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Medieval First Person Survival Game. Featuring a modular building system. Players can found Villages, Towns and Cities. You, with the help of your co-founders can rule over, coordinate and defend your settlement. Interactions between settlements gives rise to a new level of game play previously unseen in First Person Survival Games or others for that matter. Create Trade Agreements, ally or wage bloody war upon other settlements. Find your place in the social hierarchy, contribute to society or seek to weaken it from within. Be loyal or Treacherous, the choice is yours.

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Medieval Survival Game is now known as Will To Power. It is also now being made in Unreal Engine 4 as you can see from the screenshot below.

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Project Unhallowed Status Update #2

Project Unhallowed Status Update #2

News

Not really an update but a live stream of me and a friend testing out some things, this is the first time i've tested it across the network and it was...

Settlement System

Settlement System

News

Currently focusing on the settlement building system. Players can already found settlements by placing a Foundation Stone on the terrain but the rest...

Post comment Comments  (0 - 10 of 18)
HKY09
HKY09

Hi! Great looking game so far, I just had a few questions. c:

How will Governing your settlement/s work?
Will there be things like Taxation or Conscription?
What about different governing types, like Feudalism, Vassalage, Republicanism?

We will be able to design flags for our settlements/empires?

If we don't want to found a settlement, can we join someone elses, or alternatively, become a lone hermit, highwayman or pirate?

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BarbarousGames Creator
BarbarousGames

Hi i hadn't thought about other governing types just yet but that's a good idea. The initial setup will have a settlement leader and several co founders. Other players can join settlements and there will be taxes set by the leader or persons granted permission to control the rates.

Players can serve in political roles which they are appointed to, for instance, defense minister or ambassador.

There wont be conscription as such, players can turn down or accept positions but by accepting there will be some sort of bonus, probably gold etc.

There is also going to be the ability for settlement leaders to create jobs which will be placed on a job board. Players can then accept these jobs and get rewards/build reputation etc. Jobs will be things like body guard missions, escort an ambassador to an allied city for instance.

Flag design is planned with custom coat of arms creation.

You can join kingdoms and you can also be exiled from them :) If you want to play lone or as part of an outlaw gang that's no problem :), at night thieves can sneak around towns via stealth and hiding in the shadows, there will also be lock picking so you will be able to break into peoples houses and profit. Protecting settlements tho will be npc guards and locks of varying degrees of difficulty.

If you don't want to break any kingdoms laws but still want to play solo this is also possible, there is a building system which can be used outside of settlement territories to build dwellings. However, if you choose to do this, one day someone could found a city near you and then destroy your house, or you could be raided and you wouldn't be protected by any law so you only have yourself to rely on to defend your property.

There will be some tech tree abilities for settlements, some types of weapons and items can be produced by settlements with the correct buildings and also researched technologies.

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HKY09
HKY09

If you'd like, may I suggest some things regarding Governing? :D

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BarbarousGames Creator
BarbarousGames

Sure!

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HKY09
HKY09

(Part 1) I had several ideas regarding how it could work:

When you first found a settlement, you and your co-founders will run with collective leadership until you build a town hall of sorts.
Once the town hall is built, you'll have access to [Townname]'s Charter, which will allow you to manage how you govern the town: Tax Rates, Economics, Religion politics, Governing Style, etc.

As the main founder, you will be able to change the town charter or give the permissions to one of the co-founders so they can decide. There was another factor I wanted to talk about before I go into systems:
Happiness.
If citizens are unhappy, they may revolt. You can keep them happy with either religion, military dominance/show of power or representation. More on this later.

Government Charter:
This part of the town's charter will determine basic governing style. It is split into three different styles - despotism, monarchy and republicanism.

With Despotism, you become the only person in the ruling class. You wield nearly absolute power over governing.

Under a Monarchy, you and your co-founders found a house/dynasty with you as the king/queen(if you didn't pass on permission). Under a monarchy, your guards are more efficient and guarding towards you while the peasants must recognise your rule. You must derive your power from somewhere - whether it be nature, god or the people themselves - this is determined by religion. You and the founders are part of the ruling class.

Under Republicanism, you and your co-founders form the town council, with you as mayor. Elections are held every so often to decide a new mayor, or elect a new councilman from the population. The population is more unlikely to revolt against Republics, unless they are faced with crippling problems like crime, war and famine. You and your founders are the ruling class, as long as you can stay in power. Otherwise, everyone has the potential to be part of the ruling class.

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BarbarousGames Creator
BarbarousGames

Deffo like the idea for the town hall, possibly make this the first building that has to be made, that way other citizens will help in gathering resources to build it and once complete the mayor/settlement leader can then start adding plans to the city with a building plan. This will include allocating residential/commercial/industrial plots for which usage rights can then be granted to individuals.

I'm up for multiple charter types but will probably stick with one for the alpha tech demo.

Since these will also be configurable, in the town hall there will be books that players can read and can look up all the settlements policies to make sure they like them before deciding to apply for citizenship.

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HKY09
HKY09

(part 2)

Economic Charter:
This determines the town/towns economic policy.
There is Free Markets, Mercantilism, or Mixed.

Free Markets means you have no interference in the markets or trading between your citizens and other cities. Your citizens grow, make and sell what they want.

Mercantilism means you have total interference in the markets and trading. You decide what crops people should grow, what things people should make, how much you trade with other cities.

Mixed means you get the best of both worlds: You get to make farms and mines and decide how they work, while citizens will make their own farms and mines as well that will compete with you.
The drawbacks with this are that you get less tax revenue, and your farms might become economically unprofitable when competition is present.

Legal Charter:
Legal determines who is accountable to the law.
There is Barbarism, Vassalage and Common Law.

