Voxel Turf is a block based city builder/action adventure game. Build cities or destroy them. Start businesses or rob them. Nurture your citizens or subjugate them. Build a real estate empire, or perhaps just drive around and blow stuff up. Its your choice! Voxel Turf allows you to be the force of benevolence or the agent of chaos in a city of your creation.
If so then Voxel Turf is the game for you!
DD 1: Economic Engine I: Building Types, Supply and Demand
DD 2: Economic Engine II: Modifiers, Desirability, Safety Rating, Repairing and Custom Buildings
DD 3: Weapons I: Small Arms and Weapon Mods
DD 4: Weapons II: Rockets, Explosives and Blast Resistance
DD 5: Mechanisms, Circuits and Electronics
DD 6: Dealing with the Law (CDF) (+Youtube Video)
DD 7: Urban Grand Strategy - Turf Wars and Diplomacy (+Youtube Video)
Upcoming Dev Diaries: Base Building, Missions, Co-Op, Bandit Raiding, Reputation and Racketerring, Minigames With Friends, Stats and Perks, Mod Support, Server Management, Making Money.
Your city is divided up by various factions. These factions have bases around the city, and nearby buildings will be protection racketeered, giving them a source of income. One way to grow your wealth and influence in the city is to conquer these factions through warfare and diplomacy to gain control of their protection rackets.
If you've played any Grand Strategy game before this should be mostly intuitive to you. For the uninitiated, things work as follows:
Let's have a look at these in more detail.
Above: A racketeered building. Racketeering only gives part of the buildings income, but none of the expenses. When a bases is ceded in a turf war, all racketeered lots attached to it are transferred with it
Open players/factions page, then open the Diplomacy screen. Here you can do several diplomatic options and engage in private chat. But we'll discuss these later.
Hitting the Turf War button will bring up a list of players and factions on each side. Your allies will appear on your side, your target's allies on theirs. If someone is allied to both sides they will side with the defender.
This is the fun bit ;). Attack their bases by eliminating the defenders and holding them. Keeping your bases safe takes three parts. Firstly you can build your base to make it a defensible as possible. Secondly you can fortify your base with hired goons. Thirdly, if you are attacking the AI, you have to watch out for Base Attacks...
Watch out, the AI does have a way to fight back! The AI can issue Base Attacks. A Base Attack consists of waves of enemies that invade a targeted base. Base Attacks come in different power levels that dictate the strength and numbers of attackers.
They begin with a scouting wave consisting of one attacker with an SMG and one with a Rocket Launcher. Then they launch assault waves, wielding Assault Rifles and yet more Rocket Launchers. High level base attacks even have "Demolition Waves" - waves that consist of nothing but Rocket Launchers!
All waves have at least one attacker equipped with a rocket launcher to demolish obstructions between them and their target. Base attacks do cost the AI money, so economic harassment tactics do work against them. Likewise stalling the AI can work to drain them of money. Finally, the AI does get war-exhausted, making them more willing to accept peace offers as the war progresses.
And yes, the AI's behaviour is fully moddable. See scripts/server/ai_player.lua, scripts/server/ai_player_diplomacy.lua and scripts/common/ai_player_diplomacy.lua. You can also edit the parameters of base attacks (how many waves, how many attackers, attacker loadout, etc) in scripts/common/base_attack.lua.
When you have captured the bases you want you can go back to the diplomacy screen and ask for peace. This brings up a screen where you can make a list of demands (or concessions if things go badly). When you are done you submit the peace proposal which is sent to all players in the turf war.
All players get an opportunity to vote on the peace proposal. If both the attacker and defender sides vote . There are some caveats though:
Aggression is the stick to the warfare carrot. Starting Turf Wars and conquering territory will increase your aggression stat. Aggression:
Voxel Turf has some diplomatic depth to it. You can spend reputation (a reward for completing missions, killing bandits and making/placing buildings) to make the AI like you. Make them like you enough and you can ally them, and drag them into conflicts against your foes!
You also have the ability to “warn” and “protect” other players/factions. What do these mean? Well, lets say you warn a player/faction. Then if that player/faction attacks ANY other player/faction you will be called into the war on the defender's side. The AI will issue warnings to players with negative opinion and more than 5 aggression. The total amount of warnings a player will receive from the AI is dependent on the amount of aggression a player has – for instance if you have lots of aggression you'll get lots of warnings, but if you only have a little bit you'll only get 1 or 2. You can use warnings to “box in” other players.
Finally there is the ability to protect a player/faction. This means if they are attacked, you will automatically join them on the defensive. You can use this to protect weaker players (or perhaps your noobish friends) against aggression without committing to a full alliance.
Until next time,
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