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Idea Info
Name:
Romans V.S Mongolians
Index:
Primary
Category:
Strategy
Submitted:
10/1/2002 7:07:34 PM
Written By:
lastsecman

Romans V.S Mongolians
10/1/2002 7:07:34 PM
By: lastsecman

Show all Game Ideas by this Member
Category: Strategy Games

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Two of the strongest ever empires clash for domination over the largest piece of land on Earth. The Romans and the Mongolians. A 3D multiplayer online (maybe with some single player campaigns) strategy war game that needs VAST armies and VAST landscapes. Each online player belongs to one of two sides, either the Roman side, or the Mongolian side. Being a Mongolian side player you may choose to control one of the following nations : The Mongolians, Japannese, Chinese, or Persians. Being a Roman side player you may choose to control one of these nations : The Romans, Africans, Britons and Norwegians (Vikings) together, or the Europeans. Game idea works sort of like counter-strike where players of each side plans and carries out war strategies and tactics on battlefield together to eliminate the other empire, therefore game needs to be quite fast-paced.

When we talk about strategy we are talking about breaching and ambushing enemy supply routes to make their forces run out of food and arrows, shooting millions of fire arrows into enemy base camp to set enemy base into blazing fiery at night, blockading or destroying important bridges to halt enemy forces' advancement, soldiers hiding in bushes, long grasses, forrests to surprise attack passing enemies, weather factors that decides army forces? movement speed and stamina and the correct time to use fire to burn enemy force's camps etc. to ashes.

We are talking about luring the enemy to surround one of our forces then using our outer forces to counter-attack the surrounding enemy forces, we are talking about forces' speed and maneouvrebility to win battles : before enemy in the south and his allies reinforcement forces coming from the north may gather together to form a huge powerful force, we may use Napoleon's lightning tactic to separate our forces so few forces distracts the enemy main force?s attention while our other force secretly penetrates through enemy lines to eliminate enemy ally's forces,

Making traps like digging deep, huge holes, laying thorns and spikes on ground to hinder enemy?s advancement or chase, guiding river floods to drown enemy soldiers, using few soldiers to secretly attack resting enemies at night to cause havoc amongst enemy forces causing them to start killing each other out of panic, battle over important military value strongholds and routes to control the whole battle situation in your hands, a game that can allow us to use different strategies to gradually lure enemy forces to the place where we want them to be at for maximum massacre, a game that allows us to master and overcome the different featured landscapes e.g forrests, swamps, rocky terrains, savannahs, streams and rivers etc, surprising appear in front of enemy forces without them even knowing where this force which stood before them came from.

a general's ability and reputation to gather loyal soldier followers is important, we are talking about sieging, plundering, burning enemy castles and cities, releasing and capturing slaves and prisoners, asking enemy for ransom over their captured soldiers and high ranked generals.

Hiding our bow army behind forces using large shields for cover, then shooting millions of arrows directly into charging enemy forces coming straight at us to kill thousands instantly delivering a stop or slow down to their charge. A large force of Bow knights storming past enemy forces delivering thousands of arrows to enemy melee soldiers while at the same time safely galloping away lightning fast with not one soldier injured or killed. Siege weapons, sea and river battles on ships, using ships to transport our army supplies and soldiers onto battlefield.

we are talking about building camps and strongholds in enemy territory for our soldiers to rest and store our arrow ammunitions and weapons, armours and horses. Rolling huge boulders and logs onto enemy forces downhill or in valleys. Burning forrests with fire (including enemy forces in it) to clear the way. Positioning some forces out of city before enemy forces arrive, then when enemy forces surrounds our city...our forces outside the city attacks the enemy forces' rear and side while our force within the city comes out of city walls to attack enemy forces' front, thus surrounding the enemy.

Chopping down trees to use them for: building stronghold walls, bridges, siege towers, or siege weapons etc., logs to roll onto enemy forces, obstacles for blocking roads so enemy may not pass, burning trees to create smoke for strategical purposes.

After our forces invaded a city, all the food and money and weapon and horses etc. would belong to us. The civilians' loyalty in that newly invaded city would become low if your warlord's popularity and fame is lower than their previous ruler or become high if your warlord's popularity and fame is higher than their previous ruler.

