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Lords of Uniwar FAQ / User Guide
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Duaneski

Messages: 1019,
Joined: Nov 27, 2015,
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Duaneski

Messages: 1019,
Joined: Nov 27, 2015,
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(WIP for the spreadsheet)

https://docs.google.com/spreadsheets/d/104RoPQ3pTijeDPGwGyEEM0loGFEZpN_1r_9cjcTbTkk


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How to win:

1. accumulate "victories." There are four types of victories - story, battle, espionage, and Purchased. At the end of the game, the players who are within 20% of the player with the most victories, will be eligible to win overall.... (example: if the player with the most victories has 20 victories, all of the players who have 16-20 victories will compete for the win. Those with 15 and fewer victories will not be considered.)
2. The net worth of each of these realms is compared. (I will add this to the spreadsheet for easy ongoing reference. Includes army, mercs, summons, population, gold owned, and land)
3. Story events are then considered - specifically any earned "unique artifacts."
4. Final wars or battles are conducted between the final Lords: Final deals are struck, and once each Lord has finalized their plans, a final war is held.
5. I'll compare results from this war with losses and gains, compare net worth, story results, outstanding "artifact" effects, and determine the victorious Lord objectively.

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Your Turn


A turn will take about two weeks altogether. Each turn may look a little different, but requires some base actions that will be consistent each turn.

1. Declare one kingdom action per turn.
2. EITHER complete story responses OR complete one battle mission.
3. Once a research is complete, choose a new research topic.
4. Build on your lands.
5. Train troops
6. Make purchases from your private market

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Ongoing actions by players


1. Practice diplomacy with the other players. You can make trades with other players, you can declare war or peace or make alliances.

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Kingdom actions

1. Explore
2. Pillage
3. Spy
4. Cast spells (also - gain one free casting action when you have 30 temples or libraries)
5. Conquer (a traditional land grabbing attack... depending on muliple factors, this may result in a siege, open field combat, or a champion duel)

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Buildings.


Housing:
Affects max population and population growth. Indirectly affects soldiers per turn. Increases % deployment of your troops to battle.

Population: affects gold and faith produced. Consumes food.

Land: build buildings on it. Having more land increases your magic production, your gold and food production, and is generally just a good thing.

Farms: produces food at a base rate multiplied by a random factor each turn. The random factor is the same for each player, and hidden until the turn concludes. There is no guarantee of the overall random factor being positive, negative, or neutral. It can go any way.

Libraries: produces magic. Decrease Research time. Increase population growth. Increases summoning amount, number of units, and Deployment distance.

Temples: produces faith. Also produces small amount of magic. Increases population growth. Increases land gained per turn. Decreases research time.

Barracks: increases max soldiers. Increases soldiers per turn. Increases Deployment % and deployment distance.

Markets: increases gold per turn. Increases mercenary gold and units. Increases land per turn. Decreases cost of upgrading castle.

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Deployment


Deployment distance: how far from the deployment map edge you can deploy your troops.

Additional deployment %: Affects how many troops you can deploy (each scenario has a base amount, this affects that amount)

The other fields seem self evident to me. Ask if you have a question

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Military


Troops: trained soldiers. Can be deployed into battle directly under your control. Moderate upkeep cost. If they die in battle you lose them permanently.

Soldiers: untrained troops. Low upkeep. Think of them more as a "resource" like gold, than as a military unit.

Mercenaries: Bot controlled troops. Purchased primarily with gold. High upkeep costs. You do NOT lose these troops when they die in battle.

Summons: same as mercs, except with magic.

Swordsman:marine
Archer:Fuze
Longbowmen:bopper
Knight:marauder
Healer:engineer
Battle Mage:mecha2
Battering Ram:tank
Iron dragon: helicopter
Ballistae:battery
Galleon:destroyer

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Miracles / spells


Their effects are hidden until they're cast. Some have one time effects, some have more... "lasting" impacts. You may accumulate more than one copy of a spell at a time, but you can only cast each spell once per turn. Additionally, spells do not affect your net worth.

You may use your kingdom action to cast a spell.

Once you have 30 libraries or 30 temples you gain one free kingdom action which can be used only for casting spells every turn. (Again, you can not cast the same spell twice in one turn).

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Conscription rate: increases your soldiers per turn. Can be upgraded via your private market.

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Champions


Champion: assigned to you, by me, based upon a number of variable responses when setting up your empire.

Champions are deployed under bot control every scenario. Their deaths are not permanent.

In lieu of battle, to resolve a conflict, two Or more Lords may ALL agree to have their champions battle in an arena.

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Castles:




Requirements: map size 20x20 - 22x22. No blank hexes

Scenario: capture the flag.
You have one owned base within your castle. The neutral base should be offset from the map.

Castle must have at least TWO GH accessible entry hexes - either plains, roads, or dunes.

Castle must have at least 10 GL accessible entry hexes.

Castle may have deep water on ONE side only. May only have more than ONE hex wide of water on up to two sides.

Castle must be someone centrally located on the map.

Final map approval required by Game Administrator.

(Try to make a fair, personalized castle, basically . Well... fair-ish )

Total Map size: not modifiable.

Castle size(in hexes): can purchase additional hexes.

Cities: the number of cities included within your castle walls.

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Research


Seems like this should be self explanatory. Please ask any questions.

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Battle Scenarios


Special scenarios I've pre built. You will edit the map to place your own troops, your summons, and your mercenaries.

Players will compete against each other for efficiently completing objectives and mitigating their own troop losses. (See battle results).

Each map/scenario description will have its own forum post, and include:

Troop deployment amount: the amount of credits your army can add up to.

Deployment edges (/zones): north, south, left (west), right (east). You may deploy your army your deployment distance from any listed edges.

Summoning / mercenary restrictions: some lands have barriers which prevent the entry of magical creatures. And there are some territories that mercenaries will not fight in - no matter how much you pay them. Any such restrictions are listed here.



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Battle results


The top 3 players (using Angkor's formula - time scenario completed in, and considering losses) will receive "battle victories" 3-2-1, respectively, for first second and third place. (In the event of a tie, fractional victories may be awarded. For example: two players tie for first and then two more players tie for third. The first two players split 5 points and get 2.5 victories each, the other two players split one point.) under each map, I will list the point value of optional objectives.
- Resource Rewards for the scenario are determined STRICTLY by completion within the allotted turn limit. All players who complete a scenario's primary objective will split the resource winnings evenly. SO, if fewer players complete a scenario, then the players who did complete it will receive greater resource rewards.
- The same is true for OPTIONAL objectives. IF they are completed, the resources for the optional objective are split out from the primary objective.
- Rewards are hidden until after the scenarios end, so making a risk reward decision is absolutely guess work. I'll try to provide the context for each scenario, so that you can make an educated guess at what type of reward you may expect.
- Special rewards MAY be hidden for each scenario - under primary OR optional objectives. These may include artifacts, research, or troops.
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Duaneski

Messages: 1019,
Joined: Nov 27, 2015,
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Duaneski

Messages: 1019,
Joined: Nov 27, 2015,
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My apologies for the length there. There are a LOT of topics to cover.... and I'm probably lacking detail in many areas :p
eathan

Messages: 19,
Joined: Jan 14, 2017,
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eathan

Messages: 19,
Joined: Jan 14, 2017,
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Read it all, but sure to have questions when the time comes. Just hoping my disjointed selections on kingdom creation work out to be something with a bit of balance. And pants, of course.
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