Unique EWOM Gameplay: A.D vs. B.C era, Hero vs. Sovereign, and Quests

In the name of giving more unique feel and gameplay possibilities, I am describing how EWOM can be played in a refreshing way.

Choose a map, either Randomly Generated or Custom made one
Decide the frequency/severity of weather effects
Decide the game era
Decide number of fractions, which ones are allied
Decide for each fraction, the AI/player start as a Hero or Soverign
Decide if certain AI can be substituted by on-line players
Decide individual fraction's Victory condition (or make it random/default)
Decide if Victory condition is hiddened/public
Decide other gameplay mechanics (spellbook etc, not discussed here)
Start turn 1
 
If the Game year is set in the B.C. era, cities are less developed & weaker units are gaurding/roaming the map.  If it is later in the A.D. era, fractions already control most map areas & their hero/stack strength is strong.  Independent roaming monster/hero stack raiding is will be of high level too.

If a player choose to start as an hero, he will start with 1 stack with some units representing his own fraction.  He can roam the map and do whatever he wants as an Independent.  When he enters a city of any fraction, he does not capture the city.  Instead he is given the opportunities to use some buildings of the city; e.g. purchase units available in that city, exchange material to gold or vice versa (i.e. trade).

For this fraction (where the player start as an hero instead of the Sovereign), it’ll be initially controlled by AI.  The human player can control the entire fraction, ONLY AFTER he manage to kill his fraction’s Soverign.  If somebody ease kill that Soverign, he will never be that fraction's Sovereign.

The player's hero can press the "Capture this City" button to fight against the stack garrisoned in the city.  The exact garrisoned stack is not known; however, the player will be given a % chance of winning for his reference be4 he choose to capture it.   Once suceed, the human player can build more building structure there etc; but the player still cannot do any fraction related task e.g. diplomacy.

Alternatively, the player hero can purchase an expensive Settler unit to establish the first city of his own. 

All cities have a tavern that offers hero quests.  Quests are generated by an automatic quest generator; one quest is generated per fraction per month.  When the hero accept the quest, new quest will not be generated for the player until it is failed/completed for that fraction. 

If the player plays as a Sovereign, the player has the ability to design the monthly quest.  The way he can influence unknown/known independent hero stack to fulfill his strategic need.  The player can requests them to capture known city, guard an area/structure, kill certain known hero/monster, explore an unknown area etc, etc for a period of time.  When the quest is completed successfully, the agreed amount will be subtracted from the treasury.  The game will always suggest the minimum gold amount needed for the quest.  But when the player tops it up, a stronger hero/stack will emerge to improve the odd.  The player always see whatever the hired hero sees when the hero is doing the quest.  Player has no control of the hired stack; the game AI is doing its best.

Any player, including the AI will always try to work toward its victory condition.  For example, when my victory condition is to kill the super Dragon stack somewhere unkown in the map, I can choose to be a hero only all the game.  If my fraction's AI Sovereign (or anyone, really) kill the dragon, I lost the game.

When a player controlled Sovereign is killed, there is a % chance that the player will be reincarnated as a hero of the same fraction; on top of whenever SD has planned.  The Victory condition remains the same.

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I hope the suggestion is not too much work for SD & is technically possible.  I sincerely believe these concept will make EWOM a fantastic game.  The suggestion should work well in MP online/PBEM & SP games.

8,902 views 8 replies
Reply #1 Top

I am posting more detail on playing as Hero here.

On top of "Capture this City", the hero will be given 2 more choices, "Raze this City", and "Loot this City".  The hero himself can store unlimited amount of resources, wood/iron/essence etc.  If he reaches an Iron mine, he is also getting the same options of Capture/Raze/Loot.  If the player hero chooses Capture the Mine, all the Iron production will 'unrealistically' teleported to him in upcoming months.  Looting means getting a whole month worth of its production, but the ownership of the structure don't change. 