The strategical landscapes of the battlefield is not only hills and plains, but mountains and valleys, rivers and streams, many small and wide roads that at many places intersects with each other surrounded by wide ranged forrests, cliffs, hills, mountains, grasses etc. giving the battlefield more altitude difference and strategical values....(this part of the game idea will be continued because the land features are described too briefly here....)

strategically splitting and commanding our forces' maneouvrebility and attack power using continuous formation alterations against the enemy forces' battle formations (like in chess we have offensive and defensive move orders derived from many different kinds of chess openings like the Queen's gambit, the French opening etc. Imagine the different chess pieces as different types of army forces battling on the battlefield. Example 1: enemy have one rook and one bishop more than me but my attack and strategy goes one more step faster than my enemy to check mate him (In the game, check mating our enemies means capturing their main commander to plummet enemy soldiers' fighting spirits and morale to an unbelievably low level). Example 2: Enemy did'nt develop his chess pieces good enough, many of his chess pieces are blocked by other chess pieces, we developed excellently.we crushed our enemy.)

A successful attack is....forcing enemy forces backwards....
A very successful attack is.....breaking enemy formations, penetrating through enemy force and cutting enemy force into half.
A most successful attack is...an attack that causes enemy soldiers to flee from the battlefield.

When winning battles continuously, soldiers dont feel tired, but when losing battles continuously on the battlefield, stamina loss is very evident in soldiers.

What decides the strength of an army force? It's their fighting spirit, if we chase enemy to a stage where they have no way to escape, this will arouse their fighting spirit (their will to survive) and it will be a heavy loss for us because we forced them to fight back.

What determines a force's fighting spirit? Lots of things....some are: Did they receive enough food? Are they led by a great general or a failure? Are they continuously winning battles on the battlefield or continuously losing battles? Are they given enough rest? Are soldiers being disturbed by enemy rumours spreading in the force? soldier's loyalty etc.

A general may challenge another general for a single combat in the game. When in single combat mode (our general fights enemy general, may be on horseback or on foot), we control our general's movement like slash, stab, jump, throw, guard, horse galloping directions, special moves, etc. We also have a rage gauge system). If we kill or capture the enemy general in a single combat, the enemy force's morale (enemy force led by that captured general) would decrease greatly because the general leading them had been captured, this will cause panic, and it'll be a right time for our forces to charge towards them.

Tactic: Stirring up dust clouds deliberately so that when enemy sees our force and the huge dust cloud from a distance, they'll think that we have a far more greater force than they thought we had, and retreat maybe.

Tactic: When we dont have so much force to cover all the enemy's escape routes we may burn trees in some escape routes and concentrate most of our forces in major escape routes only, so that when enemy sees smoke rising from the direction of other escape routes they'll think that there are ambushes there and choose to head in the direction where most of our forces are gathered waiting for them.

Everytime a general leads the force he's commanding to winning a battle, his leadership increases by one point. One hundred point is the highest leadership a general may obtain (not easy to obtain because generals are often captured and killed by enemy side on the battlefield). What's the use of leadership? A high leadership general can calm his force down from panic (panic are caused by: enemy spreading rumours in our forces, our force being burnt heavily by fire set by enemy, our force's formation being broken by enemy attack etc.) much faster than a general with low leadership. A force led by a general with high leadership is less likely to be disturbed by enemy rumours spreading in the force. A force led by a high leadership general have higher fighting spirits, their morale regains faster after losing a battle, the force can form into different formation types much faster than forces led by a low leadership general. Some factors that decreases a general's leadership are...continuously losing battles, allowing soldiers to plunder enemy cities (although this would increase soldiers' loyalty)

What decides soldiers' loyalty in forces? Are they given enough pension? Are they continuously sent to war or allowed some time to rest? Are they continuously winning or continuously losing battles? Are they given enough food and rest on the battlefield? Is the leader ruthless (burns and plunders every city and castle he invaded) or kind (donates food and money to poor civilians and collects less taxes)? etc.

Example of tactic: We have much fewer forces than enemy, we spread our forces out over the battlefield, enemy does the same, then we suddenly concentrate our forces together and give a sudden surprise attack charge on one weak point in the enemy's spreaded out army columns, devastating thier formations (here we depended on stealth and maneouvrebility of our forces to gain our victory). Another example of tactic in the game: Enemy attacks our ally's castle, our ally asks for our aid, but enemy is guarding all the important stongholds and supply lines in our ally's territory, making them hard to overcome...what can we do to save our ally from being invaded? We attack the enemy's city instead, which forces the enemy attacking our ally to have to retreat back to their own city if they dont want to lose it. On the enemy's retreat route we may set deadly ambushes waiting for the enemy to fall into which turns into a great victory for us, and heavy damage for the enemy, and at the same time saving our ally's city from being invaded!

