussed
NEW SECTIONS:
Tech Tree HUMAN
Tech Tree DRAGON
Tech Tree ELVES
PRUs By Race
This section will define the terminology used throughout the game notes.
If there is ANYTHING that you think needs to be explained how I am using any term,
Please, let me know, and I will add it. Thank you!
Unit: A unit is in
PRU: PRU actually is a more simplified way of saying “Player’s Representing Unit”. This unit
is A DIRECT REPRESENTATION of the “PRU type”. By this I mean that if the player
chooses to be a “Wizard”, then the Players Representing Unit (PRU) will in fact be a Wizard.
The Reason I am using internet explorer to now send the game notes out, is:
A: Text files are harder to write up, which makes them more time consuming.
B: A simple text file cannot do the ‘in file hyperlinks’ as I am using here.
C: This is easier to write up, as I can do this in Microsoft Word and then put it online.
D: An internet link can be easier than trying to save (and distribute) the different versions of notes.
Actual Game Notes are going to be placed through out here, and for those of you
reading this that are helping to make the game, any modifications, ideas for
other units, graphics, or programming techniques that you may have, please send
them to at one of my contacts in the “Contact Us” section.
Thanks for your support and ideas to make OUR game "idea-ly awesome"
THIS GAMES BIGGEST FEATURES ARE THAT IT WILL BE PLAYABLE IN REAL TIME
AND THAT YOU WILL BE ABLE TO TAKE TERRITORIES (separate maps) OVER WHILE
PLAYING THE SAME GAME! I HOPE THAT WE CAN ADVANCE MORE ON THESE
FEATURES, ADD MANY MANY MORE, AND MAKE AN ALL AROUND "TRUE GAME OF
THE YEAR" BUT WHETHER OR NOT THIS MAKES IT THAT FAR IS UP TO US, AND
ONLY US! LETS DO THE BEST WE CAN, AND COME OUT ON TOP WITH THIS ONE!!!
This Game
features:
This game is basically an evolved version of your common “
This game is also based upon the Medieval time period with a little more ‘personalized’ outlook on that time.
Some of the features throughout are simply based upon, NOT stolen from other games. I do not believe in stealing
complete sections out of other games, as that takes away from the originality of our game. Certain things however,
such as the “Archers unit” cannot be done any other way without completely changing who they are, and the ‘norm’
of the era of this game.
To contact
Email tecnotrec@yahoo.com (may not respond, as don’t always check)
Email 2 tecnotrec@hotmail.com (never really check)
Email 3 tecnotrec@rushmore.com (absolutely never check)
Email 4 speedlimit1055@yahoo.com (very rarely check)
Yahoo Messenger tecnotrec
Yahoo Messenger speedlimit1055
MSN Messenger tecnotrec
ICQ 240131612
IRC ready16 – On dalnet
IRC ready16 – On tri-net
AIM Messenger tecnotrec04
I am usually AVAILABLE online at any of these screen names (or by email) around:
The player, when loading a map or game will be given some choices
for what “Unit” they want to be “in the game” to represent them.
The way this section will appear will be completely up to Terry.
The following is the choices that the player(s) will have:
Wizard + Giving the military a more 'magical' advantage and defense. Units
may be less susceptible to magical attacks, gain some sort of magical
attack themselves, or perhaps a combination of the two.
- Disadvantages would then be that the military, although more magically
inclined, more 'physically' disabled. Such as, knights perhaps will
be unavailable to the player. Other 'physically attacking' units
may move slower, be easier to kill off physically, or in some other
way, not quite as efficient.
Barbarian + The barbarian then, would be able to give his/her troops a more
physically inclined advantage. Could be shown by higher hit points,
and faster units, or even a combination of the two.
- Disadvantages then would be 'anti magical'. Player could perhaps
be more susceptible to magical attacks, and unable to create magical
units.
Warrior = The warrior would also have some advantages and disadvantages, although
not quite defined at this time.
Possible others would be: Elf, Mage, Knight, Jester, and Peasant
There also may be ONE UNIT such as 'human' who may give an = playing field with
all units all around. BALANCE IS KEY
When setting up a random map, player COULD be able to set how rare certain resources
will be, how many territories will be on the map, whether Dragons layers (more later)
will be available on the map(s), and how aggressive the computer player will be.
