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Master Map Puds for this map Standard Territory Standard Ladder |
General Overview Developing Territories Politics Unit Stats |
3:50 AM on 5/22/97 -- New system for the territory games. They are totally independent from one another. I mean there is no crossover of resources from playing the original set to these territories.
General Overview ------ Back to TopEach player starts with a set amount of gold, lumber, and oil and begins to construct buildings on their territory just as they would in game play. Play is turn based on a weekly cycle where each player gets to use action points however they choose. These points correlate to the rate of building, training, upgrading, harvesting, etc. in the turn. Example: with 100 action points to use for each peon/peasant per turn/week, the peon can either make a farm (100 pts.) or harvest four loads of gold (25 pts./each) or get half-way through building a barracks (200 pts.) that will be continued through the next turn and so on. At the same time, upgrades can take place at 100 pts./turn for each building (ie. weapon upgrade in the blacksmith -- at the same time a tower can be upgrading and a spell can be researched, etc.). All of the standard unit costs remain the same -- gold, lumber, and oil are needed to build things or train or upgrade and so on. Players may take over other territories, just as in regular game play.
With the gold and wood mined/harvested by their peons/peasants, the player can purchase units to place on their pud. The purchase prices are the standard unit costs used by the game (ie. in the WarCraft II Map Editor). If a player knows they excel in naval battles, they may want to construct their town on an island (water battle). Players can have whatever setting they choose, but a third party will construct the actual pud with units requested (this will ensure a playable pud). Players may not purchase heros. Uprgrading is done through the normal gaming sequence, but in the turn based time system. Ie. you have to build a blacksmith and then pay for weapon upgrades and wait a certain amount of time for each particular upgrade. On this master map, you still challenge and take over territories like the other one (original set). When you conquer a territory, the land is in ruins and needs to be developed again (you do not take over the defender's buildings, but you do keep your surviving units -- not any buildings you created in the game). The victor (conqueror) can develop this newly aquired land with whatever resources they have. However, just like expanding in normal game play, there is a danger when taking over land. While this land is in development, it is vulnerable to attacks from other neighboring territories. This is where the politics come in.
You may use your resources any way you wish, including bribes. Before attacking a neighbor, you may want to pay off the other neighbors so they will not attack right after. You could offer to split the bounty afterwards if you are not sure you can take it over. You could even gang up on the individual -- but don't forget that the defender may have aliances too! This is where the extra strategy and fun comes into this type of on-going battle.
CLICK HERE to get a chart and information on building costs and building time required for buildings and their upgrades (NOTE: These stats are altered from Blizzard's building times to work into my "territory" gaming system).
CLICK HERE to get a chart and information on Blizzard's breakdown for each unit (trained units, not buildings).