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*idea!* The War of the Four Kingdoms

TMSTKSBK

Lord
*idea!* The War of the Four Kingdoms

WHAZZAP!! [I wish to highlight that this is NOT a "new game" -- it is a massive drop-in script for RunUO]

I have...an idea.

It's gonna be sweet.

But I need suggestions/concerns/ideas...(and later beta testers and coders)

Here's my idea:
I'm going to script a Real-Time Strategy game for RunUO. The codename is "War of the Four Kingdoms".

Basically, the first four players on the server are "kings". The next four are generals. The next four are mayors. Then, each king is assigned a town, and the game starts. The object is to either kill or ally with all remaining kings. The king with the most points in an allied victory "wins". There can be more than the original four kings. Any player who kills a king becomes that king. Thus, a king has to kill the other king to eliminate that crown. Also, generals and mayors can revolt and ally with each other to form a sub-kingdom.

And you can build buildings and whatnot, train citizens, gather resources, and go on quests. The mayors must keep morale high by assigning citizens to tasks such as research or building.

The maximum unit level for a king is 60,000 units over all facets. The population is determined by how many civ points you have, how many troops you have, how much territory across all maps you control, and your technological prowess.

This is obviously a giant undertaking. Sort of like Factions meets FS Gov. I'm going to need help. To that end, if all the building-builders could submit designs for the following items, in three different periods (archaic, modern, advanced):

//civilian
Capitol (Should be relatively large [>20x20]. Will be built outside a king's town.)
Factory (Should be at least 10x10)
University (Large. 40x40. Should have a big library and classrooms)
Church (Medium 10x10+ pews, altar/podium [no blood!])
Mage Council (15x15+ major feature is a table with stone chairs)
Storage Center (20x20+, has lots of bundles, boxes, crates, etc.)
Smithy (10x10+, forge(s), anvil(s), deco of ingots and ore...you get the drill)
Research Center (Should look like a library mostly...)

//military
Barracks (swords & axes for decoration, needs some cots & such.)
Archery Range (archery buttes, bows, practice range)
Headquarters (relatively large 25x25+. Has offices and such. Should look imposing)
Castle (Large 30x30, not to exceed 50x50. Must be imposing/menacing. Outer and inner walls, central space -- should look like a *castle*)
Wall (...pretty straightforward. Should be able to walk on the top, has crenellations. Submit gatehouse and corner designs with this)
Siege Workshop (Scaffolding-ish. Maybe some timber and stone for decoration. Forges & such are good, too)
Stable (stalls, rope, hitching posts, hay...)
Tamer's Workshop (Lot like Stable except built for larger animals ;) )

//special
Cathedral (Large to 60x60)
Bridge (Sectional with spans, uprights and end caps for both sides)
Ornate Bridge (Bridge on steroids)
Road (Can be pretty good, needs to blend to whatever's at the side of it.
Highway (Road, except more ornate/bigger)
Path (Normal UO roadway, one design only)
Capitol (Democracy, anyone?)
Palace
Tower
Coliseum
Parade Grounds
City Square
City Center
Memorial Statue
Houses (small, many designs)


All these must be submittable as addons. Use Arya's Addon Generator to create the addons. Thanks much. Also post any ideas or questions you may have.
 

TMSTKSBK

Lord
I may just need help with the scripting eventually...I'll bellow at you when I get the idea formalized...
 

TMSTKSBK

Lord
indeed...in fact this will be a proof-of-concept for a much larger game I want to make...

It's unlike AoE in that you have a much vaster scope of play -- instead of a "map", you have the entire server to do with as you please, and players play at all levels of government.
 

TMSTKSBK

Lord
MORE INFO!!!

Player Ranks:

King:
Commander of the kingdom (region of control). Is able to appoint mayors, generals, build buildings, and train citizens. Must be protected. If killed, kingdom is dissolved, and split between the killer and the kings allied with the dead king.

General:
Commander of a king’s armed forces. Is able to build military buildings (if ceded a citizen by a Lord Mayor), train troops, and command army units. Is responsible for expanding the kingdom. Can revolt. (Earl)

Governor:
Commander of the mayors in a realm of a king’s domain. The king can split the kingdom into different realms, generally defined as the area between the cities in the governor’s domain. This can be defined dynamically, also. (Duke)

Mayor:
Ruler of a town in a king’s domain. The mayor must keep morale in the town high by keeping taxes low and creating jobs. A town may “revolt” if they do not have high enough morale. Can revolt. (Lord Mayor)

Army Commander:
A commander under the General. Commands up to 10,000 units. Can revolt. (Lord)

Division Commander:
A commander under the Army Commander. Commands up to 2,000 units. Cannot revolt. (Lord)

Battalion Commander:
A commander under the Division Commander. Commands up to 200 units. Cannot revolt. (Knight)

Detachment Commander:
A commander under the Battalion Commander. Commands up to 20 units. Cannot revolt. (Lieutenant)

Explorer:
Expands the kingdom by spreading dissension in other kings’ towns. This lowers morale and increases the possibility of revolt. (Knight)

Researcher:
Raises the kingdom’s civ points by performing quests. May command troops if necessary. Max 20. (Knight)
 

Rabban

Sorceror
So it sounds as if there will be many NPCs per real player in each kingdom. How diverse will the commands be for say NPC fighters (aka will they form formations (line up), march, etc)?