Player will also be able to select WHERE the map territories will be located across
the fantasy world. For instance, you could select "Northern Plains" where certain
mythological creatures will be more common, and most others more rare. Certain
units will be available, and others not. For instance:
Northern Plains - Dragons Cover the Skies, turning day to night in a matter of seconds
and devour all other mythological creatures. ______ creatures are
common prey for the Dragons, so they steer clear of the Northern
Plains where ever possible. _________ creatures are unavailable here
but _______s abilities are enhanced for it’s their natural terrain.
The following is a list of what my ideas for units that I have not fully
decided on whether or not I am putting them into the game. For
a list of the units that will be in the game, please go back to the top
of this page and select “In-Game Units” or scroll down to the
following section.
Wizard - *** NOT YET FULLY DECIDED - SELF EXPLANITORY BASICALLY ***
The following area is dedicated to normal game units based on player being a ‘human’ PRU.
These units are not set in stone just because they are in the game notes, nor does their inclusion or the fact
that they may be left out set anything “In Stone”. I hope that you will give me input based on the PRUs
that I am forgetting to include, or on things which may seem “too far fetched” for this game and the era it hails from.
Knights - Well armored, highly trained ‘war machines’.
Could
give the player the option to be able to train them “in light” and “in
darkness”
with the difference being that In Light would make
them “less aggressive” so they
basically are there for protecting Honor and
Righteousness or In Darkness would have
them being more “War Stricken”. Although doing little features like this will
require
much more extensive programming, and a few more unit
graphics (as well as take
up more available space for the install files), but it would
then add to the game detail.
YOU
DECIDE!
*** Higher Level Pay as the require more training, and funding to keep armor from rusting ***
Tax Collector - This is the only unit that the player (and as always, AI) will be
able to use to collect ANY taxes from his or her peasants and buildings.
Could
also have it to where the tax collector is the unit who would then also
pay the players units their “hard earned wages”.
Dragons - A mythically creature who starts out randomly in FEW (maybe only one)
territory on the map. The Dragon will have a 'DEN' that the player or A.I.
must raid for a 'Dragon Egg' to then take back into their Kingdom
and place in a "Dragons Nest" building, which will then be cared for by
"Dragon Tenders". If when the Egg is hatching, and ANY unit is nearby
then that unit will be eaten or burned to death by the newborn Dragon.
The player must have “Dragon Tenders” feed the baby Dragon. The Tenders
will raise the Dragon to be either “War Stricken” or “Transportation”
Dragons. The difference being that ‘transporting’ can only be used to
transport units (within the same territory, to a bordering territory, or even
to a territory across the map – player’s choice). ‘War Stricken’ are ONLY
capable of carrying ONE type of unit – the ‘Dragon Tender’. The reason
that they MUST carry this unit is so that the player can have control over
the Dragon in battle, as ‘War Stricken’ Dragons have ‘blood lust’.
The Dragons ability will depend upon its color. Fire will be red, water
Will be blue, physical will be yellow, and transporting will be green. At this
point I don’t see a reason to create a ‘combination’ ability Dragon.
Archers - Ah how they love to set their arrows
free and watch them soar. “Its almost like setting
a bird free, and then watching it as it preys on its
victims.”
*** Lower Level Pay as they have less requirements, and are the easiest militia to kill ***
Dragon Tender - This unit is the only unit capable of taking care of Dragons and Dragon Eggs.
When a Dragon goes into combat, or carries units, this unit MUST also be on
that Dragon in order for the player to have control of it. When a player raids a
Dragon’s Nest, this unit is ALSO the only one who can carry the Dragon’s Egg
away. Note that it
takes 2 Dragon Tenders to carry a Dragons Egg.
Wizard - This unit, of course, is magically inclined. In order to get this unit, the player(s) must
build a
NO
OTHER unit. Lightning will shoot all
around (spirally) and he will step out of it.
Small
graphic though, of course, nothing ‘screen covering’ and only as big as the
unit
itself. Once the player has control of this unit, it will have FEW pre-learned spells
available to it. The player can spend some gold to research new spells, however some
will take a substantial amount of time to finish. During ANY of these researches, the
player can pause the research to change it to something quicker, and then resume again
at a later time.
Ideally, the graphic should be somewhat based on the type of ‘PRU’
the
player has chosen. If the player is a “Wizard”
themselves, then this units training (and all
sub-research) will take less time to complete. For more details, see the “spells” section.
Knight - A well armored unit, carrying a sword. This unit will gather his armor and sword from
the ‘Arms’ before his training.
