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Filename: (7) Feudalism 1.0.2.scx
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Apr 1 2008, 2:50 pm |
major |
Not Given. |
185 |
Human (Zerg) | Human (Zerg) | Human (Zerg) | Human (Zerg) | Human (Zerg) | Human (Zerg) | Human (Zerg) | Computer (Terran) |
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In version 1.0.1 was a crashing bug (stupid map protector).
Feudalism
There are two teams plus optional magnate (to add some diplomatic dimension).
In general game consists of capturing beacons and advancing technology. A captured beacon generates money to the kingdom's treasury. The king holds the money, sharing it with his feudals in form of an income every 10 seconds. King sets the amount of that income.
Both kingdoms start on two separate continens connected by three bridges.
Moreover, players can cast spells and trade (but magnate can't use magic). Kings can build bridges to improve land's infrastructure.
Although its possible to play without "feudals", the game is meant to be played by two kings and at least two feudal players. As I said, presence of the Magnate brings nice diplomatic dimension since he has his possessions on both continents.
There is in-game help and a banning device.
As the money system is pretty complicated so here is how it works: Kings + feudals capture beacons on behalf of their team. Each beacon can hold: Town(Supply Deapot) +1$ Watermill(Academy) +2$ Windmill(Armory) +3$, so its max +6 per beacon.
Beacons generate money every 2 seconds. Kings give out money to their feudals every 10 seconds (this amount can vary from 0-800).
Magnate is completely independent so he collects money for himself.
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