Oh and what happens after death? Make a new character and rejoin the match?
 

TMSTKSBK

Lord
I'm not sure, actually. Formations could be kind of complex, but I think I could do it. You'll have a patrol command, where units will patrol all regions in a governor's control, you'll have an attack, command, obviously, to tell units to assault a building or unit, you'll have guard command similar to the one for pets, you'll have a defend command that tells the units to defend a region. And yes, there's a move command. You can order individual units to move, or you can order a number of units (a "unit") to move, such as a detachment, battalion, division, army, etc.

How big are each of those units?

A detachment is 20 soldiers. There are ten detachments per battalion. There are ten battalions per division, and there are five divisions per army. You can have up to five armies. I'm not sure if I'm going to be able to create a multi-select thing, where you order an odd number of units (3, 5...2...) to do something.

If you die, yes, you can log out and back in, and you will be reassigned as a private in some king's army. They will be notified of your previous rank and allegiance, and can deal with you from there. If they dismiss you, then you can join whichever army you please. If you get high enough and don't like your king, you can revolt. If you were a Lord Mayor, then you are assigned as an Explorer in some king's kingdom.

Bonuses of being a better-than-normal player:

Kings get +350 HP, and +75 S/D/I
Earls & Dukes (Mayors & Generals) get +275 HP, and +55 S/D/I
Lord Mayors get +250 HP, and +45 S/D/I
Lords (Army Comm) get +150 HP and +25 S/D/I
Lords (Div Comm) get +125 HP and +20 S/D/I
Knights (all) get +100HP and +10 S/D/I
Lieutenants get +50HP and +10 S/D/I
 

TMSTKSBK

Lord
MORE info:
Controlling Territory:
A territory is considered controlled by a given king if a king keeps his army stationed in that territory for a period of five minutes without contest, and then builds a capitol in the area. Without contest is defined as no hostile troops or buildings in the region. Contested means that some other hostile commander is in the region, with at least a detachment of troops (20) at his back. To de-contest a region, you must eliminate or throw back the commander, or decimate the assault force to below 20. Losing control of a region lowers your civ points, and forces you to reduce army size if it is at maximum. A region is not considered lost until your enemy throws you out of it entirely, as defined above. A region is defined as a rectangle of area, of size 200x200.

Finances:
Each primary king is given a treasury of a certain amount of gold, varying by server, and at least 25,000GP. Then, depending on his civ points level, percent of territory controlled, number of cities governed, number of civilians, time in-game, and tech prowess he receives more on a periodic basis (10 minutes in-game). After this, he is able to spend it on things like buildings and technologies. Treasury level can also be boosted by quests by researchers, upon finding certain objectives, the treasury will be paid a certain amount of money, ranging from 5000 to 500,000 gold, depending on the difficulty of the objective. Army units take gold out of the treasury at a rate proportional to the size of your army (5GP per unit per period). Any army unit left unpaid loses morale, and the possibility of the units revolting increases. Therefore, you must keep your income level with your expenditures, or risk losing your army. Civilians must also be paid at a rate of 1GP per citizen per period. So, with a civilian population of 1000, and an army size of 1000, you’ll be paying 6000 in dues every 10 minutes, plus whatever expenditures you incur by building buildings and researching technology – which you must do in order to increase your treasury intake. Finally, officers of the army are paid 500 GP every hour, and explorers and researchers are paid 1000 GP each hour. Secondary kings are granted the average of treasury values at the time they are appointed king, minus 25%.