Crossbowmen - And at the height of war, we send
our most powerful long range infantry in to slaughter
all who remain to oppose our rule. - TecnoTrec Inc
Long range, very lightly armored infantry units. Nearly 150% of the archers range, and
more damage caused. However the accuracy isn’t quite as good until at shorter ranges.
More costly than an archer because of the ‘crossbow’.
Fairy - The most unique of ALL the infantry. This unit seemingly harmless, flies in either as a scout,
or to ‘disable’ the opposing archers and crossbowmen. Then the skies turned a strange
glowing sort of blue, and before we could react we were
under the fall of the enemies
arrows unable to counter attack. - TecnoTrec Inc
Elvin Swordsman Another unique creature amongst the infantry. This unit is able to ‘cloak in wilderness’. He
becomes invisible to your enemy as long as he stays among the trees.
But
sire, all the warning we had were strange shadows with
nothing to cast them…
TecnoTrec Inc
Your Highness - In essence, this unit is the PRU with the ‘In-Game’ term used here. Player can order this
unit around, but can not make it do a ‘job’.
Her Highness - A DIRECT representation (of opposite sex) of the PRU.
Will come to the Kingdom after the Player (random occurrence after having a temple)
gets married.
High Priest - A High Priest is ONLY available from
the “
has chosen “The old ways” over any other religion choice. (debatable)
Priest - A Priest is ONLY available from the “
Hag Sorceress - She needs to be given a name… The Hag Sorceress is only available if the Player is
the Wizard PRU. In order to get the Hag Sorceress, the player must have
an Elvin Shrine before any other player or AI. The Hag Sorceress reigns supreme over
the Witch Elves, and without her, the player cannot control ANY Witch Elves.
If the player is already in control of 1 or more and the Hag Sorceress dies, then so do
ALL
Witch Elves under the players control. When
the faded out of existence, like a
shadow coming into the light, I knew the Hag Sorceress had
fallen. - TecnoTrec Inc
The
Hag Sorceress is a Hero type unit, so ONLY ONE PLAYER OR AI may have
her.
Witch Elves - Only available from the Elvin Shrine. In order to train a Witch Elf, the player must
first have the Hag Sorceress. ***See Hag Sorceress***
Alazu - Alazu, the heartless. His father was once a powerful king who fell from power, and
now he is out for his revenge. Alazu is a Hero type unit, so ONLY
ONE PLAYER
OR AI may have him. Alazu is an ‘Assassin’ unit, much more cunning and sly than
the average Assassin. Alazu will not attack Kazi, and will leave the player or AI
army if ordered to do so. It is possible to control both Kazi and Alazu in the same
army.
Assassin - This unit moves through the enemies lines easily by *matching* an enemy unit type,
and then taking that look upon themselves. An assassin in its enemies form cannot
be attacked by the enemy (unless done manually ***attack to… here***) nor do
the enemy units on ‘aggressive’ stance automatically attack. If the assassin comes
back into its home country, your own units WILL attack it, unless it ‘un-matches’
the enemy unit. ALL units, friendly or foe – see an assassin as if it ACTUALLY
belongs to the army of the unit that it matches. Cannot match wild life.
Kazi - A close friend of Alazu. Kazi will not attack Alazu, and will leave the player’s
army (or AI’s army) if ordered to do so. Kazi is a type of assassin that can match
wild life, or regular unit. Kazi – the Clawed Killer. It is possible to control both
Kazi and Alazu in the same army. One however cannot attack the other.
Kazi is a Hero type unit, so ONLY ONE PLAYER OR AI may have him.
Lady Anya - Powerful queen of the Dragons. She will be one of the main forces that the player
must face in the Military Campaign.
Arms This building is where all armor and weapons are stored. The player can build multiple
Arms locations, based on their needs. The player can also have this building DENY
any certain type of armor or weapon. In that case, the armor or weapon must have
a different location it can be delivered to, or it will be unavailable to the player until
it can be delivered.
Arms buildings
DO NOT have to be connected to one another.
They can be
built
separately standing on their own (unlike Stronghold).
In order to train a Wizard the
player must have an available peasant.
Small House Brings 2 more peasants to the kingdom.
House Brings
4 more peasants to the kingdom.
Requires Well.
Large House Brings 8 more peasants to the kingdom
Requires Well.
Huge House Brings
12 more peasants to the kingdom.
Requires Maintenance building, and Well.
Well Pumps
water to the surface to sustain your peasants.
No peasants
required for this building to operate.
Large Well Requires fertile ground. Pumps water to the surface to sustain your peasants.
