Post by Evan on Aug 10, 2011 17:11:08 GMT -6
Kingdom Creation
Step 1: Take a moment to think about what kind of nation you wish to have. Do you want to be a warrior faction? An orderly, militaristic nation? A free, peacekeeping state that seeks to unify the world? Whatever you choose, it will directly affect everything your kingdom is comprised of. This ranges from units and strategy, to history and politics. Use your imagination!
Step 2: Fill out the following information. This is the most basic information you should provide for your kingdom. Feel free to add any extra information that you feel may be relevant.
Kingdom: (Name of your Kingdom...)
Capital City: (Name of your starting city...)
Leader: (Name of your Leader...)
Government: (Republic, Dictatorship, Monarchy, etc.)
Heroes:
(Name your hero and list his or her class here. As you gain more heroes, you should list their names and classes here. If a hero dies, you should remove them or note them as deceased.)
To learn more about heroes, see Step 3.
Cities:
(As you capture or construct more cities, you should list the names and locations of them here. To begin with, simply list the name of your Capital City once again as well as its location. If you lose a city to an enemy, you should modify this to list them as captured.)
History: (The longer, the better!)
Step 3: Heroes! These are the available classes for your heroes and their associated abilities. All heroes become more powerful once they become "Experienced". The identifier of "Experienced" refers to a hero who has seen victory in six battles.
Ace Pilot (Airships)
- Increased skill at using smaller airships, like fighters, bombers, and gunships.
- Experienced Ace Pilots can repair fighters, bombers, and gunships in the field.
Commander (Leadership)
- The Commander's "Squadron" are inspired to fight with the ability of one higher rank, up to a maximum of "Champion". A squadron is considered a group of same unit types (all infantry, all tanks, etc.) with a collective base value of $500 or less.
- Experienced Commanders can have squadrons of $1000 or less.
Marksman (Guns)
- Increased skill at using guns.
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Mechanic (Vehicles & Engineering)
- Increased skill at using land vehicles, such as tanks.
- Experienced Mechanics can remain passive (out of combat) and earn their nation an additional 1 Engineering Point per week by performing research.
Weaponmaster (Melee)
- Increased skill at using melee weaponry.
- Experienced Weaponmasters can remain passive (out of combat) and "train" other infantry to a higher rank. A Weaponmaster can train 10 infantry one rank per week, to a maximum of "veteran" rank.