Future

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As this game is in its first iteration we have mainly aimed on building the core foundation for the game. This has meant that while we have a large number of features we want in the game we need player engagement to make sure we do them all right.


Ideas to implement


Camps - A pre-town stage where players will have a small protected location to gather resource to build town.

Bandits / Bandit Camps - An alternative to making a camp into a town. Bandit camps are for PVPers and Griefers. They will have additional abilities to help assist them to harass and extort (inc. extortion demand command) towns. They will also hopefully be able to be used by civs as mercenaries. Will be given missions to increase camps infamy points (some missions are to intercept or disrupt towns missions) aswell as actions such as killing or looting town members. Infamy points will be used in production of unique war gear / units aswell as a requirement for researching tech. weapon and armour tech limit will be limited 1 tier lower than the top 10 civs military tech.


Siege equipment - Expanded offensive and defensive gear and equipment to improve war. This includes: warcamps & warblimp which are placeable teleport points to assist in the attacking of a town. Walls which are a protected building stopping people being able to dig under without destroying, siege towers & ladders which will be small towers with special abilities that can be placed during war to help assist with attacking (ie things like siege ladders which spawns a 10-15 laddered tower assisting with quicker climbing over walls) and defending (ie things like water tower which spawns a tower dropping water across an area) and a teleportation bow to allow mobility and stratergy


Additional tower types - Cannon tower (Fires an explosive cannon ball causing huge AOE damage / Scout tower (Tower that tracks and informs a town of any non civ members location within its range) / Fire Tower (Launches fireballs to attack targets)


Wonders - A variety of massive high cost end tier buildings (Only one of each allowed on the map) which provides wonder buffs to the civ its built in)

Player Levels


Civ Renown - Missions and activities will provide civ renown which will unlock later tier techs, civ boosts and player boosts


Electricity - A system to provide a multiplier effect to towns as well as needed for future late tier tech and gear


Religion

Nether


Events


In Game Lore -


Official CivWorld Lore - An creative version of official civworld history designed to contain the full tale of in game lore including events, tales of deeds done and stories from key players in the phase


Official Civworld History - The factual history of the phases, key events, key players and top 10 civs, who won


More templates - different styles of buildings


Classes - Unique classes that provide different styles of plays to be recruited from barracks (Examples: Soldier, Paladin, Knight, Engineer, Spy, Scout, demolition, medic, Worker, Sapper, thief, bounty hunter)


Expanded hostile mobs - New dangerous mobs


Custom Gear - Higher and lower tier armour and weapons needing unique requirements


Town Personalisation - Ability to set civ colour scheme which will auto change colour themes on items such as flags


1 Banana Year Of Plenty, Vitamins, Advanced Optics Land $150
2 Cattle Extraction, Vitamins Land $150
3 Cinnamon Year Of Plenty, Vitamin, Advanced Optics Land $450
4 Citrus Barter, Gourmet Land $300
5 Clam Fine Art, Great Work Water $375


| 1 | Banana | Year Of Plenty, Vitamins, Advanced Optics | Land | $150 | |---|----------|-------------------------------------------|-------|------| | 2 | Cattle | Extraction, Vitamins | Land | $150 | | 3 | Cinnamon | Year Of Plenty, Vitamin, Advanced Optics | Land | $450 | | 4 | Citrus | Barter, Gourmet | Land | $300 | | 5 | Clam | Fine Art, Great Work | Water | $375 | | 6 | Cod | Efficient Gears, Extraction | Water | $200 | | 7 | Coffee | Innovation, Rush, Reinforced Masonry | Land | $150 |