On the Mongolian side we have the Mongolian forces, Chinese forces, Japannese forces, and Persians. On the Roman side we have the Roman legions and many different European forces and African forces. Each side have different advantages and disadvantages over the other side and lots of different soldier types, some examples are the Greek spear and shield warriors (Spartans), the Vikings, the German knights, the Mongolian knights, the persian bow knights, the Roman warriors, Japannese samurais and ninjas, and other common unit types like the bowmen, foot soldiers etc. etc.
Online players being the Mongolians or the Romans have certain privileges over other players because the Romans and the Mongolians are the two LEADERS in these two empires...what they are hav'nt quite been decided yet.

In the game we may trade weapons, food, money and other things with our allies (by forming alliance treaties with them for a set amount of period....),to achieve this the warlord of another territory would have to have a very low hostility towards us. We decrease our neighboring warlords hostility by giving them free food, money , weapons, horses or free aid when their territory is under enemy attack.) When we've formed an alliance we may 'borrow' our ally's soldiers with money, food etc. We may ask for our allies' aid when we are under enemy attack, we may ask for aid of food, money, weapon or horses (horses are for mounted units) etc when we are in short supply of them (this request won't always be granted by our ally if they don't have much food, money etc. left as well or for some other reason).

We may break the alliance earlier by declaring it to our ally or attacking one of the territories of our ally...doing so would lower our warlord's popularity amongst the civilians and lower soldiers' loyalty.
Tactic: Form an alliance with our enemy to lower his awareness and hostility towards us, when he thinks that we are friendly enough and positions most forces between our territories' boundaries to other hostile territories...we attack! (This situation would be cool in online game)

We control our territory's economy and set our own governing directions of our territory (lots of different combinations to choose from, all have different effects). If our cities thrive, it would attract more merchants, skilled professionals, civilians etc. to come to our cities, which would increase the economy, production speed, weapon and armor quality, warlord's popularity, soldiers' and civilians' loyalty in different cities etc. and decrease the price of food and materials to make weapons and armours and decrease the labour cost in our territory.

A city's production amount is determined by the civilians' loyalty towards our warlord. We may increase civilians' loyalty by decreasing tax, donating food and money to them, set right and fair governing laws, dont sent soldiers of that city into war that often, increasing the popularity of our warlord amongst both soldiers and civilians by winning battles continuously etc.

The game works something like this....manage and govern our territories superbly to increase economy (money) and food production and population of our cities. We then recruit soldiers using stored money or food (but we still have to give them pension (set amount of money or food each month) (the cost for recruiting soldiers is much more expensive in cities with a low population), then conquer neighboring territories. In game we may force recruit soldiers and labourers to work and fight for us (not giving them pension by controlling them by military force), although we may do this, it would decrease our soldiers' and civilians' loyalty, which would decrease economy, production amount, fighting spirit?.unless you want to be a dictator.

A dictator's way: force recruit soldiers and workers, allow soldiers to plunder every enemy city they conquer, soldiers' loyalty would then be high after they plunder, but would decrease steadfastly therefore a dictator would have to attack another city soon for soldiers to loot that city again. This means a dictator have a huge and brutal army, and an extremely low popularity amongst civilians, if he does?nt have enough army forces to position in a city with very low civilian loyalty, civilians would riot, kill soldiers in that city and take over that city themselves unless you send more forces to re-capture that city again. A dictator are usually despised by nearby warlords, being a dictator would increase the will of neighboring territories to form alliances with one another for protection against your invasion.

A warlord's army have many army forces, these forces are commanded by many generals. Each general shows different levels of loyalty towards our warlord. The higher the leadership of a general, the more pension (food or money) he receives each month. To increase a general's loyalty we would need to give them extra money or food. If our empire's economy is going down and we are unable to hand out the right amount of pensions to our generals then their loyalty would start declining (loyalty level of a general goes from 0 to 100). If the loyalty of a general is very low then he can be easily bribed by our enemy or ally to secretly work for them or go to their territory and be their general instead, therefore, economy management is very important. When our general have been bribed successfully by the enemy, he will then provide free information of the city he's in to our enemy (information includes: the amount of food, money, weapons, and horses in that city. Plus the number of forces in that city which may let the enemy decipher which of our cities are easier to invade, etc.), he might open the castle gate from within the city for the attacking enemy army who bribed him, he can spread false rumours during battle to confuse our forces' strategies etc. etc.

Having a very huge army does'nt mean it will be able to conquer anything in its path, why? Because a very large army uses up food so much faster during battle, and when we don't have enough food for our soldiers their loyalty and their fighting spirit decreases, this would lead us so much faster to a devastating defeat. In the game we are focusing more on mastering different types of strategies and the knowledge of using attack and defensive formations correctly to defeat our enemies.