No
peasants required for this building to operate.
Maintenance Requires 4 peasants to run. The peasants are ‘trained’ in maintaining a buildings
structure. The 4 “Maintainer’s” then go out and continually fix structural damage
including but not limited to – fire damage, flood damage, and damage during battle.
Requires at least 1 peasant
to operate. Maximum of 4 peasants may be
trained to do standard maintenance.
longer they ‘rest’. An option to “kick out” the unit before they are done resting will
be available, as sometimes it may be urgent to get them back ASAP, such as during
an enemy attack.
Requires at least 1 peasant to operate. Maximum of 2 peasants may work
here
for ‘full operation.. Only a set amount
of units may use the
Stable This is the building that the player’s horses are cared for. Horsemen will also be
trained here. The player will be able to train different units who will use a horse.
There will be “Horse Archers” and “Horse Knight”.
The player
must gather wild horses before they will breed, to create more.
The player
MUST have an available peasant and horse to train a horseman.
The player
will be able to control how many horses a single stable can care
for by giving them the option to lay fencing for
the horses themselves. Smaller
pre-designs will also be available for the player
to use instead of taking the
time to create one. Minimum of 1 peasant, maximum of 2
peasants required
to run this building.
Vault The Vault is the Royal treasury. There are 3 ways we could do this one. A-
the only visible part is the SMALL room encasing a staircase leading to an
underground Vault. B- Medium sized buildings, guarded of course.
C- Must be placed on a cliff face, with the vault actually being INSIDE the
mountain. We could also use A and C, or B and C (let the player choose, with
one being easier to protect). I would imagine it would be easier to guard C.
B, an out in the open structure, could be damaged from all sides, raided easier,
and harder to stop the raiders. A is more ‘out there’ for the time era we are
talking about, but probably not impossible considering the movement of HUGE
stones to create a castle, and I guess like a dungeon underground.
Gold mine I’m doing research on this based upon other City Building Strategy games.
Possibilities currently are placing a mine either:
A: On top of the material to be mined.
B: Next to the material to be mined or
C: Placing a mine on a cliff facing to EXTRACT the materials from the cliff.
Stone mine SEE GOLD MINE
Iron mine SEE GOLD MINE
Player ‘points’ were discussed in the FIRST actual conference. You can view that
file by viewing section “Conference” and selecting “conference001.txt.
The player(s) will have personality / faction points (or percentages, either way)
so that they may have better control of their PERSONAL unit in the game and
how that unit will cause differences among the people that follow the player(s).
In example:
charisma =10 archer faction -10%
etc... knight faction +10%
etc... peasant faction =03%
In that example, the player’s charisma ‘ATRIBUTE’ is set to ten, however the archers
are 10% less likely to stay (or possibly obey) with that player.
The peasants are 3% more responsive to the ‘King’ (player).
As discussed on conference001.txt (and verbally during that conference),
the player will need the ability to “Throw a Fair” for their people to improve moral,
or ‘Kings Standing’. More on the ‘fair’ option will be added later, as idea’s become
available. This will be placed under “Buildings” “Options” or “Possible Buildings” section.
On the moral side of things, the player (or player’s) PRU should have
the ability to “pay” the player(s) units a sum directly from the treasury / vault (discussed in buildings
section later) to increase that units moral and ‘thinking of the king’ standing.
(Topics here discussed in ‘conference001.txt’ and verbally during that conference)
The player will be given the option to “require” tribute from neighboring kingdoms
prior to attacking that kingdom (territory already under some rule).
Along with being able to do that, the AI can also do the same to the player.
Paying the tribute (whether it be an AI run kingdom or the players kingdom) being
asked to ‘sway an attack’ is NOT an actual ‘requirement’ rather just the features term.
Player (or AI) can make a decision based on the “military rating” of the kingdom
that is demanding the tribute. Amount of tributes still undecided.
For the amount, we could let the AI / player show its demanded amount, and then choose
whether to accept or decline a smaller, larger, or equal amount.
Also, on top of that, I believe we should add a sub-feature (one either seen or unseen)
called / referred to as ‘actual attack %’.
Basically, this “attack %” could be used as a deciding factor for the player or AI on
whether or not to pay the tribute based on how often they actually attacked after the neighboring
kingdom declined to pay the tribute.
In example:
Say, Pepsi required coke to pay tribute, but coke denied, and
Pepsi DID NOT attack. THEN Pepsi requires tribute from SAMS CHOICE
and Sams Choice denies, and STILL Pepsi DOES NOT ATTACK.