The player hero can recruit new hero stack.  So the player will be able to control more than 1 stack.  Artifacts, resources and gold can be transferred btn stacks when they physically meet on the map.   When all stacks are eliminated, the player loses his game.  Player can only invest the essence collected on the hero stack(s), so he'll be playing the stack of death most of the game until he decide to settle as the Sovereign.

Dungeons on the map will turn into a mini-game for these hero (only).  Whenever the hero enters the dungeon, the dungeon will become multilevel.  The deeper level it is, the harder the fight, but so is the reward.  The dungeon can be randomly generated or just a series of tactical battle, whatever SD fancy. 

 

 

 

Reply #2 Top

Most of what you describe seems fairly "reasonable" to me and I am generally in favor of more options when they result in game-play diversity. Although I find the hero/Channeler choice a bit over zealous, possible but unlikely I would think.  

Reply #3 Top

hidden victory condition?   that seems dangerous.  I mean there should be at least 1 non-hidden victory condition at all times.

Reply #4 Top

In the OP, I am trying to see if anyone is interested in seeing few options that (I've not) see in any other TBS.  I am definitely interested.  I hope SD devs consider them as main feature of the game.

1.  Early vs Late ERA
Most TBS's RMG starts turn 1 with 1 city.  I want to hv the option to play game with many established cities and fractions, established fraction relation, & a mostly explored world map.

2.  Hero ONLY TBS (or called the roaming bard game!)
Most fantasy non-RPG TBS requires players controlling his empire.  I want EWOM have an option to be an exception to that, so I my hero(es) stack cannot control what city build/produce.  Player has limited control on their environment, yet the player has to accomplish their victory, by exploring dungeons, trading, raiding city etc.  So play a hero's game, not a sovereign game when I want to.

There should a pre-game option to forbid capturing any city.  (ha I think I should rewrite this part for clarity, using this "forbid city capture" option)

3.  Player-generated Quest
Most TBS games has pre-generated/designed quests or events that player have no control.  I want EWOM allowing player create strategic quests that aid their goal. 

For example, if you have tons of money but no one to guard one of your remote city for 3 months, create a quest to hire some hero to do that.  The temporary hired stack(s) may succeed in doing that, but there is no guarantee.  This can also allow an alternative to achieve victory condition.

4. Hidden Victory condition
I assume SD will always have some universal victory/defeat condition, e.g. kill all fractions.

Yes, if properly implemented, it can be hidden so discovering/guessing what your enemy fraction is trying to achieve is fun.  For example, if you found your opponent stockpiling essence & don't expand their empire, you might suspect he is trying to cast the "spell of mastery" to win the game.

Some examples of pre-defined hidden victory conditions:
a.  Occupy 75% of essence node on map, for 20 turns
b.  Alliance with all fractions
c.  Destroy all cities once
d.  Generate 70%+ of gold, for 20 turns
etc etc

Reply #5 Top

Hmm.. off the top of my head I would think something like this would better for an x-pack but maybe I'm reading things wrong since I'm so very tired right now...

:hugme:

Reply #6 Top

Quoting Climber, reply 4
...
2.  Hero ONLY TBS (or called the roaming bard game!)
Most fantasy non-RPG TBS requires players controlling his empire.  I want EWOM have an option to be an exception to that, so I my hero(es) stack cannot control what city build/produce.  Player has limited control on their environment, yet the player has to accomplish their victory, by exploring dungeons, trading, raiding city etc.  So play a hero's game, not a sovereign game when I want to. ...

I'd definitely give a mode like this a try, and I think I'd like it.

Reply #7 Top

I like 1,2,3,4!

Spartan, why wait for x-pack?!  I want all that yester-year! X(

Reply #8 Top

Quoting Climber, reply 7
I like 1,2,3,4!

Spartan, why wait for x-pack?!  I want all that yester-year!

 

Wait in line behind me please. :'(