Pilot Game

 A.W.E.

Amazing World of Epimetheus 

GENRE : RTS/MANAGEMENT

PLATFORM : Browser/App

ART STYLE : CARTOON

MUSIC STYLE : ORIGINAL TRACKS

DESCRIPTION :

Real-time strategy, management style app game. Players will choose a race which will alter the game style, features and approach. From there they will be tasked with growing their settlement, tribe or faction. As they grow expansion will open up new options of politics, warfare, development and trade. The ultimate goal is continental conquest.

DIRECTION :

1. Same Aborlonian races

2. Territory map

3. Scatter resources

4. Region, fiefdom, kingdom and national bonuses

5. Use current list of structures to produce 'troops' and 'tradesmen

6. City map with 'lots' for buildings

7. Racial bonuses

8. Choice of slavery or liberation when taking a city

9. Allow unique defense arrangements and army composition 

10. Diplomats required for Alliances

11. Assassins for spying, assassination and espionage.

12. Knights for Calvary

13. Infantry for Infantry

14. Fighters for guards

15. Marksman for Archers

16. Martial arts to improve combat skill

17. Magicians for mage towers

18. Sorcerers for war wizards


RACES :

Centaur

Calvary bonuses, more mobility

Resources: iron, copper, coal, nickel, topaz, slate, ashwood


Cyclops:

construction

Resources: iron, coal, tin, copper, rubies, Shale, ironoak


Draconian:

reduced water needs, reduced uprisings

Resources: iron, coal, gold, copper, tin, ebony, sandstone, Joshua tree,


Dwarves:

metal and stone harvesting bonuses, magic resistance

Resources: iron, tin, silver, gold, copper, adamantium, mithril, nickel, lead, imperial topaz, granite, pine


Elves:

elemental magic, marksmanship bonuses

Resources: mithril, silver, gold, platinum, emeralds, green marble, silver aspen


Goblins:

hunting bonuses, higher recovery rate

Resources: iron, tin, lead, copper, amber, basalt, haggard elm


Giants:

strength, HP bonuses

Resources: Boulder opal, oak


Gnomes:

treasure bonuses, lower crop requirements

Resources: gold, silver, aluminum, chromium, tin, fire opal, alabaster, red oak, oak


Humans:

 versatility and tech bonuses

Resources: iron, coal, adamantium, silver, gold, sapphire, blue marble, maple


Nephilim:

mobility bonuses, dark magic abilities

Resources: venarium, iron, coal, copper, obsidian, black marble, blood maple


Seraphim:

mobility bonuses, white magic abilities

Resources: Univarium, silver, gold, platinum, diamonds, white marble, silver aspen


Trolls:

Defense bonuses, Disease resistant

Resources: iron, coal, copper, tin, silver, chromium, hematite, feldspar, limestone, mahogany 


MAPS :

Settlement/fortress/garrison/camp - Realm - Fiefdom - Region - Kingdom - Nation


Settlement: [T1] structure management, resource harvesting, troop training, gear production, defenses management, spying, camp placement, farm permits [Governor]


Fortress: [T1] structures management, troop training, battlefield tactics, troop composition, spying, border protection, defense management [Commander]


Garrison: [T1] troop training, advanced battlefield tactics, spying, patrolling, defense management [Captain]


Camp: [T1] Resource harvesting, structure management, shipping destinations, defense management [Overseer]


Realm: [T2] resource distribution, tax levying, court politics, local law, patrolling, garrison placement, fortress placement, diplomacy, Quarry permits [Baron/Baroness] <Holding>


Fiefdom: [T3] tax levying, drafting, guild permits, court politics, royal decree, house promotion/demotion, mine permits, royal guard commissions [Duke/Dutchess] <District>


Region: [T4] war declaration, regional politics, call to arms, assassination commissions, diplomacy, manage profession taxes [Prince/Princess] 


Kingdom: [T5] manage royal treasury, levy regional taxes, levy regional armies, set diplomatic policies, create religious decree, create Racial decree, create profession policies [King/Queen] <Clan Territory>


Nation: [T6] manage kingdom taxes, issue imperial decree, manage Imperial treasury, levy royal armies, dictate international diplomacy, approve all royal decrees, approve profession policies [Emperor/Empress]


