A new type of RTS-style game with elements from 4X, Wargame, and Real-Time Tactics genres. Draw commands and execute a superior strategy to win over your opponent without the need for micro-management.
With trains now on the battlefield, things are speeding up in more ways than one. Check out Shermanator's latest video for an exclusive sneak peek at what’s in store: https://youtu.be/gCd8y9biozs?si=MZQfTxjEWfB0rV2k
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[*] [b]TECHNOLOGIES[/b]: Silent Hold, Super Periscope, Cruise Missiles, Mercantile Culture, Rawyield Optimizer, Infantry Fighting Vehicle, Airborne Doctrine, Pioneer Corps, Turbostruct, Chameleonplate Facades, Quickfix Protocol, Infantry Mortar, Sniper
[*] [b]INFRASTRUCTURE[/b]: Bridges, Railroads (Trains), Roads, Tunnel, Canals
[*][b]NEW FATIGUE SYSTEM[/b]: Serves to incentivize the establishment of forward bases and transportation over regular movement for slow, non-energy consuming units. All such units will now incur fatigue, even when [i]not[/i] hasting. Units idling close enough to compatible producers will get a major heal/repair rate buff.
[*] [b]FREE-FLOWING/DRIP ECONOMY[/b]: All revenue and expense is now calculated once per second, construction being the only exception (which is payed upfront). This new model produces perfect reporting in the Economy Bar and production "halts" when the treasury hits zero. Feature already implemented.
[*] [b]NEW WORLD FEATURES[/b]: 4 different sizes ranging from Large (current size + 2 territories-widths) to Tiny. These new settings will be baked into the seed. So, given a specific number, the world will load with those exact settings. Also introducing impassable mountain ridges and cliffs.
[*] [b]ADVANCED ECONOMY[/b]: Complicated matter, but in short: Free placement of Villages, which can be upgraded to Town => City => Metropolis. All urbanization levels need Food (Farms and Fishing Grounds) to grow population to max. Max populations are required for maximum urbanization performance. Urbanization convert Goods (Gems, Ore and Wood) into capital. Gems can only be converted by higher urbanization levels, and have a much higher value per transaction but much less frequent deliveries. All goods are produced/collected from exploited special sites (similar to current model). Natural trade routes will be established by the traffic from Trucks and Merchant Ships. Game logistics and the very important decisions on where to place and invest in urbanization could make this part of the game a great and isolated area of skill expression. This feature is still being discussed and delivery by next release is uncertain.
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All features will be implemented and finalized one by one, with the goal of a successful release in December.
Note: All details are subject to change.
Regards
Basantos