On the main screen of our game we have a huge and detailed map showing clearly all the major roads and rivers and mountains and cities of Eurasia clearly to us. Unconquered enemy territories would not have so much detailed features (such as swamps, rocky terrains, small roads, woodlands, long grasses etc. land features for detailed strategy planning) than our territories showing on the map. Once we conquer that territory all the detailed land features would then appear on the map. If, say, the Romans sends a force out of city 'A', travelling on road number 1, we would be able to see a small animated Roman force travelling along road number 1 towards one of our cities on the detailed and huge map (main game screen). Say, we, the Persians, sends an aiding force from nearby cities to aid the city the Romans are going to attack...we would then see a small Persian animated force travelling from one of the nearby cities towards the city that's going to be attacked. For the small animated force to travel faster to reach its destination we would have to input actions such as letting our forces travel faster without frequent rests, allow our fast mounted units to go ahead to the destination first while the slower units and supply carts follow steadily on afterwards etc.

Music and sound effects: All sorts and all different nations, from rave to violin to piano to Latin to guitars to concerto (like in action movies Gladiator, Braveheart, etc.)
Metal clashing together, horses' hooves and noises, drums and horns, soldiers' shouts and screams during a charge, wind blowing, flags flapping, trees being chopped and falls etc.

To be continued......If more good comments are received....

Some contributing ideas for Rome Total war...

1. To concentrate more on increasing the number of soldiers rather than boosting the graphics, because if all soldiers look and move the same, then i think it would make it look unreal, and if they all look the same then i think it would be better to return to the Shogun graphics where this similarity would'nt be noticed too clearly...maybe try to add different dabs of colours (like paintings, lucky charms made by mom or girlfriends, sandals hang onto their waists given to them by their grandma, grass dolls by daughter, own knife etc. that distinguishes one soldier from other soldiers etc.) onto soldiers in a small group and add different animations onto individual soldiers may improve the situation. To increase the number of soldiers so that everytime thousands of arrows are shot towards enemy, hundreds of enemies would be dead instantly. Like in real ancient wars.
I think that concentration in improving the animation of units is also needed because when playing shogun and medieval I see no horses acting like a real horse while they are standing still, hundreds of them just stand there motionless (imagine what this would look like when we can see ALL units VERY clearly in Rome Total War...hundreds of horses acting like robots ^^)
The animation i would add for a horse while they are waiting for orders might be like the horses in Age of Empires games where they are acting wild and lifting their front hooves and kicking them and moving about etc. In other words, adding more personalities to the animations.
Another type of animation i might add for Rome Total war is the chasing the enemy soldiers and slashing them dead with one clean swipe on their back from our cavalry riders...because in Shogun and Medieval when our cavalry riders chase the enemy soldiers their animation looks dull and unreal to me.
Another type of animation i would suggest is that archers can shoot straight in-the-face on enemy soldiers because in shogun and medieval archers may only shoot upwards towards enemy due to the lack of numbers of soldiers in the game. Which is another factor i think that makes shogun and Medieval not that perfect because when 100 archers fire at my 100 soldiers, only about 1 or 2 is dead.

2. I would suggest making the formations look more un-orderly and more irregular (In an orderly way, because if it looks too orderly i think it would look more like a parade rather than a battle). Because while i was playing shogun and medieval, I could'nt feel the atmosphere of real war due to the too-orderly formations. Also, i would make the battles more 'mixed-up', in other words not only the soldiers in the frontline are fighting, eventually the whole army would be mashed up in enemy armies (From Braveheart, Gladiator etc.)

3. I would suggest making the handling and commanding on the battlefield more easier to control and handle. Because one thing that frustrates me so much when playing shogun and medieval is that its very hard to identify the current battle situation, all i can figure out is soldiers fighting and losing, winning or running away. I cant see the effects of formations, of tactics etc. To improve this situation i would suggest that we may command battle from a battlemap...what battlemap? A clear and transparent 2D battlemap like in Diablo2...we press a button, the map appears, we press again, it disappears. We may give commands to forces from battlemap or directly from game battlefield
. Having a battlemap that covers whole screen i think would make us understand the current situations of battles more easily. What's in the battlemap? The stats of each army group of course, their formations, numbers, positions etc.
If say, an army of ours lead by a general is currently mashed up in another enemy army, then the use of colours to distinguish our army from enemies would be useful.

4. I would suggest improving the landscape features...in other words not just flat high and low plains and castles, but high mountains and cliffs, valleys, small streams and rivers (to cross rivers soldiers would have to chop woods from trees to make rafts to carry armies across the river) Thickly covered forrests, that's good for setting fire blazes to kill huge amounts of enemies trapped within it etc.