FACTORS TO BALANCE

Money - gold/silver/copper - coins, rings or flats

    Used to purchase resources, hire and pay troops and to negotiate agreements


Food - crops/livestock/water

     Used to feed troops and store for cold seasons as well as crop shortages and

     natural catastrophes 


Metals - iron, tin, lead, aluminum, adamantium, chromium, essencium, mithril, platinum and titanium

     Used in manufacturing armaments, weapons and improved defenses as well as

     upgrading structure and service features


Lumber - Ashwood, Aspen, Birch, Black Birch, Blood Maple, Cedar, Elm, Golden Ash, Haggard Elm, Hazel, Iron Oak, Joshua, Mahogany, Maple, Pine, Red Oak, Silver Aspen, Spruce, Starwood, Teak, Than

     Used in construction, production of charcoal as well as furniture 


Stone - Alabaster, Basalt, Black Marble, Blue Marble, Feldspar, Flint, Green Marble, Limestone, Peach Marble, Rose Marble, Sandstone, Shale, Slate, Soapstone, White Marble

     Used in construction, upgrading structures and defenses, excavation/terra-

     forming as well as improving some structure features


Troops - Infantry, Calvary, Marksmen, Fighters, Magicians, Sorcerers, Diplomats, Martial Artists and Assassins 

     Used to defend territories, guard trade routes, attack territories, establish trade,

     initiate diplomacy, improve defenses and utilize other features.


Miscellaneous - tar, sulfer, coal, 

     Used in improved manufacturing 


Contentment - Civilians, troops, nobility

     Directly impacts production, troop and municipal efficiency as well random

     events


Disease/Squalor - population, biome

     Directly impacts Contentment, influences injury rates, livestock production and

     disease severity


STRUCTURES :

Airies: produces gryphons

Arena/Coliseum: produces gladiators, improves Contentment

Armory: improves soldier dmg and HP, opens advanced soldier options

Apocrathies: produces alchemists and opens advanced manufacturing 

Anti-seige Platform: allows defensive placement of artillary

Assassins Guild: produces Assassins

Barracks: produces Guards

Aquaduct: improves Contentment, reduces disease, provides water supply

Barn: produces farm animals, opens advanced food production

Bath house: improves Contentment, opens political options, reduces disease

Builders Guild: produces builders, opens advanced construction options

Cemetary: improves Contentment, reduces disease, accrues spirituality 

Castle: establishes sovereignty, opens politics, provides 1 royal family

Chateau: provides 4 families

Circus: improves Contentment

Complex: provides 7 families

Cottage: provides 2 families

Crafting Guild: Produces Crafters, opens advanced production options 

Dojo: improves attack and defense of soldiers

Embassy: produces Diplomats, opens diplomacy options, increases Settlement size

Enchantment Shop: opens bonus/buffer options

Estate: provides 6 families

Farm: produces food

Farmer's Estate: produces farmers, improves farm output, increases farmer capacity

Flourmill: improves food production

Fortress: combination of Castle, Barracks and Armory with limited politics

Fighter's Pub: produces mercenaries

Forge: improves soldier dmg and HP, opens advanced production options

Foundry: improves soldier dmg and HP, opens advanced manufacturing options, produces alloys

Gatehouse: opens portal options

Guardhouse: increases guard capacity

Guard's Armory: improves guard defense attack and health points

Guildmasters Office: opens Guildhall construction

Herb Garden: produces Herbs, allows Apocrathies to be built and opens Herbalism

Hospice: reduces battlefield casualties, reduces disease, improves Contentment 

House: provides 3 families

Hut: provides 1 family

Inn: improves Contentment, increases mercenary capacity

Knight's Chambers: produces Knight's, improves Calvary charge, increases Contentment 

Lumber Mill: improves construction efficiency, opens construction options 

Liveries: improves Calvary, Knight's and livestock, opens advanced livestock options 

Library: improves Contentment, reduces all training times, opens advanced diplomacy options 

Mage's Tower: produces Magicians, opens advanced defense options

Military Armory: improves soldier's attack, defense and health points

Mansion: provides 5 families

Marksmen Hall: produces Archers 

Mine: produces ore

Mining Outfit: improves mining efficiency, increases miner capacity 

Minstrels Hall: improves battle efficiency, improves Contentment 

Mustering Hall: produces Infantry

Mausoleum: improves Contentment, reduces disease, increases spirituality 

Park: improves Contentment, reduces disease

Palace: opens advanced diplomacy options, increases Settlement size, provides 2 royal families

Parade grounds: increases army size

Royal Armory: improves the attack, defense and health points of generals, members of royalty and allows for royal guards

