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 Build a White/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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