TECNOTREC

 

Terms Used

IntroContact UsKing ChoicesMap SettingsPossible 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 FilesTo be AddedTo be Discussed

NEW SECTIONS:

Tech Tree HUMAN

Tech Tree DRAGON

Tech Tree ELVES

PRUs By Race

 

 

 

Terms Used:

 

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 essence, "A living entity or movable machinery" (such as, archers, knights, horsemen, crossbowmen, spearmen, peasants, horses, elk, bears, eagles, fish, boats, catapults, etc)

 

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.

 

 

 

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INTRO:

 

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 “City Building” and “Strategy” games mixed together.

 

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.

 

 

 

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Contact Us

 

To contact Trent use one of the following methods:

 

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:

 

8:00am to 10:00am Friday through Monday

7:30pm to 8:30pm Friday through Monday

5:00am to 10:00pm Wednesday and Thursday

8:00am to 8:00pm on Tuesdays

 

 

 

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Player Choices For King:

 

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

 

 

 

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MAP SETTINGS:

 

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.

 

 

 

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Possible Units:

 

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 ***

 

 

 

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‘In-Game’ Units

 

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 Wizards Tower.  When this unit is fully trained, he will become available like

                                    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 “Temple” and even then ONLY if the player

                                    has chosen “The old ways” over any other religion choice. (debatable)

 

Priest                -           A Priest is ONLY available from the “Temple” and even then ONLY if the player has

                                    Chosen “Christ our savior” as their religion choice. (Debatable)

 

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.

 

 

 

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‘In-Game’ Buildings

 

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).

 

Wizards Tower             This building is the training point for the Wizard unit. 

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.

 

Inn                               At this building, the units ‘rest’ to re-gather their health.  The worse they are hurt, the

                                    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 Inn at a time.

 

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.

 

Temple                         SELF EXPLANITORY – functions in THIS game still to be decided.

 

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

 

 

 

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Player ‘Points’

 

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).

 

 

 

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Player Abilities

 

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.

 

 

 

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Tribute to your King!

 

(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.

 

 

 

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Kingdom Income

 

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).

 

 

 

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Who’s Idea was that anywayz?

 

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 ALL storyline planned, unplanned, scripted, unwritten, in the

            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

 

 

 

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Who is Who?

 

Trent                Programmer – Unit and Building creations (pre-graphical) control under RD

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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Updates to the Game Notes file:

 

File was created on       May 5, 2004 at 12:13 P.M. as a text file.

File was modified on     May 5, 2004 at 12:45 P.M. adding more detail.

File was recreated on    May 5, 2004 at 10:35 P.M. as an HTML document.

File was modified on     May 5, 2004 at 11:30 P.M. adding the “who’s idea” section

                                    which was originally created as a separate stand-alone text file.

File was modified on     May 6, 2004 at 10:50 P.M. getting its first view online.

File was modified on     May 6, 2004 at 11:03 P.M. simply being renamed.

File was modified on     May 6, 2004 at 1:22 P.M. changing the “who’s idea” sorting

                                    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.

File was modified on     May 6, 2004 at 2:28 P.M. added my screen names to my

                                    limited contact information. (Jokingly limited that is)

File was modified on     May 8, 2004 at 7:24 P.M. updated contact information

File was modified on     May 10, 2004 at 8:00 P.M. balanced out the “white area”.

Added Player ‘Points’ section. Added Player Abilities section.

Added “Tribute to your King!” section.  Added Kingdom Income

Section.  Updated contact information (adding times available).

File was modified on     May 12, 2004 at 9:00 A.M. updated “Who is who” section.

                                    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.

File was modified on     May 12, 2004 at 12:30 P.M. Added Contact Us section.

                                    Modified Intro Section.

File was modified on     May 12, 2004 at 2:23 P.M. modified the ‘In-Game’ units section.

File was modified on     May 12, 2004 at 4:00 P.M. modified ‘To be discussed’ section.

                                    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.

File was modified on     May 15, 2004 at 8:31 A.M. updated the ‘In-Game’ buildings

                                    section.  Updated ‘Conference Files’ download list.  Updated

                                    ‘To Be Added’ section.  Updated the “Kingdom Income” section.

File was modified on     May 16, 2004 at 9:07 A.M. made spelling corrections, and

                                    changed wording of “This Game Features” listed under the “Intro”

                                    section.  Added ‘Temple’ to ‘In-Game’ Buildings section.

                                    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 delay on making your hard efforts

                                    on this project go so long unspoken!  Thanks you guys!