Stronghold: increase army size, increase Settlement size

Smithie: opens basic Armory options, opens basic defense options

Sorcerer's Den: produces Sorcerers, increases defense options

Sanctuary: improves Contentment, accrues spirituality

Stone Quarry: produces stone resource, improved defenses, improves construction, opens masonry options

Sawmill: improves Lumbermill output

Silo: stores grains and corn

Tower: increases Settlement size, improves visibility, improves defenses

Tax Office: opens advanced tax collection options

Temple: improves Contentment, accrues spirituality 

Tailor's Hall: opens decorative options, improves avatar customization options

Tannery: improves soldier HP, opens avatar customization options

Tanners Guild: improves soldier HP, opens advanced soldier options

Theater: improves Contentment

Wall: defensive perimeter, increases Settlement size

Watermill: used to power sawmills 

Windmill: used to power flour mills 


SETTLEMENT :

Harvest Resources

Recruit troops

Train troops

Store Resources

Build Structures

Strengthen Defenses

Levy Taxes



SOURCES :

Money

Taxes

Trade

Battle booty

Raids

Piracy

Food

Farms

Ranches

Trade

Raids


Metals

Ore deposits

Mines

Smelters

Foundries 

Trade

Raids


Lumber

Forest

Lumber Jacks

Lumber Mills

Trade

Raids


Stone

Quarries

Masons

Trade

Raids


Troops

Guardhouse

Barracks


REQUISITES :

• Must have Stables, Barns and Hay to Support Calvary.

• Must have Calvary to Sanction Knight's Guilds.

• Must have a Smelter as well as access to Iron, Stone and Firewood to Build a Forge

• Must have a Forge to Build a Smithies Guild.

• Must have access to Stone, Iron, Coal and a Smithie's Guild to Build a Foundry.

• Must have access to a Foundry to Build a Smelter's Guild.

• Must have a Foundry and Smithie's Guild to Sanction Fendersmiths, Weaponsmiths and Armorsmiths.

• Must have a Fendersmith and access to Iron to Build Gates.

• Must have an Armorsmith to Upgrade Armor and Shields as well as Craft Mount Armor.

• Must have a Weaponsmith and a Foundry to Upgrade Weapons as well as Craft Exotic Weapons.

• Must have a Weaponsmith, Armorsmith, Foundry and access to Iron and Firewood to Build an Armory.

• Must have a Weaponsmith, Armorsmith, Foundry and access to Iron and Coal to Build a Military Armory or Guards Armory.

• Must have a Weaponsmith, Armorsmith, Fendersmith, Foundry and access to Iron, Gold, Silver, Titanium and Coal to Build a Royal Armory.

• Must have a Royal Armory and Calvary to Sanction Knights.

• Must have Armorsmith and Weaponsmith to Sanction Infantry.

• Must have a Tavern to Build a Fighter's Guildhall.

• Must have a Fighter's Guildhall to Sanction Fighters.

• Must have Butcher, Cattle Range and a Farm to Build a Cooking Guild.

• Must have a Dignitaries Hall to Build Diplomats Guild.

• Must have a Temple and a Military Armory to BuildWhite/Red/Black Knights Guildhall.

• Must have a River within its boundaries, a Fendersmith and access to Lumber to Build a Watermill.

• Must have a Lumbermill to Build Wooden Walls.

• Must have Wooden Walls, access to Stone and have a Mason to Build Stone Walls.

• Must have access to Iron, Firewood or Coal, have a River in its boundaries and have a Fendersmith to Build a Sawmill.

• Must have a Carpenter to Build Wooden Walls.

• Must have a Mason, Breeder, a Fendersmith and access to Stone, Iron, Lumber and Griffins to Build an Airie.

• Must have an Architect and a Mason as well as access to Stone to Build a Coliseum.

• Must have a Carpenter and access to Lumber to Build an Arena.

• Must have an Herb Garden to Build an Herbalist's Guild.

• Must have an Herbalist's Guild to Sanction an Herbalist.

• Must have an Herbalist's Guild, an Herb Garden, a Glassworker and access to Fine Sand to Sanction an Alchemist.

• Must have a Crafter's Guild to Sanction Crafters.

• Must have a Crafter's Guild and access to Fine Sand to Sanction a Glassworker.

• Must have a Crafter's Guild and access to Lumber to Sanction a Woodworker.


















































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