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A free 2D turn based tactical game. Choose your soldiers and fight the AI or your friends in various locations: castles, mountains, caves, deserts and more. Each unit has unique characteristics and a background in the fantasy world of Veridia. To be successful you must plan every move ahead and pay attention to details as terrain bonus, weaknesses, etc. The AI poses a decent challenge, but the game shines in multiplayer. For further information visit the website.

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In this article I discuss how the turns order is determined and how many actions can be done during a turn.

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A turn based game

Veridia Tactics is a turn based game. This means that players don't give commands at the same time, but only in their turn; I'm sure you are already familiar with this kind of games.
In my opinion it's very important to have a solid strategy to determine the turns' order and what can be done during a turn. I'm going to talk about this by explaining two aspects of the Veridia: quickness and effort.

Quickness

In Veridia the turn is not of a player and his team as a whole, but only of a single unit. In this way it's possible to differentiate a quick soldier from a slow one: the former will act more frequently than the latter.
Quickness is the statistic that indeed tells how quick the unit is. How does it work? It's simple. At the end of any turn, all units increment their time score by a value depending on quickness (with a small random variation) and the unit with the highest score will be next one to act.
It's important to note that the turn order can be viewed at any time during the battle, but what you see it's not static, it might change in the next few turns. For example, a very quick soldier sitting at the bottom of the list will probably surpass the slower units ahead of him, and act before them.

Effort

Effort is used to decide how many things can be done during a turn.
Both movement and abilities consume effort. Since they share the same resource, the player needs to find a balance between them, while at the same time this gives more flexibility to elaborate tactics.
Escaping from a bad situation or rushing to aid a distant ally become possible, at the cost of not using any ability for the same turn. Or it's possible to sacrifice movement in order to use powerful abilities.

Additionally, effort and quickness are not entirely independent from each other. Normally, when a soldier finishes his turn, his time score should be resetted. What really happens is slightly different. The time score won't go down to 0, he'll retain a part of the score he had before, this part being proportional to the amount of effort he hasn't consumed.

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