THEN Pepsi requires *Soda company* to pay tribute.
*Soda company* will MORE THAN LIKELY (still randomized though)
deny tribute due to the “actual attack %” being 0. Will Pepsi finally attack?
The Territory who “requires” tribute does not necessarily have to require it of a weaker
Kingdom. You could in fact be that *Soda Company* and demand it of Pepsi
If you wanted to. How far it would get you though is another story.
A neighboring kingdom may (more than likely) require tribute of player to
Sway its attack from the player’s kingdom. Whether the player pays the tribute or
not will have a deciding factor on whether or not that neighboring kingdom will attack.
WHAT IF?
The player requires tribute of a neighboring kingdom and they do pay but the player
Still wants to attack? Then they are cheap, but still able to attack!
WILL STILL ATTACKING EFFECT LATER TRIBUTES?
That is still to be discussed.
CAN I…?
Attack a neighbor instead of denying to pay the tribute and allowing them to just attack
And tear up my
kingdom? Yes, but that does not
necessarily mean that they still will not attack your
Kingdom
anyway. No quick fixes
there, sorry!
The player may also OPTIONALLY pay tribute and ask that the neighboring kingdom protect them.
Protecting a territory and becoming allied are 2 completely different things.
If a player has a kingdom protecting them, but the player decides to attack instead of paying tribute,
Then the protecting kingdom WILL NOT go to battle with them.
If the player lets the demanding kingdom attack him / her however, THEN the kingdom providing
Protection will enter and help the player.
Player could also receive income from "amount paid (taxes)"
"amount sold to citizens" or even "rent" or "wealth
rating"
If player DOES receive income from a % based on "wealth rating"
then that rating would be = to how the players units
are provided for. The higher class they are, the more
player gets for wealth income.
Player could also mine gold, refine & smelter that gold into
bars, and then store those bars in a "treasury" or "vault".
Also, the player could raise Dragons, and then sell their ‘Eggs’ for
a profit.
Another obvious route of the player receiving an income would be
from trade (whether it be with AI or other players).
Ideas
by category:
Units:
"Dragon Mythical Unit" edited – TECNOTREC ORIGINAL
"Dragon
Tenders" TECNOTREC
ORIGINAL
"Dragon
Baby" TECNOTREC
ORIGINAL
Buildings:
“Fair” Idea from TJMFK – Thanks to Terry
Building – TECNOTREC ORIGINAL
Mapping:
"Territories" TECNOTREC ORIGINAL
"Territories by location" TECNOTREC ORIGINAL
Player
Options:
"Player PRU Selection" TECNOTREC ORIGINAL
“Throw a Fair” TJMFK ORIGINAL – Thanks to Terry
In
Game Details:
"Dragon Nest Raid" edited – TECNOTREC ORIGINAL
"Dragon Egg Snatching" edited – TECNOTREC ORIGINAL
“Tribute” TECNOTREC ORIGINAL
“Kingdom Income” TECNOTREC ORIGINAL
UNSHOWN IDEA’S:
Entirety of the GUI, and its currently planned ideas are of course a TJMFK ORIGINAL
Thanks to Terry
The Entirety of ANY and
making, and to be decided (plus any other terms you would like to throw in
here – they ALL fit) are of course an AKOM ORIGINAL – Thanks to Joe
Terry Graphics Design – GUI control under RD
Joe Storyline Development/Completion & Graphics Design – Storyline and plot control under RD
John (Mgt) Internet programming for “Multiplayer Game”
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which was originally created as a separate stand-alone text file.
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by person to by category. Also deleted “text file apology” and
added “simple PRU descriptions” of – Knight, Archers, and
tax collector. Then made spelling corrections and added this
“Updates to the Game Notes file” section.
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limited contact information. (Jokingly limited that is)
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Added Player ‘Points’ section. Added Player Abilities section.
Added “Tribute to your King!” section. Added Kingdom Income
Section. Updated contact information (adding times available).
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Added ‘In-Game’ units section. Added ‘In-Game’ Buildings
section. Added Conference files section. Added “To be added”
section. Added “To be discussed” section. Changed status of “Matt”
to ‘awaiting approval for removing’. UPDATED ALL SECTIONS.
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Modified Intro Section.
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Removed “Matt – Storyline”. Updated ‘In-Game’ buildings section.
Taking break from unit and building creations to do research based
upon other City Building Strategy games.