Buildings:
Buildings may not be built in any uncontrolled territory, except capitols in order to control the territory. Buildings are built by civilians, although troops may be used to build at a sacrifice of 10% HP and a 150% build time, and when supervised by a General. There are three classes of building, civilian, military, and special. Building a special building increases your civ points, and gives you bonuses for research, allows for new technologies, and gives you a bonus on treasury intake. Buildings cost a certain number of resources to construct, plus a certain amount of gold. Certain buildings can only be built after a technology is researched. Thus, any units they create can also not be created until that technology is researched. The buildings are listed by type below:

Civilian:
The Capitol – The seat of government for a kingdom. Destroying this reduces the kingdom’s civ points by 1000. If this makes the points negative, the kingdom is dissolved. If king in region, this building gives +400 morale to all units in 2-region radius. Gives +100 morale to all units within 5 regions. Max 1.
Capitol – The seat of government for a region. Generally implies a governor in the vicinity. +50 morale for all units in region, and 25 for all in 2-region radius. If governor in region, gives +100 morale to army units. If king in region, gives +200 morale to all units, along with other bonuses. Max 1 per region. Multiple Capitols can be under one governor. Creates a town for a maximum of 400 tiles in all directions from it. Town is only created if the tiles for the town are under your control.
Governor’s Manse – Building automatically created for governors of very large or prosperous regions of a kingdom. Max 1 per governor.
Government Center – Strengthens the government of an area and gives units +50 morale within a 5-region radius. Reduces unemployment by 20.
City Center – Gives civilians +50 morale within 2-region radius.
Houses – Gives civilians +1 morale for each house within 2 region radius.
Factory – Gives +10 civ points, and reduces unemployment by 10.
University – Gives +100 civ points, and reduces unemployment by 50. Max 20.
Church – Gives +10 civ points, reduces unemployment by 5, and gives +20 morale to troops and citizens within a 3 region radius. Max 50.
Mage Council – Gives army +20 morale within 5 region radius. Max 10.
Research Center – Gives +75 civ points, and reduces unemployment by 75. Allows for research of civilian technologies, and communications technologies. Max 5. If built in same town as a University, research time cut by 25%, unemployment reduced by 100, civ points increased by 100.
Blacksmith’s – Gives +25 civ points, and reduces unemployment by 15. Allows for research of armor technologies. Max 25. If built in same city as a Factory, for each Factory, adds 5 civ points, and research time is reduced by 5%.
Storage Center – Reduces unemployment by 5. Stores resources. If destroyed, resources stored here are lost. No max.
Hospital – All injured units in region slowly healed. +10 civilian morale, reduces unemployment by 20. Max 35. If built in the same town as a university, morale increased by 20, unemployment reduced by 25, civ points increased by 15, and heal rate increased to 130%.
Palace – Building created for kings with kingdoms of more than 2000 civ points. Max 1.

Military:
Barracks – The basic troop training building. Increases troop morale by +5. Maximum population supported: 1 battalion. Portable.
Encampment – Larger barracks. Increases troop morale by +10. Max population 5 battalions. Portable.
Division Headquarters – Largest camp. Increases troop morale by +15. Max population 1 division (10 battalions). Portable.
Army Headquarters – Camp comparable to Division Headquarters, but is home to an Army Commander. Increases troop morale by +25. Max Population 1 division + 1 battalion (commander’s guard). Portable.
Grand Headquarters – Building generally built in the capital city of a kingdom. Home to General. Gives troops + 45 morale in 2 region radius. Reduces unemployment by 25 in city of building. Can be built up to five times at once. First is considered “home” headquarters. Must be built in a town.
Intelligence Center – Also generally built in capital city. Used to research troop movements of the enemy, and coordinate Explorers’ actions. Reduces unemployment by 30, reduces dissension in town by 40. Max build of 5. Must be built in a town.
Archery Range – training building for archers. Increases troop moral by +1. Does not support population.
Stable – Training building for horsemen. Increases troop morale by +1. Supports one cavalry battalion.
Siege Workshop – Training building for siege weapons. Reduces unemployment in town of building by 10. Siege morale +25 in 2-region zone. Must be built in a town.
Castle – Defensive/Offensive structure. Very expensive. Reduces unemployment (if built in a town) by 100. Increases civ points by 200. Raises morale of citizens and troops in a 3-region radius by 100. Max Population: 1000 civilians and 1 division of troops. Can act as a Division or Army Headquarters, if commander in building. Division or Army bonuses are added to castle bonuses. Town research progresses at a rate of 125% normal rate. Cannot be captured. Can only be attacked by siege weapons.