Under Barbarism, only people outside the ruling class are accountable to the law. If you're within the ruling class, or rich enough to pay off the law enforcement, law doesn't apply to you.

Under Vassalage, people within the ruling class, except for the founder/leader, are prosecutable along with the general public.
The leader/king/mayor/governor is not accountable and is free to do as he wishes.

Under Common Law, everyone is accountable for what they do - including the leader.

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BarbarousGames Creator
BarbarousGames

Again i like this but will probably stick with one at first, most likely a Free Market. Some ideas about law that i have had was there should be an action system, any action a player makes will trigger an action to be broadcast within the local vicinity. If said action is illegal and broadcast within the vicinity of a guard and he sees you, he will attempt to arrest you. Any action can be made illegal or legal and can also have minimal and maximum sentences set for it.

Similar thing applies to items as with actions. All items will be logged in one of the books in the town hall. Mayors or those appointed the role will set what items are illegal and which are not. If you are caught trading or carrying said items there will be sentences associated with that also. This could be on the spot fines or imprisonment.

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HKY09
HKY09

(Part 3) Religion Charter:
Religion is very important. I'm interested to know how religion will work, if there is religion in the game, but otherwise here are some suggestions:

Irreligious: Religion isn't very important to the cities development. People are free to follow their own religion if they so choose, but religious institutions are small and nearly non-existent - you derive your power through the people.

Organized: Religion is free, people are free to build giant cathedrals in honour of their religion and are free to recruit and perform public practices. You collect taxes from religious institutions, and in return for allow them to practice they recognise you as the leader - you derive your power from the natural order.

Theocracy: Your government and religion are inseparable. All of your policies reflect total religious dominance, and the church realises your rule as divine - you derive your power from god.

----

What do you think? c:
How is religion going to work, as a separate question?

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BarbarousGames Creator
BarbarousGames

Religion is not something i was planning to include with the alpha although i did like the idea of player created and named deities plus religious buildings. This is something that needs to be thought of in greater depth, i mean should monotheism be the only setup or should there also be polytheism? And what pros and cons do they both offer if both are possible?

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HKY09
HKY09

Thank you for responding!
I like your ideas on the first and second responses.

I was in the process of making my own fantasy RTS game, when the idea of religion came up, and I had the perfect balance:
Monotheist religions are more 'common' - having less gods makes people happy.
Polytheist religions have more bonuses attached to them, at the expense and sacrifice of happiness of the citizens and making the religion more elitist and esoteric.

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BarbarousGames Creator
BarbarousGames

Np, i appreciate you taking the time to share your thoughts.

Cool do you have any links? I'm always interested in checking out others work.

I had some more thoughts on religion.

Any player can create their own religion and once created they can name and create deities for it. A deity can be set to monotheistic and if you create a monotheistic deity first then you can't create more. If you create a polytheistic deity first, the religion is set to polytheism.

Deities will level up and accumulate belief when followers pray at public alters, at personal alters/statues in ones home and by wearing certain religious items such as a necklace. These will be player created. There will be a limit on how much belief each of these can generate per day.

If there is only one deity all the belief will go to a single deity, there will only be alters built to that single god and as such it will level faster.

If there is more than one deity, players will build multiple alters and the belief will be shared between multiple deities so they will level slower than monotheist religions.

Deities will also have talent trees. Belief can be spent on new talents and leveled up. If the religion is monotheistic then the talents available will be more beneficial to the group as a whole. Where as with polytheistic religious players will be able to choose which alters to put their belief into which allows them to choose which god they want to level and is more individualistic.

Monotheistic gods talents are more group beneficial.
Polytheistic gods talents are more beneficial to the individual.

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BarbarousGames Creator
BarbarousGames

I think this will be a good system because if a religion is well established and leveled up, new settlements may adopt that religion to gain instant benefits and leveled up skills. More alters can be created, meaning more belief can be accumulated but would require religious pilgrimages between cities so even tho it's possible there's a logistic barrier and also higher risk of death because of needing to travel between settlements.

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BarbarousGames Creator
BarbarousGames

People who are members of polytheistic settlements can also create personal gods, followers of monotheist religions give up this right. Personal deities can not have public alters unless the deity is adopted by a settlement. So they will be limited to personal alters and religious artifacts. Limiting the speed at which they can level. However, depending on the settlement, this could be an illegal act so players may have to conceal this fact or face persecution / prosecution.

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HKY09
HKY09

Unfortunately, it never got to the stage where I could begin programming it, and stayed entirely as an idea inside my head xP

I do very much like your ideas regarding religion, and I'd like to suggest something further:
If you were to make assign a "king of gods" (in Greek mythology, Zeus, in Egypt, Ra - both were gods of separate things) then certain settlements might be able to dedicate themselves to any particular god for an extra benefit from said god:

example, if I were to name my God of the Cosmos my "King of Gods", then I could dedicate my settlement to any of his deities - I decide to dedicate to the God of Plenty, so that I get bonuses towards food gathering.

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BarbarousGames Creator
BarbarousGames

Ah ok i know the feeling there, are you a coder then? If not and you want to get into coding i would highly recommend checking out some tutorials on youtube, there's lots of unity tutorials, for coding GUIs (unity 4.6 ui), using unity's mecanim system etc.

I like your idea, sort of like a primary god so to speak, and giving it a buff boost is also a good idea. I'll add this in for sure :) Also, as well as the boost, have it so if citizens pray to the primary god, that god will receive double belief compared to non god kings. Also if it's possible to appoint a different god king, then if you wanted to give a different god a boost for a while to level it faster you can do so.

I'm going to be posting a progress report soon with some images and possibly some footage as well.

Cheers,
Lee.

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