5. I would suggest adding more flapping flags to individual armies. Because it would make the battle look more spectacular (p.s Flags musnt be just flapping and sticking straight in the air, when charging and in mixed battles they must be leaning backwards, forwards, horizontal etc. in the air. plus waving wildly about sometimes) No need to worry about complicating the battle because we may control our battle mainly from the battlemap.

6. Another factor that might make game more realistic is...dead soldiers, horses, weapons, flags, food, food carts, woods, shields, spears, burning tents, foods, carts, bodies etc. lying on the battlefield plains.

To be continued...

Another tactic....our main force that's about to combat head to head with enemy main force only contains one tenth the amount of the total number of our soldiers. The remaining soldiers are gathered into two armies to sneak behind the enemy main force and give them a lethal ambush attack onto the back of their formation. To successfully carry out this tactic the main thing to watch out for is that the enemy musnt know that we only have one tenth the amount of soldiers in our main force, because if they find out then their main force (which contains the whole number of soldiers) can just charge towards our main force and eliminate our main force before our two other forces may successfully ambush attack them from their back.

Divide your army into one large main force and many other smaller forces on battlefield (you may regroup the number of soldiers in different forces anytime during the battle. A separate force may contain all types of different soldiers like arch3ers, cavalry, foot soldiers etc.) . Lure enemy to attack large main force while our smaller forces quickly and silently spread out and surround the enemy attacking force?s side and back, intersecting enemy forces? aid that might be coming later, or attacking together with the main force.. Lethal if we use cavalry archers to do the tactic.

Lure enemy forces into your battle formations and the guide and change your battle formations to separate enemy; soldiers so they are scattered and couldn?t help each other.

Captured enemy soldiers surrendering to your side can be sent back to enemy forces to spread rumours that would decrease enemy soldiers? morale

Wounded soldiers travel slower than uninjured soldiers; they decrease morale and combat ability of forces and is a burden which makes forces travel slower. If you leave them behind, soldiers? and civilians? loyalty will decrease?unless the wounded soldiers? have very high loyalty and decides to be left behind themselves for the good of the army.

Animation: on strong windy days. Leaves and grasses debris get blown about and float and fly around in air

Battleground feature: waterfall and large rapid flowing streams sand lakes

Graphics: when soldiers killed and falls into water of streams, rivers, lakes etc. we will see water around dead body becoming red and body of dead soldiers floating on water/ floats down streams in the direction of water flow

Fire?soldiers trying to put out fire with buckets loads of water

While enemy forces crossing bridge, secretly break the bridge as prepared beforehand to make enemy soldiers fall down bridge and frown.

Steep cliffs may only be traversed by foot soldiers and not cavalry

Ambushing soldiers attacking without warning will cause panic and lower forces? morale because the exact amount of attacking enemies is unclear?therefore in game this means if attacked by ambushing enemies, their number would be unclear to us.

Some paths blocked by forests which do not allow cavalry and supply carts to pass must either be cleared by burning them down/ removed manually by soldiers and labourers following the army.

When enemy forces retreats your forces fighting that enemy force will automatically chase after them, but on entering terrain where there might be enemy ambushes they stop and waits for your further command. On game screen a soldier?s face portrait appears and asks you wether to continue chase or not.

Morale of forces will increase when they hear news of new supplies or aids, or decrease why they hear that supplies/ aid have been intersected by the enemy

Game control works like real time, you plan your forces? moves beforehand because in game you cant makes forces move as you command but like in real war the battle situation is reported by messengers on horseback unless you (commander) are at the battle scene

Base camps made with stonewalls ?your soldiers will first have to gather rocks form rocky terrains (strategical advantage)

A risky way to increase morale to very high for a small period is to destroy all our forces? food supplies and only keep a few days? food supplies, soldiers are told that within the few days we either win, or we starve to death.

Continuously attacking straight after winning may battle (only short rests) is a good way for soldiers to forget their fatigue (because morale is high), but if we settle into long rests then fatigue of continuous battles will be shown

A great victory and defeat over evil warlord?s forces will make civilians donate lots of food for our forces when we take over evil warlord?s city. (Animation showing huge crowds of civilians standing, waving, cheering and welcoming out forces? arrival. If your warlord?s reputation is very high then there will be volunteers of civilians asking for permission to join your army)

When your forces breached the castle walls and are inside city, burning buildings within the city is a good way to cause panic on enemy forces. Doing so decreases your lord?s reputation because it kills innocents this way?and after you take over the city those reconstructions of building s will decrease the wealth and resources of that city