Updated Intro Section adding the type of game this is.
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section. Updated ‘Conference Files’ download list. Updated
‘To Be Added’ section. Updated the “Kingdom Income” section.
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changed wording of “This Game Features” listed under the “Intro”
section. Added ‘
Updated the “Who’s Idea” section to include the GUI creations,
and Storyline developments of the others on this project.
Its about time, sorry for the
on this project go so long unspoken! Thanks you guys!
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to the top of this document. Edited ENTIRE notes file to
EXCLUDE the old term “character” and replaced it with PRU
for better understanding of the reference.
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Units” section. Updated the “
Modified
“Actual
“In-Game Units”. Re-aligned the “To be discussed” section.
Improved spacing in the “To be discussed” section for easier
readability.
Added new section “Tech Tree” with the subcategories of
research, buildings, and units.
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at the top of the screen to add more new sections.
Edited “Tech Tree” to be separated by race, rather than
All
combined into one.
To download a copy of the conference file, right click the file name,
click “save target as” and then save it.
If you just want to view the files, just click on them, but they link
to a new page, so if you are printing this page out, beware that the Conference
Files will not print with it.
‘Spells’ section Describes all spells, incantations, etc available to magically inclined units.
‘Tech-Tree’ download A tech tree is a FULL visual display of which buildings and units require
certain things to already be created before they can be built. Such as –
Before the “Large House” can be built, the player MUST first already
have a “Well” and “
SAME TERRITORY.
Help with “The Vault” under the buildings section.
Help with “mines” under the buildings section.
Editing the “Who’s Idea” section.
The units and buildings section may soon have their own pages as it is getting difficult
to update things through out their specific sections.
Raw materials VS finished goods?
Difficulty settings based on the quality and level of the PRUs housing type?
Example – a
builds a “Stone Keep” the difficulty settings could automatically adjust to be
more difficult…
How many different “races” or cultures should there be? Should we use just the human
race, with several different cultures, or should we use multiple different races?
Should the player be able to choose Science / Magic / Mythology? If we were to include
sciences in the game, it could be an
Example – By the research that the player chooses to do. (dragon care vs metology).
Research From Description
Archery
Ballistics
Structural Integrity
Fire (blaze)
Crossbow
Flood
Thunder
Dragon Care Allows Dragon Tenders and Nests
Structural Relocation
Blueprints Quicker building
Wheel
Plow
Fishing Nets
Tools
Metalogy
Mining
Unit
Citizen (Peasant)
Wizard
Knight Stables Militia
Mounted Archer Stables Militia
Archer Archery Militia
Crossbowmen Archery Militia
Priest
Spearmen Barracks Militia
Swordsman Barracks Militia
Dragon Dragons Nest Mythological
Wolf Pack Defense Command (ONLY) Defensive Militia
Building Prerequisite
Wooden Wall
Stone Wall
Granulated Stone Wall
Arms
Small House
House 2x Small Houses, Well, Builders Hut
Large House
Huge House
Well 2x Small Houses, Builders Hut
Large Well 3x Wells, 2x Houses, Builders Hut
Maintenance
Stables
Archery
Vault
Gold Mine
Stone Mine
Iron Mine
* Arrow Workshop *
Lumber Yard
+
Builders Hut
Barracks Military Command
* Ballistics * Military Command
*
*
* Corn Farm *
* Cattle Ranch *
* Dairy Farm *
* Dirt Road *
* Stone Road * [Tools]
* Trenches * [Tools]
* Defense Command *
* + Military Command + * (Defense Command)
* Granary *
* Wizards Keep *
*
* Mill *
* Ranchers outlet *
* Library of Magics * Wizards Keep, Builders Outpost
* Library *
* School *
* Dungeon *
* Wheat Farm * Mill
* Builders Outpost * 3x
Builders Hut,
* +
Marketplace
Building requirements between the [ ] symbols are research requirements
Buildings between * s are ones that need new names
Buildings between the + marks are upgrades to the buildings in ( ) marks. Example:
ALL Buildings require “
If building requires one which has an upgrade to it, then that upgrade (if built) makes
all prerequisites that want the lower version met. In example:
Wooden Wall
requires the
As the
has met that requirement.
Research From Description
Unit Trained
At Type
Human
Building Prerequisite
*
Market
Research From Description
Mythril
Unit Trained
At Type
Witch Elf
Citizen
Archer
Building Prerequisite
*
* +
* Elven Shrine *
* Archery Encampment *
Market