AgentPaper
From the depths, I come.
- Reaction score
- 107
(gold=gold, food=lumber max, army size=food)
Buildings:
Town Center- required to use any governing abilities.
Houses- Gives (x*Mana) gold every few seconds, and takes (y*mana) food, if not enough food, some of the people (mana) die.
Farm- Gives (x*people working in it) amount of food every few seconds, people can garrison into it to work.
Road- Makes units on it move faster.
Wall- blocks movement.
Tower- Attacks nearby enemies.
Fort- Increases recruitment rate and max army size, and has archers shoot from it's walls.
Barracks- Increases max army size.
Recruitment Center- Allows people in nearby houses to join the army, at (recruitment rate) people every few seconds, to a maximum of (max army size)
Stables- Allows ground units to mount and become horse-units, one for each person working in it.
Skirmisher->Lancer
Footman->Light Calvary
Archer->Horse Archer
Knight->Cavalier
Pikeman-> (need ideas)
Longbowman-> (need ideas)
Research Center- Increases the rate of advancement.
Market- Increases amount of gold produced per house in an area around it.
Trade Post- Allows for trade of gold, wood, and food. Trading requires trade post at an ally's city, and for the trade route to be clear.
Units:
Militia- Foot-Melee-Light armor-Slow, weak attack, can upgrade to footman, archer, or skirmisher.
Skirmisher- Foot-Low range-Light armor-Slow attack.
Pikeman- Foot-Melee-Medium armor-Slow, powerful attack.
Footman- Foot-Melee-Medium armor-Average attack.
Archer- Foot-Medium range-Light armor-Average attack.
Longbowman- Foot-Long range-Light armor-Slow attack.
Knight- Foot-Melee-Heavy armor-Powerful attack.
Light Calvary- Mounted-Melee-Light armor-Average attack.
Cavalier- Mounted-Melee-Heavy armor-Powerful attack.
General- Mounted-Melee-Medium armor-Powerful attack + abilities.
Mounted Archer- Mounted-Medium range-Light armor-Average attack.
Research:
Armor- Increases armor of all units, affects heavily armored units more than less armored units.
Melee Attacks- Increases damage and speed of all melee units.
Ranged Attacks- Increases damage, range and speed of all ranged units.
Horse Training- Increases speed and hitpoints of all mounted units.
Construction- Increases building speed, building hitpoints and building armor.
Commercial Goods- Increases gold produced by each house.
Agriculture- Increases food output of farms.
Industry- Increases wood income.
Concepts:
Science Funding- The amount of funding in each of the research areas, more funding means faster reasearch.
Happiness- How happy the average joe is, helps with immigration (or emigration).
Taxes- The percent of gold you take to run the empire, higher values reduce happiness.
Rations- The amount of food given to each citizen, increases happiness.
Military Tax- You have to pay gold for each military unit you have, and if you don't pay, they might rebel!
Experience- The more things your units kill, the better they become, eventually becoming stronger versions of themselves.
Buildings:
Town Center- required to use any governing abilities.
Houses- Gives (x*Mana) gold every few seconds, and takes (y*mana) food, if not enough food, some of the people (mana) die.
Farm- Gives (x*people working in it) amount of food every few seconds, people can garrison into it to work.
Road- Makes units on it move faster.
Wall- blocks movement.
Tower- Attacks nearby enemies.
Fort- Increases recruitment rate and max army size, and has archers shoot from it's walls.
Barracks- Increases max army size.
Recruitment Center- Allows people in nearby houses to join the army, at (recruitment rate) people every few seconds, to a maximum of (max army size)
Stables- Allows ground units to mount and become horse-units, one for each person working in it.
Skirmisher->Lancer
Footman->Light Calvary
Archer->Horse Archer
Knight->Cavalier
Pikeman-> (need ideas)
Longbowman-> (need ideas)
Research Center- Increases the rate of advancement.
Market- Increases amount of gold produced per house in an area around it.
Trade Post- Allows for trade of gold, wood, and food. Trading requires trade post at an ally's city, and for the trade route to be clear.
Units:
Militia- Foot-Melee-Light armor-Slow, weak attack, can upgrade to footman, archer, or skirmisher.
Skirmisher- Foot-Low range-Light armor-Slow attack.
Pikeman- Foot-Melee-Medium armor-Slow, powerful attack.
Footman- Foot-Melee-Medium armor-Average attack.
Archer- Foot-Medium range-Light armor-Average attack.
Longbowman- Foot-Long range-Light armor-Slow attack.
Knight- Foot-Melee-Heavy armor-Powerful attack.
Light Calvary- Mounted-Melee-Light armor-Average attack.
Cavalier- Mounted-Melee-Heavy armor-Powerful attack.
General- Mounted-Melee-Medium armor-Powerful attack + abilities.
Mounted Archer- Mounted-Medium range-Light armor-Average attack.
Research:
Armor- Increases armor of all units, affects heavily armored units more than less armored units.
Melee Attacks- Increases damage and speed of all melee units.
Ranged Attacks- Increases damage, range and speed of all ranged units.
Horse Training- Increases speed and hitpoints of all mounted units.
Construction- Increases building speed, building hitpoints and building armor.
Commercial Goods- Increases gold produced by each house.
Agriculture- Increases food output of farms.
Industry- Increases wood income.
Concepts:
Science Funding- The amount of funding in each of the research areas, more funding means faster reasearch.
Happiness- How happy the average joe is, helps with immigration (or emigration).
Taxes- The percent of gold you take to run the empire, higher values reduce happiness.
Rations- The amount of food given to each citizen, increases happiness.
Military Tax- You have to pay gold for each military unit you have, and if you don't pay, they might rebel!
Experience- The more things your units kill, the better they become, eventually becoming stronger versions of themselves.