In battle you will be able to capture surrendered or lost battle enemy soldiers?3 actions may be taken
1. Allow them to join your army
2. If you don?t have enough pension and food to give them, release them (all will return to their original army if their former warlord have high reputation, if medium reputation then only half will return, the other half will become normal civilians (increase population of cities) or bandits in mountains.
3. Kill them to prevent them going back to former army (reputation down) If you kill the surrendering or capture soldiers too many times, news of your killings will spread to other cities making those enemies of yours with low morale to fear you more and have even lower morale, or those enemies of yours with medium to high morale will have higher morale because now they?ll just fight to the death and not surrender knowing they will be killed if they surrender or are captured (advantages and disadvantages of killing surrendering or captured soldiers continuously)

Forbidding your soldiers to loot enemy city after taken over it will increase fame amongst civilians greatly but if your soldiers are often out of pension and food then their loyalty will decrease. Another way to increase soldiers? morale during battle is to promise them that they may loot enemy city once it?s overtaken

a soldier can be trained to become all purpose fighter : cavalry rider, archer, foot soldier, takes time to train them but if they?re fully trained to be able to become any of these then during battle the regrouping of forces would be more convenient because they can become any type of soldier on the battlefield

During battle you must still give soldiers their pensions

Making weapons and armour and buying horses from merchants costs money and time, always good to have extra armours and weapons made ready to be stored in castle for emergencies

Sound effects. beat battle drums for attacking or retreating commands

Fake tactic?set up more numbers of camps, campfires and post flags to mislead enemy making them thing that we have a greater army than our current ones

Burn all bridges that links your territory to enemy territory to stop enemy advancement or to mislead them into thinking that we don?t have the strength to attack them yet

To send our soldiers to fight in distant lands requires preparations first (food, weapons, supplies, equipments, horses etc.) which would take some time

Heavy rain for many continuous days will increase the water level of rivers, lakes, streams etc., sometimes water will overrun river bank and flood the nearby dry surfaces when water level returns to normal. The dry surface overrun by water will be muddy and would slower soldiers? movement.

To be able to see at night soldiers will have to carry fire torches. For deadly surprise attacks at night: light armoured soldiers travel in total darkness. If you didn?t plan your armies? moving route carefully beforehand and cause own troops to clash in the dark then you?ll suffer very heavy casualties.

If you choose to not kill enemy prisoners and the prisoners have very high hostility towards you, then you must send enough soldiers to guard them to prevent them uprising

Scouts will be automatically sent out when your army are resting in tents to forewarn enemy advancements upon your camp. If you have very dissatisfied soldiers then no scout will be sent out because they?ll escape

During game you may always go to a virtual battlefield having custom battles to train for your tactics and ways of war etc.

Fully trained soldiers complete battle formations and move in battle formations faster than not fully trained soldiers

Only unroyal soldiers will run away from battle automatically and never return to forces when they are losing badly. Normal soldiers will also run away, but will move in groups to be reorganized into formations again later when they?ve recovered their morale slightly form resting

Some cities are situated in very hard to reach high mountains/ lands blocked by dangerous terrains.
Advantage. Easy for defence, enemy hard to gather information on the exact number of our army and resources.
Disadvantage..attacking enemy territory requires longer time because first need to pass trough dangerous terrain.

Camps have guard towers

Tactic: let your soldiers wear uniforms of enemy soldiers for deceiving enemy.

In game, if enemy surrounding your city suddenly sends a large part of its force away, you must decipher the reason yourself: might be our allies have arrived so they’re sending a part of their force to engage our ally, or maybe it’s a fake tactic used by enemy trying to lure us into chasing after them making us think retreating.

Our force’s morale will increase if the enemy force fighting our force is retreating, the right time to chase after them

Soldiers carry small amount of food with them during battle, when resting they’ll consume it.

You received news of your enemy’s allies sending troops to help your enemy, you send a force to engage them, but on your way you fall into enemy allies’ ambush because they’ve arrived much earlier than your generals originally estimated

Animation: soldiers and cavalry charging through shallow streams. Water splashes splashing up

When your army retreats in a chaotic situation, your force’s formation will be broken

When you retreat early enough so that the morale of your soldiers isn’t that low you’ll still have the chance to reorganize or regroup your soldiers into formations (which means the more your force is losing battle the lower its morale becomes and the more chaotic and unorganised and dysfunctional; the formation would become)

If being successfully attacked by enemy your soldiers would hastily run away and trample on one another causing death tolls to rise. When you seen enemy soldiers retreating and trampling on each other it means it wont be a fake retreat.

Animation: Fire causes smoke

Use one force to attack and the other force follows being to act s backup in case anything goes wrong.