Special:
Cathedral – Wonder. Large church. Gives +1000 civ points, but requires 4000 to build. Max 2. Reduces unemployment by 25, and increases morale in a 5-region radius by 55 for all units. Must be sanctified by a citizen trained as a priest. Maximum Garrison: 2000 civilians.
Bridge – infrastructure. Allows generals or kings to bridge relatively short bodies of water. Cost is exponential based on length.
Ornate Bridge – Same as Bridge, but fancier. Cost is the same as Bridge, with an offset.
Road – Paved roadway for rapid transit between cities. Gives 110% speed bonus to infantry and cavalry units & civilians.
Highway – Broad paved roadway with inns at intervals. Gives 150% speed bonus to cavalry and infantry units, as well as civilians.
Path – 110% speed bonus to civilians on path. No bonus to infantry or cavalry.
Tower – Wonder. Gives +350 civ points, must have 1000 to construct. Reduces civilian technology research times by 10%.
Coliseum – Wonder. Gives +1250 civ points. Increases civilian morale kingdom-wide by 50, and within 3 regions by 150. Reduces unemployment in town of building by 150. Troop morale is increased by 100 if in same region.
City Center – This structure is the formalizing of a town as a city. It must be donated by the king, and costs about 20,000 GP, 50 stone, 250 wood. The city then obtains the ability to have a fortress within the walls of the city. Wall building cost is decreased by 75% in the city area, and the boundaries are expanded to 600x600, again provided you control that territory. Allows naming. Citizen morale gets +50. Troops garrisoned within 2 regions of city edge get +45. Troops defending the city get +65. Any town/city bonuses are changed to the city bonus. Civ points increased by 550.
City Square – This area decreases technology research times by 15% within a 1 region area. Adjoining buildings receive a 20% decrease. Reduces unemployment in city by 10.
Memorial Statue – Wonder. Gives +500 civ points. Gives +15 morale to city of building.

Unemployment:
Unemployment is the number of workers not currently tasked. One of the mayor’s duties is to either cede the workers to generals so that they can build defenses, or have the workers build and research things. Civilians can also be under the command of Knights, who can use them for whatever the quest needs. If a city’s unemployment is positive, it spreads dissension, and makes the city more likely to revolt. If a city’s unemployment is negative, the citizens receive a morale bonus, and work faster. In return, they are also paid a fee greater than that of normal citizens. So, if a city has an unemployment value of 20, then the city’s dissension rating is 20*10 or 200. This is subtracted from the average morale of citizens from the city. If the result is negative, then the city is in a stage 1 revolt.

Revolt (involuntary):
In stage 1, the Lord Mayor or Governor has 15 in-game minutes to fix the city’s woes before the revolt progresses to stage 2. At stage 2, the civilians start to swear allegiance to various other kings, and spread more dissent throughout the city. These citizens must either be placated by show of force, or, if that does not work, killed. The only way to stop the city from progressing to stage 3 is to garrison it with at least a division of soldiers, with the commander at the capitol. If this is not done, the city will progress to stage 3 revolt, where the mayor and/or governor are killed, and the capitol of the city is destroyed. The citizens will then become non-aligned mobiles until a king sends a division or more of soldiers to retake the city. At that time, if it is the same king, the civilians will attempt to slow down the soldiers by becoming weak infantry and/or cavalry. If the division can make it through the defenses, they can retake the city by bringing another city’s civilian to rebuild the capitol of the city. The city will return to the king, who can then appoint a different mayor. The city will not stay under the same mayor. The governor may be reappointed, however, if necessary. The rules for securing territory apply here, also. Any civ points derived from the buildings in this town are immediately lost. If a different king attempts to take a city in revolt, he will need to build a new capitol on the site of the old king’s capitol. He will not need to destroy the civilian infrastructure. He will need to destroy any military buildings (castles, fortresses, barracks, etc.) in order to secure the region, however. He will also need to garrison the town to prevent re-revolt.
 

The Noob

Wanderer
Ideas

Make walls offer combat bonus (more damage, better evade, etc.)

Maybe make it possible to see healths of units

Upgradable units/buildings

Hireable mercs of other races


Just some suggestions...sounds almost like Rome:Total War

and I would be glad to test, sounds like an awesome project
 

TMSTKSBK

Lord
It's easier to test it in the UO client, since it's already there, and that's that much less to write...(I'm not particularly good with C++ :X ).

To Vorspire -
Yeah, this is inspired by AoE II, but it is not the same. It's much more user-dependent -- you need a bunch of users to get it to work.
 

TMSTKSBK

Lord
The Noob said:
Make walls offer combat bonus (more damage, better evade, etc.)

Maybe make it possible to see healths of units

Upgradable units/buildings

Hireable mercs of other races


Just some suggestions...sounds almost like Rome:Total War

and I would be glad to test, sounds like an awesome project

Troops and civilians within a walled region get a +50 morale bonus, and a +10% speed increase. The units are upgradeable on a per-unit basis, and there are techs to upgrade the entire army. Mercenaries are not on the table at the moment...but meh.

Buildings can be upgraded through a process of fortification. Each fortification of a building increases its HP by 150, and increases its siege defense by 10.
 

TMSTKSBK

Lord
OKAY! I'm gonna start signing people up for the first alpha test game...although that could be several months down the road. We're gonna need at least 12 people to play (preferably more like 50)...so...call your buddies. If you want to test, and aren't on the list, post and say so.

Alpha Test List:
The Noob
Manu
Radwen?
Rabban
Packer898
Joeku
slayer1ss
BeneathTheStars
Quick_Fingers
Alis
Seth909090
 
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