File was modified on     May 17, 2004 at 8:26 A.M. Added the “Terms Used” section

                                    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.

File was modified on     May 23, 2004 at 8:10 P.M. updated the “Actual In-Game

                                    Units” section.  Updated the “In-Game Buildings” section.

                                    Modified “Actual IN-GAME Units” section name to now say

                                    “In-Game Units”.  Re-aligned the “To be discussed” section.

                                    Improved spacing in the “To be discussed” section for easier

                                    readability.  Further updated the “To be discussed” section.

                                    Added new section “Tech Tree” with the subcategories of

                                    research, buildings, and units.

File was modified on     May 24, 2004 at 9:12 A.M. updated the “Tech Tree”.

                                    Made spelling corrections. 

File was modified on     June 10, 2004 at 11:31 A.M. updated “New Sections”

                                    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. 

 

 

 

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Conference Files:

 

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.

 

Conference001.txt

Conference002.txt

Conference003.txt

 

 

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To be Added:

 

‘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 “Maintenance Shop” in place somewhere in THAT

                                                SAME TERRITORY. 

 

 

 

Back to top

 

 

 

To Be Discussed:

 

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.

 

Possible use of different types of foods and their uses for those specific types.

 

Raw materials VS finished goods?

 

Difficulty settings based on the quality and level of the PRUs housing type?

            Example – a Village Center would be very easy, where as when the player

            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 IN-GAME choice

            Example – By the research that the player chooses to do. (dragon care vs metology).

 

 

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Tech Tree – Human

 

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                                                                      Metal Works

Mining

 

Unit Name                              Trained At                                          Type

Citizen (Peasant)                       Village Center              

Wizard                                     Wizards Tower                                     Magical

Knight                                      Stables                                                 Militia

Mounted Archer                       Stables                                                 Militia

Archer                                      Archery                                                Militia

Crossbowmen                          Archery                                                Militia

Priest                                        Temple                                                

Spearmen                                 Barracks                                              Militia

Swordsman                              Barracks                                              Militia

Dragon                                     Dragons Nest                                       Mythological

Wolf Pack                                Defense Command (ONLY)                 Defensive Militia

 

 

Building                                              Prerequisite

Village Center                                       N/A

Wooden Wall                                       Village Center, Builders Hut

Stone Wall                                           Town Center

Granulated Stone Wall

Wizards Tower

Arms

Small House                                         Village Center, Builders Hut, Lumber Yard

House                                                  2x Small Houses, Well, Builders Hut

Large House                                         Town Center, 3x Houses, Large Well

Huge House

Well                                                     2x Small Houses, Builders Hut

Large Well                                           3x Wells, 2x Houses, Builders Hut

Maintenance

Inn                                                       Well, Builders Hut

Stables

Archery

Vault

Gold Mine

Stone Mine

Iron Mine

Temple

* Arrow Workshop *

Lumber Yard                                        Village Center, Builders Hut

+ Town Center +                                  (Village Center)

Builders Hut                                         Village Center

Barracks                                              Military Command

* Ballistics *                                         Military Command

* Watch Tower *                                

* Guard Tower *

* Corn Farm *

* Cattle Ranch *

* Dairy Farm *

* Dirt Road *

* Stone Road *                                    [Tools]

* Trenches *                                        [Tools]

* Defense Command *

* + Military Command + *                   (Defense Command)

* Granary *

* Wizards Keep *                                Wizards Tower

* Power Tower *                                 Wizards Keep, Library of Magics, Library

* Mill *

* Ranchers outlet *

* Library of Magics *                           Wizards Keep, Builders Outpost

* Library *

* School *

* Dungeon *

* Wheat Farm *                                   Mill

* Builders Outpost *                             3x Builders Hut, Town Center

* + City Square + *                              (Town Center)

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:

            Town Center is an UPGRADE on the previous building, Village Center.

 

ALL Buildings require “Village Center

 

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 Village Center – Player has the Town Center

            As the Town Center is a higher version of the Village Center, then the player

            has met that requirement.

 

 

 

Tech Tree – Dragons

 

Research                                From                           Description

 

 

Unit                                         Trained At                              Type

Human Slave

 

Building                                              Prerequisite

* Nesting Center *

Market

 

 

 

Tech Tree – Elves

 

Research                                From                           Description

Mythril

 

Unit                                         Trained At                              Type

Alazu

Witch Elf

Citizen

Archer

 

Building                                              Prerequisite

* Elven Village Center *

* + Elven Town Center + *

* Elven Shrine *

* Archery Encampment *

Market