Your force attacks, enemy retreats by separating their forces into three forces to each retreat to different cities. You may then also separate your force into three forces and chase each enemy force separately. But this might be enemy tactic luring you to separate your forces because your morale is too high so that at some location they’ll rejoin their 3 forces and attack one of your lone separated forces. Best way is to concentrate your force and use that powerful force to chase after one enemy force only (p.s But you must also be cautious about enemy using his 3 forces to surround your main force, therefore you must separate your force into many forces and let them follow each other so that one may help the other if one force got surrounded by enemy)

Chasing enemy forces over long distances at night is particularly dangerous because during nighttimes the terrain features becomes more unclear and hard to distinguish therefore there’s a greater risk of falling into enemy ambushes

When sieging an enemy city, always be prepared to face enemy surprise attacking during night.

When soldiers are really tired and you don’t let them take off their armour to rest in tents their loyalty will gradually decrease. If you let them rest with armour on then when enemy surprise attacks, there’ll be less casualties, but resting in this way will not fully recover soldiers’ energy

During battle your force will automatically send our scouts to gather the enemies’ locations, information, and advancing routes. Many scouts coming back and forth reporting enemy information they’ve gathered takes time. e.g. They report to you that enemy is how at position X. Your force quickly goes there but you might find enemy had left that location already. It works like real battle where you have to decide your strategy and advancement of forces from looking at the travelling routes of enemy forces to work out what the enemy is trying to do.

Soldiers will die if doesn’t receive food or water for some days

You may send your forces secretly onto battlefield to watch two warlords battle, after the battle you attack their warlord who won but is now exhausted and gain victory easily.

Prevent camp being invaded by enemies. Always have enough forces to guard it…you decide wether you want to send our all your forces to fight or keep most in camp…decision decided by you when you don’t have enough forces to fight enemy but thinks that enemy can be beaten easily if you send out all your forces to engage them. If you do, enemy might sneak up from behind the camp and take over the camp easily.

Divide your forces into many to continuously replace tired forces with fully rested forces for maximum battle efficiency

Making your force travel in one long single line column prevents them all squashing together and becoming easy targets for ambushing bowmen

Damaged castle walls during enemy siege would have to be repaired, costs money

The more developed and wealthier your city becomes, the larger the city will become, and the longer city walls will become

Soldiers will run away when they have low morale, energy and loyalty

Mocking enemy forces will cause their morale to rise. Anger. Tactic used to lure enemy to attack

Making peace pacts. Can demand food, money, or cities from the losing enemy. Pacts are mostly asked by the losing side who don’t want to waste more soldiers’ lives or by the winning side who don’t want to lose more resources and soldiers…or their land is under new threats from other enemies therefore it’s up to you wether you accept the pact or not.

When your warlord is capture or killed by the enemy. All of your forces’ morale will decrease

If soldiers start running away you may kill a few to warn and stop more of them running away. But in this way general and warlord’s popularity decreases, soldiers’ loyalty and morale decrease continuously. If soldiers’ loyalty decreases to very low they’ll uprise and kill the leading general therefore…if loyalty becomes very low must allow them to run away.

When you receive news of enemy advancing towards one of your cities you may: 1. Stay and defend city 2. Ask for aid from allies/ non-allies 3. Send some troops out to engage/ ambush enemy first 4. Send some troops out tot hide and wait for the right time for a counter attack 5. Abandon city and send troops to other cities 6. Abandon and burn city so enemy can’t use that city’s resources (popularity and loyalty decreases)

You may kill civilians using you r army if you want to prevent them escaping to enemy cities or causing uprise

You may force recruit soldiers form civilians (loyalty and popularity decrease) or use money to recruit from civilians

Your may use money, food, horsed, armour etc. to borrow soldiers from allies for a specified time. If a after that you don’t return the soldiers to your allie your relationship with allie decrease and loyalty popularity decrease

If you have a city population of 100 then only 50 may be recruited as soldier, other 50 are women, children and old people

A city with very low civilian loyalty will create a revolt/ uprise from civilians; if the revolt is put down then civilians will start fleeing that city to go to other nearby cities. Or civilians will secretly ask your enemy to invade their city to free them and they’ll promise to help enemy when they attack the city

Wind blow\s leaves off trees

You can force captured enemy soldiers to be recruited into your army, however it’ll decrease the overall loyalty of soldiers

Guerrilla warfare: a way of engaging enemy if your have much fewer forces than enemy. Mainly used to disturb enemy and waste their energy or to slower their advancement

If you don’t have enough money to pay soldiers periodically, then you must unlist some soldiers so that you may afford the payments or else soldiers’ loyalty will decrease slowly

In a city you may exchange food, money, horses etc. with merchants e.g. Exchange food for money, horses for food etc. The price of these exchanges depends on the number of loan, food, horse, and blacksmith etc. merchants staying in a city.

