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Citybuilder + RTS idea

Started by October 22, 2009 10:26 PM
4 comments, last by doomhascome 15 years, 3 months ago
This is an idea for a game that combines elements of the real-time strategy and citybuilding genres. Think of it as a hybrid between Age of Empires and Caesar. The game is set in ancient times. You are in charge of a small village and are tasked with building it up into a grand city. At the same time, you must contend with other tribes who covet the same land and resources that you want. The first part of the game consists of expanding your city and keeping your population satisfied. You must make sure they gather enough food (which can come from wild animals, fish, or farms) to feed themselves as well as enough wood and stone to construct certain buildings. At the same time, you must keep your population happy by satisfying their varied needs, such as religion, entertainment, and education. Another aspect of the game is technological research. You can build structures called Universities to initiate research projects at the cost of food. Among the techs you can research are upgrades for military units as well as upgrades for buildings that change their appearance and make them stronger. The RTS part of the game comes in when you have to deal with rival city-states. You recruit military units from your male population, spending a resource called metal as you do so. Military units fall into four categories: infantry, archers, cavalry, and siege weapons. Infantry counter cavalry, archers counter infantry, cavalry counter archers, and siege weapons are used against buildings. Military units usually consist of multiple individuals and can be combined into larger formations. You can change the shape and density of unit formations to suit your strategic needs. An important thing to watch is your units' morale. Units slowly lose morale the longer they spend time away from their city, but they can also lose morale when they are overwhelmed by enemy forces. Morale affects unit performance, and losing all of it causes the unit to rout to your city. If you capture an enemy city in a war, it becomes yours to govern. You must therefore manage the affairs of that city along with your original city. This can be tricky, as citizens in the newly acquired city may be unhappy that they're now being ruled by a foreigner. Assimilation will take time, maybe even generations. However, it will be easier if the enemy comes from the same race as your faction does (more on races later). You can also train powerful units called Heroes. Heroes can regenerate nearby military units' morale, but they also have special powers that can aid them in battle. They're similar to Heroes in Warcraft III. Each of the game's races has three kinds of Heroes that they can train. However, you can have only one of each kind of Hero. There are three playable races: the Africans, the Europeans, and the Asians. The Africans are the most industrious race, for they build and gather resources at a faster rate. African military units are faster and more maneuverable than other military units. Religion also has an increased effect on African citizens' happiness. Their military units are the Spearman (infantry), the Medjay (archer), the Chariot (cavalry), and the War Elephant (siege weapon). Their Hero units are the powerful Pharaoh, the mystical Witch Doctor, and the agile Huntress. The Europeans build more durable structures (i.e. less prone to collapsing, fire, or being destroyed by enemy siege weapons). Their military units also have stronger armor than those of other races. Their citizens' happiness are affected more by entertainment structures. The European military units are the Axeman (infantry), the Longbowman (archer), the Knight (cavalry), and the Catapult (siege weapon). Their Heroes are the strong Paladin, the magical Wizard, and the crafty Bandit. The Asians research technology more quickly and at lower costs than other races. Universities also have a stronger affect on Asian civilians' happiness. Thirdly, the Asians' military units have the strongest attack. The Asian military units are the Swordsman (infantry), the Crossbowman (archer), the Keshik (cavalry), and the Cannon (siege weapon). Their heroes are the mighty Samurai, the holy Monk, and the lethal Assassin. Any suggestions? [Edited by - Kahotep on October 23, 2009 11:54:54 AM]
How does the timeline of battle mix and max with timeline of city management. Are we talking Total War (turn based table top for researches an army movement, real time for battles), or those online TBS empire games. Mixing the scale of city building and combat will be tough. How good area heroes within battles, also. Lastly, in the RTS stage, can you create bases, or is it the Total War engine?
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Original post by doomhascome
How does the timeline of battle mix and max with timeline of city management. Are we talking Total War (turn based table top for researches an army movement, real time for battles), or those online TBS empire games.


I had a fully real-time game in mind.

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How good area heroes within battles, also.


They're about as good as Heroes in Warcraft III are. They're more powerful than ordinary units.

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Lastly, in the RTS stage, can you create bases, or is it the Total War engine?


By "bases", do you mean fortresses or something like that?



I meant are battles more 4X (you mine resources, build a base, tech up, make units, and then kill the enemy), or more Blitzkreig, (you start with units, and maybe some special abilities, which you fight with. Victory is done by taking areas or killing every enemy)

Heroes in WC3 (particularly late game, and some heroes moreso) were worth nearly 10 food forth of units. The blademaster can, even at level one, easily kill footmen and grunts, even in 3:1 or 2:1. Is that the scale, where heroes will rampage across the battlefield, cleaving and cutting, or will they be more aura guys who have decent attacks.

How long will it take an army to travel across from your city to an enemy city? If it takes too long to build up an army, a single enemy legion could take your entire empire.
One thing I would worry about is the map scale. How are you going to have room for a good city building element AND an RTS going on between different cities?

Old Username: Talroth
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Original post by Talroth
One thing I would worry about is the map scale. How are you going to have room for a good city building element AND an RTS going on between different cities?


That really is my point: the scale would have to be perfect to ensure that building up your city is worthwhile, but building up an army is equally necessary. Too small and armies will be the only thing on the map, too big and fighting won't even occur until really late game.

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