FUN WITH FLAGS - game mode - description
The game mode is meant to be an economy mode and has the name FUN WITH FLAGS. At the current state, it is implemented as a dynamic script and will be delivered with one single map. The map shown here is named "FLORESCENCE" and is almost identical to "The Valley of Dangers 2", originally made by the famous Shadaoe.
Description:
What is the difference to regular building+fighting mode?
In Florescence, you won't be able to destroy your enemies, because his base is protected so your troops can't enter it. Therefore the 'traditional' build order 'city-army-fight-demolish base-end' will not work. When your troops enter the enemy base, they will be killed immediately.
So how do you win?
In order to win, you have to collect certain achievements which are called Flags.
As soon as you own the majority of flags, a countdown will be started.
If you don't lose your flags until the end of the countdown, you win the match. The countdown length is 3 minutes atm.
The flags are not physical things on the map, but really are achievements like for example 'have the most timber'. As long as you have more timber than your opponents, you will own this flag. If one opponents produces more timbe than you have, you lose the flag and the opponent gets it. The amount of timber is called 'flag score', because it's the score that decides who owns this flag.
At the current state of development, there are 15 flags planned. The amount of flags you need to win depends on the number of players. If there are only 2 players, you need 10 flags, whereas with 8 players you will only need to hold 5 flags in order to win.
There will be 4 classes of flags which behave differently:
Future Flags (5 total)
These flags are locked at the beginning of the game and will be unlocked after a certain amount of time, for example 20 minutes. As soon as the match time reaches the 20 minutes, this flag will be given to the person with the highest flag score. Everybody can fight for these flags, so if your opponent out-scores you, you will lose the flag and he will win it.
Fact Flags (4 total)
They behave like the future flag, except that they are not unlocked at a specific time, but only as soons as the first person reaches a specific flag score. So if the limit is 200 for the timber flag, it will be given to the player who has 200 timber. We will still hold it if he falls below the 200 timber, but we will lose it as soon as another player has more timber than he has atm.
First Flags (4 total)
They behave like fact flags, which means they are unlocked as soon as one player reaches a certain limit. But you cannot fight for these flags and you cannot lose it. So the first player gets this flag and owns it for the rest of the match, even if he again falls below the limit or other players outrun him.
Final Flags (2 total)
These are personal flags, so you don't fight with the others for these flags, but you fight with the limit. If you reach the limit, you will own this flag. If you again fall below the limit, you will lose it. This flag can exist more than once, so all 8 players can own this flags at the same time. You can't steal this flag from others.
Atm there is no possibility to team up, each player fights for his own. A team-mode is planned, but still difficult to do with the recent version of dynamic scripts. The team mode is thought in a way that everyone plays like the FFA mode, but only the winning condition is calculated for teams, not for single persons. So if Team1 holds in total the majority of flags, the countdown will be started.
So here is a list of flags that are implemented right now. The flags shall be done in a way to counter others, so it's not so easy to collect all flags. You should have to decide which way you go, for example for bread or sausage as main feeding resource. Therefore if there is a flag that rewards sausages, there will be another flag that punishes sausages and rewards bread. You have to make choices where to go. Atm there are 60% pure economical flags. The other 40% need military (but only 2 really need fighting).
- Wooden Leg (fact flag, limit: 50)
The number of wooden weapons minus the number of iron weapons produced. Everybody tries to recruit iron troops, so here is an appeal to not do so. - Restaurant (fact flag, limit: 360)
It's basically the number of food, weighted for nutrition. Each wine gives 3, each bread 5 and each sausage gives 7 flag points. There is no fish on this map. I plan to add a multiplier which takes into account the number of inns, maybe give 10 extra % per inn or so. - Forechecking (fact flag, limit: 5)
It's the number of demolished (already fully built, not only planned) enemy buildings. - Fighter (fact flag, limit: 60)
Each killed enemy unit gives a certain flag score, similar to map "Coastal Encounter Scored". So if you kill a militia, you will get 1 point. If you kill a knight, you will earn 7 points. - Comfort (future flag, time: 15min)
The number of produced tree chunks plus coal plus straw. Either way you need the central valley to win, but why not give some additional points for that. Coal is more or less only in the central valley, the other things need space, which you don't have in your starting location. - Luxury (future flag, time: 30min)
Number of gold plus wine plus sausage. - Vegetarian (future flag, time: 45min)
The number of bread plus the number of wine minus the number of sausage. - Sightseeing (future flag, time: 60min)
The number of barracks plus schools plus stables plus towers plus markets plus gold and iron mines minus (minus!) coal mines. Marketplace is not available from the beginning and will be unlocked with this flags. However, weapon trades are forbidden. - Commander (fact flag, time: 75min)
It's number of living soldiers plus the number of killed soldiers minus the number of lost soldiers. Fights are possible in the central valley of the map, you can move your troops there. - City (first flag, score 25)
The number of finished buildings divided by a spreading factor. If you have the same number of buildings of each type, the spreading factor will be 1, so the number of buildings will be one. On the other extreme, if you have a city consisting of say 1000 towers and nothing else, the spreading factor will also be 1000, so the overall score will be 1 (despite the 1000 buildings). It's meant to punish mass-coal-mining and especially tower-spamming. - Iron fetish (first flag, score 150)
It's the number of iron plus the number of leather (the actual resources, not the armors) produced. - Variety (first flag, score 38)
You need to have 1 building of each type and 1 living unit of each type to get this flag = 38 units+buildings in total. (marketplace does not count) - Strategist (first flag, score 5)
You need to equip 5 soldiers of each type to get this flag. - Population (final flag, limit 160)
You have this flag, as long as you have 160 citizens. Recruits are citizens, military troops are not. So if you levy an army, it's possible to lose this flag. Also each starved civilian gives you a permanent malus on this score. - Knighthood (final flag, limit 20)
You'll own this flag as long as you have 20 living knights.