Each force is commanded by one main general and two vice generals, so that if one general is captured or killed the other general may take his place

Always have extra food in your city in case of an enemy siege.

Become evil warlord is easy: force recruit soldiers continuously and allow them to plunder, burn, kill, rape every city they invade…disadvantage of being evil lord is every army you come across will have high morale because they’ll defend to death

Can ask wealthy but weak warlords to pay you food, money etc. periodically to avoid their cities being invaded by you

Enemies’ soldiers who have very high loyalty to their warlord will fight to the death, those with very low loyalty will join your army if you surround them and ask them to join your forces

The more people in a city, the more food and money that city produces each month

Soldiers gain experiences during battle, the more experienced the y are, the stronger they are for attacking and defending. Therefore it is best to have a very large army and use it to fight by itself without letting other new soldiers join in until its experience level reaches maximum,
By then this force will be very powerful.

If your force are many time larger than the enemy force and have the same or hight morale than the enemy force, then when your force and the enemy force face each other on the battlefield you’ll be able to cause enemy’s morale to decrease automatically

Animation: General charges toward enemy force fist, rest of army follows

Retreat: 1. Retreat to join other forces on battlefield 2. Retreat to city 3. Fake retreat. Have bowmen stationed on city walls to shoot off chasing enemies while our force safely retreat into city

During battle the vice generals/ soldiers will give you advice on the current battle situations e.g. if enemy is winning easily they’ll advice you to retreat quickly before all of you r force is destroyed. If they thing it’s not appropriated to continue chase because they thing there’ll be ambush they’ll tell you that as will

You can attack an enemy city by sending forces from as many different locations from as many different cities, camps, fortresses etc.

The more energy a force has, the quicker it’ll be able to travel

Surrounded by enemy. Aid force arrives and attacks from back of surrounding enemy force. Our general then gives command to concentrate our attack on the same spot where our aid force is attacking in order to penetrate surrounding enemy formation and escape

Building ships cost money

Steep hills upon steep hill covered with lush vegetation

Dig deep trenches to make enemies fall into them. Set deadly trenches with sharp long wooden stakes at bottom for instant kills (costs more time)

In heavy rain, mist, and dark nights without moonlight, your view range becomes nearer

Windy day causes dust and debris on ground to be blown into air

In a narrow valley with high cliff wall at sides you may block the narrow passage with large rock boulder piles so enemy will be unable to pass through.
Using a small force to block the exit pint of this narrow path will be able to resist enemy force’s advancement completely for a very long time because enemy’s large force have been divided into very small division by the narrow passage. When entering narrow paths like this, divided your forces into many forces before entering to prevent very heavy casualties if there are ambushes.
Most lethal tactic is when most of enemy force is in the valley and we roll down huge boulders to block both the entrance and exits of the valley then we rain down arrows and rocks onto enemy forces trapped inside the valley.

Old fallen trees/ logs in battlefield. On mountains

Have a feast or banquet in camp to increase soldiers’ morale and loyalty or to lure enemy to attack (most vulnerable during feast). When having banquets must watch out for enemy’s surprise attack

Every battle formation has advantages, disadvantages and special purposes in different conditions and situations

Cavalry travels very slowly in through heavy-shrub areas or very uneven roads

Each general have statistics and experience points like in RPG games. This is for singe combat between generals and for their advices during battle.
Works like in RPG. Generals gain experience every time they gain victory. Then when experience is reached to certain limit they gain levels. With the levels come statistc points where you may distribute them over different abilities: 1. Attack power (attack power of general also increases his force’s attack power because general kill more soldiers when they are more powerful, it causes his soldiers to have higher morale) 2. Intelligence (For more accurate observations during battle and learning new battle formations, trading and negotiating with merchants or other warlords, persuading enemy generals to join our force etc.) 3.Leadership 4. Other



To be continued....or finished...if no more comments are posted..





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Awesome
10/2/2002 12:42:32 AM
Comment by:
DarkLink
This has gotta be one of the best ideas so far since the new launch of GD. Great history behind it, great gameplay...Someone could REALLY make something outta this game. The only thing is you should add more empires like the Persians, Britons, Greeks etc. I don't wanna sound like Age of Empires tho lol.
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*Thumbs up!!*
10/4/2002 4:09:53 PM
Comment by:
Etaren
This is a really really good idea! I've thought of such games myself, but you overdid it =) The only thing you missed is Intelligence... And I don't mean an individuals intelligence ;) I mean espionage, counter-espionage! We should talk sometime and put together our ideas and create something HUGE ;) Really good work, lad!
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Great
12/5/2002 3:58:14 AM
Comment by:
Bob Bobyson
This is a great idea. I think that this is a great game that deserves to be made.
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