Contents
- 1 Powers
- 2 Civilization
- 3 Cities
- 4 Resources
- 5 Diplomacy
- 5.1 Wars
- 5.2 Rebellions
- 5.3 Relationship
Powers[]
There are 10 powers under this tab. They are Humans, Orcs, Elves, Dwarves, Village Info, Relations, Inspiration, Village Names, Borders, and The Kingdoms Tab.
Power | In-Game description | Description |
---|---|---|
Humans | Basic human with basic needs | Places Human |
Orcs | Orcs are green and brutish creatures. Don't like humans | Places Orc |
Elves | They like trees and don't like orcs | Places Elf |
Dwarves | They like mountains and don't like elves | Places Dwarf |
Village info | Select a village to see detailed information about it | Shows the village tab |
Friendship | Forcing kingdoms to make peace | Stops every war of the selected kingdom |
Spite | Forcing kingdoms to start a war | Starts war with another kingdom immediately |
Relations | Select a kingdom on the map, to see it's diplomatic relations with other kingdoms | Shows kingdom in white, allies in green, and enemies in red |
Inspiration | When used on a village, that it's not a capital - it will become it's own kingdom | Makes village an independent nation |
Village Names | Displays Population and names for all Villages | Shows the name and population of all villages |
Borders | Displays the borders of villages | Shows the area of land owned by each village |
Kingdoms Tab | N/A | Shows List of all kingdoms from highest population to lowest |
Civilization[]
All humanoid races (i.e. humans, elves, dwarfs and orcs) are able to construct civilizations (i.e. kingdoms with multiple villages/cities), the size and development of which being dependent on the room and resources available to them.
Cities[]
For a city to be founded, a square 8x8 city zone must be completely filled with land, not including hills and mountains (and not be claimed by another city), the island must have at least 300 connected land tiles, not including mountains, and a humanoid must be inside the city zone. City zones can be viewed by changing the associated setting in the debug menu, under Display Map Overlay (7/15). A city will be founded when a humanoid begins building a bonfire.
Resources[]
Resources play a fundamental part in the development and technology level of different villages, depending on their location and what resources they have access to (specifically what resources can be found within their borders, as humanoids cannot access, mine, farm or collect resources from outside their borders, even in neutral territory).
Villages generally start when a humanoid race claims territory, usually the same place they are spawned (unless there isn't enough room, they are too close to another village, or if there isn't any fertile soil and wood, in which case they will travel elsewhere). Immediately after founding the village a fireplace, town-hall and then a various number of level-1 houses (~3-5) are constructed before the villagers begin collecting resources (chopping down trees, mining stone, ores, tilling the soil, planting crops etc).
Resources are then used to upgrade the village, generally in this pattern (assuming there is enough space for expansion):
- Villagers collect 10 stone and 5 wood to construct a mine, expending that stone and wood in the process
- Resources collected from trees and the mine + any stone and ores on the ground are then focused on upgrading the town-hall.
- After the town-hall has been upgraded to a castle (level three, the maximum level), houses begin to be upgraded depending on the resources collected in the meantime.
- Village expands, claiming more resources and building more houses
- Repeat
If a village expands to a point where there is no room for a mine, the village will simply use any stone, iron, gold and wood it has collected to upgrade the town-hall and some houses directly.
The upgrade path for the town-hall is as follows:
1st tier = 0 resources
2nd tier = 10 wood, 10 stone
3rd tier = 10 wood, 10 stone, 10 iron
As described before, once the town level has achieved 3rd tier, houses will be upgrade as follows:
2nd tier = 4 wood
3rd tier = 4 wood, 4 stone
4th tier = 10 wood, 10 stone
5th tier = 10 wood, 10 stone, 10 iron, 10 gold
6th tier = 10 wood, 10 stone, 10 iron, 10 gold
As it is now of version 0.5.144, gold does not serve any other purpose but to upgrade buildings. Iron can also be used to make weapons and armor, at 3 iron per equipment.
Diplomacy[]
Kingdoms have different relationships with each other, and these can cause wars and rebellions. They can be seen with the Relations power and by viewing the kingdoms’ info.
Wars[]
Wars happen when two or more kingdoms have low relationship statuses, and this will result in them fighting. Wars can be manually started with the Spite power, or can happen with no player input because of low relationships between kingdoms. They can be instantly stopped with the Friendship power.
Rebellions[]
Rebellions are when villages of a kingdom create a new kingdom and start war with the previous leaders. It can be manually started with the Inspiration power, or can naturally happen when villages have a low relationship with the kingdom. Occasionally, if multiple villages all revolt at once, they will join forces and all join the same kingdom.
Relationship[]
Relationship is something all kingdoms and villages within those kingdoms have. It influences wars and rebellions. (More on this will be added)