Main Updates since November:
Technology King win Condition
Deposit and Arid Desert tiles
Modification to Desert generation
Researchification of some Beta B features
Maceman unit
Basic Taxation and Research costs
Modification of Unit costs
Research:
Counting: Opens up Gold and basic taxation
Sanitation: Cuts waste and Allows Lv4+ Towns
Maces: Opens up Maceman unit
Bug Fixes:
Access to Combat Archery fixed
Attempted Transport Ship fixed
Invisible resource gain before availability fixed
Dock upgrades at New Era fixed
Transport ship bug fixed
Some border issues fixed
Settlers moving when building towns fixed
Subscribers
can Turn off Tick Messages and has access to Subscriber Chat
They get recognition at Login and in the Players online tab
They also have Advanced Access to the Technology King Win Condition
Welcome to Wargames 2, the civilization clone on BYOND which goes half way between turn based and real time strategy. In the following months I'll be working almost from scratch to create a new competitive BYOND game, with great customisation. One can host a server for a small group of friends, or go ahead and enjoy the orgy of hundreds of players thrashing it out, creating alliances, forming Empires.
But before the game can be enjoyed at its full, it needs to be tested for its eventual completion. As time progresses, you'll be able to see it form from a just-about-playable game to a full conquest spanning the Prehistoric age, to the Biotech age of the future.
The months of February and March will be testing:
Iron and Romanic Ages
Unit costs and economic developement
Desert based maps
The start of Town management and Political alliances
Iron Age is yet to be fleshed out, and the Romanic age will include Roman and Greek styled weapons and combat. Unit costs are the major testing feature in Public Beta C, along with Desert-based maps, Deposits give metal, Arid tiles provide wood. Public Beta C also includes changes to researching and the implementation of town upgrades in the form of Counting (which opens up gold, and eventually the ability to tax different levels) and Sanitation (which improves health, allows upgrades)..
Prehistoric Age units:
Caveman: The most basic unit, moves one square a turn, cannot go on
shore, sea or ocean squares. Uses Blunt weapons
Darter: The same stats at Caveman, but rather uses a Pierce weapon.
Requires "Darts" Research.
Rafter: A cheap unit to avoid situations where players are stranded
on different landmasses, Caveman with the ability to go on shore, sea and ocean
squares (the only drawback is that there is a 25% chance of being "lost
at sea" on sea and ocean squares).
Stone Age units:
Axeman: Slightly stronger unit than Caveman.
Archer: Slightly stronger unit than Darter, requires "Archery"
Research.
Worker: Non-combat unit which can irrigate and produce roads. Requires
"Permanent Settlement".
Copper Age units:
Settler: Allows the building of new Towns. Requires "Permanent Settlement".
Supply Wagon: Helps keep units outside towns alive by transporting food
to them.
Superior Axeman: A warrior built for war, stronger than the Stone Age
Axeman.
Maceman: An even stronger Copper Age unit, but costs significantly
more.
Bronze Age units:
Swordsman: The first true war-ready unit of the game with basic armour.
Trade Ship: Ferries between towns to provide extra revenue.
Transport Ship: Ferries units across the water to land on other areas.
Support Ship: An Attack ship with archers which helps protect civilian
ships.
Iron Age units:
Combat Archer: A war-ready Archer with basic armour.
Research:
For Research help, please visit: Research on wiki.
Combat:
Combat is initiated when two units of opposing players knock into each other.
There is a bonus if a player "catches" another when its moving (meaning defending
players are better off when they are standing still). There is currently two
weapon types: Blunt and Pierce. Pierce is better than Blunt, Blunt weapons have
a 25% of having no effect even before damage rolls start. Combat is currently
instant, pending feed back. Units are moved by clicking them, then the square
you wish to move to, note that until you click another unit. Units also store
food, currently 100, and use one per tick. If you wish to refuel them, you'll
need to get them to a town (you automatically take a town which is unoccupied)
or bring a Supply Wagon to them, which will refuel them to 100 again.
Other Help:
See Wiki Pages here for more information: Units Research Terrain
Crazy level of resources bug:
It has been noted that occasionally there was nations recieving way above their turn resources, to the point that it became practically limitless. With C.a this may have been fixed. If you notice this bug, and think you can help to remove it then get in touch. I have emulated it with C, but not C.a, which leads to me believing it is fixed, or is harder to reach.
Winning the Game:
There is the following Win conditions within the game:
Freeplay: Freeplay allows the game to continue indefinately.
Conquest: Conquest games end when there is no remaining towns under more than
one nations control.
King of the Hill: A marker is placed on the map which has to be held for 100
turns.
Technology King: The Winner is the first to complete the entirety of the research
tree. Currently Subscriber host feature