How do you like these pages?
Great!  (116/62%)
 
Usual site  (44/23%)
 
Can be better  (28/15%)
 

Rules of the game  

Because of rules of the game almost fully depend on the particular scenario, it is not possible to describe in details how the game works. It can be configured one way in one scenario and another way in second scenario. It is now up to scenario creators to create the world as they want it.
In the following text are described just the really basic rules and relationships between game elements.

Goal of the game

The goals of the game are not firmly stated yet. Indeed one of the winning options will be the winning over the entire map (by power or political jinks), but we consider a winning by "invention superiority" as well. There are other possible winning options, however we keep delivering these first and later we can add another ones.

Resources

The game is in the principle war for resources. By resources is not meant material raw, but resources required for human society in general. It could be money, petrol, happiness, invention, etc... All these resources are measurable in the game and each of them can seriously affect the player's rank.
All these resources are configurable for each scenario. Scenario creators have the ability to differ every scenario to each other. Different sets of resources can offer different views on the situation itself which can make the scenario interesting from another point of view.

Active elements

By active elements we understand all items in the game, which user can select, change or at least view its properties. So it's units, buildings, cities and raw materials. In principle there are no differences between these four item types. Each of them has its model (template which defines how the element behaves). All the properties like movement, attack, defence, production, etc... are defined by its model properties, so we group these items to "Active Elements". As said, models are definitions of active elements (so active elements are instances of models). Active elements can be split into four subgroups listed above, but the differences are only in the model properties values (e.g. buildings cannot move, so the model's movement is 0).
Despite this fact, we still reference to those four different active elements types in game and they are separated in the scenario editor as well (for simplification). Every model has its own set of improvements, which can be applied to its instance (active element). These could be unit improvements like double attack, improved defence or cities of building improvements (bank, increasing production), etc...
Active elements affect each other during playing. It is possible to attack an element, move one element in another one (which is called container), element can produce or consume resources, etc...

State systems

Each player has the ability to choose his state system. Every state system considerably affects the entire country - it affects the way resources are produced, how can they be changed (relationships between them), units' fighting power and politics.

Invention tree

In the general it is not allowed to build all units, build all buildings or use any state system player wants. Player has to invent the model or state system first, to be able to use it. One of the resources is "invention". This resource affects how quickly the country invents new models (it is equivalent to investment to science). There is not a direct relationship between the amount of money invested to invention and the invention itself. Resources can have complex relationships how to dig one from another, you can increase or decrease this digging and there are other options how to increase invention apart from using money itself. Because of in every scenario can those relationships be defined different way, creator decides what and how can user invent. When this resource is removed from the set of available resources, the invention is not allowed at all in such a scenario.
In general is valid only one thing - as much user invents as much he can start using new models and state systems.

Map

Map consists of set of tiles. Every type has its terrain type set. Every terrain type has a set of properties, which says what the influence is and how it affects the active elements (movement, defence, attack range, etc...).
During game is currently not possible to change terrain type from one to another. The only property, which is continually changed, is the owner (i.e. the player who owns this tile). The group of tiles with the same owner are bounded by borders.

Politics and diplomacy

In the game, player can sign defence and attack pacts, changes resources, trades with maps, cities, etc.. Because of the game is currently without AI, the politics is not such a fun as it will be when AI and network game will be available. All should be ready in version v0.7.

Example

As an example we can use the scenario Second World War (In-built scenario).
There are ten different resources: money, coal, iron, oil, electricity, petrol, steel, invention, happiness and citizens. In the scenario are altogether 65 models, where three are raw materials, twelve building types, three city types and 47 unit types. Player can choose from six state systems - Nazism, communism, monarchy, socialism, capitalism and fascism.
 
Detail in gameDetail in game
Skip intro