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empire_builder's Introduction

Empire Builder

MP modification for Battle for Wesnoth in which you can build your own empire. You are able to construct various buildings here (some of them can be even upgraded), they will produce some resources for you, allow you to train units or research technologies/upgrades. To perform certain actions, you will need a higher noble title. To upgrade your title, you have to acquire certain score (by constructing/upgrading buildings and training units) and pay a certain amount of gold.

Progress on features

  • noble titles - 70%
  • diplomacy - 0%
  • buildings - 100%
  • resources - 75%
  • research - 95%

TODO list

  • add a few more upgrades for units
  • allow trading between players
  • code diplomacy
  • complete factions (The Cult is missing healers, Drakes worker and mages)
  • add some scenarios for this era

Custom eras

All mechanics of this add-on are done via MP modification so it is possible (in theory) to play it with various eras. However, many features require special settings so they have to be defined by the era. The era has to define event set_faction which is called every time a side is initialized (be it player or computer controlled). In this event you have to define units which the side will use. You can also define images for some buildings (there are default values for this) and default name for leader. For real examples, see files in folder factions.

empire_builder's People

Contributors

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Watchers

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empire_builder's Issues

Allow constructing roads

The player(s) should be able to construct roads after researching technology Trading Routes. It should be possible only on grassland. The price for 1 hex of road should be 3 gold.
This is extension of #9.

Manning Towers

Similar to #14 but Tower should store just 1 archer (level 1) and he should not be healed while stationed. This also involves changing the building's unit type (manned tower has a ranged attack).

Level 1 healer for Humans

Core Mage is not good for this task, it was just a placeholder. It is time to create a real healer (even with ph graphics).

Woodworking

Add technology Woodworking that allows building Woodcutter's hut and to completely chopping down a forest title. That will give the player much more wood but the title will be transformed into a grassland (possibly with leaves ๐Ÿ˜ƒ) which prevents future use of it a source of wood.
This is a step up from #16.

Hall of Heroes

A noble with title Baron or higher should be able to construct a special building Hall of Heroes where he can summon special units with better stats. One can have only 1 hero of each type at the same time. The hero should be level 2 (or 3 if the building is upgraded). Upgrading the Hall requires title Earl or higher.

Initiate AI sides

AI sides should be initiated just like human controlled side. They do not really need objectives and choosing name but they might have some starting technologies and upgrades (different from player's) and different starting titles. All their settings should be in variable ai_settings[side].

Add woodcutter

Woodcutter's hut would be built next to forests and produce 1 wood per turn (2 when upgraded).

Trade Routes

Roads under player's control should generate some gold for him. Hexes that are 2 or less hexes away from any player's building are controlled by this player. 5 hexes of road should generate 1 gold per turn. Though this will require researching a new technology (Trade Routes for 40 rp, needs Trading).

Updating and completing tutorial

With introducing wood as next resources and making it necessary to construct buildings and making food next requirement for training, the tutorial became outdated. This has to be fixed. It is also necessary to complete it before making a release.

Naval Combat

Use more the waters on the map - allow players to build ports where they construct ships which will carry soldiers to other part of the map through water or attack enemy's buildings/soldiers from sea/river. It should be possible to build more kinds of ships, e. g. light and fast ships with no weapons for transport and heavy and slower ships with ranged weapons for attack.

Write in-game help

Even though the tutorial will teach the player the basics of the era (once it is completed), having some help while playing any scenario with this era would be nice. The help should provide more info than the tutorial.

Draft

Right-click menu item Era of Empires Help on all current side's units
it fires event with message. its options are sections
there should be at least these sections:

  • About general info about the era/add-on
  • Buildings
  • Resources list of them, ways to get and spend them
  • Research list of all technologies and upgrades with their effects
  • Diplomacy

Refactor initialization of sides

There are multiple flaws in the current design. For start, at the moment it distinguish between human and ai controlled sides, even though it is very similar in both cases. Also, it is not currently possible to for different (player controlled) sides have different settings. And was is worst, it has to be done manually by the scenario, it would be to better to have it handled by the modification. In the end all the initialization should be handled by one macro in EB_GLOBAL_EVENTS.

Score mode

Make a mode when the first player reaching x score wins. The x would be set by the host.

Add forts

It might be a good idea to add buildings that can store units. Stored units would not require gold and food (the latter would be provided by the building) and would be healed a bit at the start of the side's turn. Fortress could store 4 units, Stronghold (upgraded Fort) 8 units. Building forts would require new technology Fortification (15 research points).

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