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Krglok edited this page Jun 18, 2015 · 2 revisions

Phase 1 (finished)

In phase 1, the basic functions and foundations are created for the system to run.

The player builds buildings that match a Stronghold region. When he built the right guy and the right number, he founded a Super Region. Now he can make the Super Region to a settlement. Note: Existing Superegionen can be made directly to Settlements, if you derOwner.

The settlement produced automatically according to the building in the settlement and the existing workers. If resources are missing these will be collected in a list. The settlers consume food (grain, bread) and express their satisfaction over the manager (player) through the Happiness of. When the settlers are happy, then they multiply and so the Setttlement is growing. When the settlers produce something, then land the goods in the warehouse. In addition, they pay taxes to the administrator. So the manager earned money to build new buildings. The goods from the warehouse can be sold on the central market. It is also missing goods or resources are purchased on the market. There are plenty of NPC villages that offer their goods on the market and also the goods offered for sale. Settlement can be controlled with detailed instructions, or are managed with flat-rate commands.

e.g. detail commands: / Settle WARE LOG 10, 10 sets logs into the camp

/ Settle WARE LOG -10, takes 10 logs from the camp

/ Settle TRANSPORT LOG 100 veranalsst to create a transfer order for 100 LOG with the aim of Traders

In this way, the player can provide his settlement with the missing goods. This is only of limited use, because once you have several Settlemnets it is confusing, especially as it must be for these detailed instructions in Settlemntgebiet.

The second variant is based on the establishment of objectives: / Settle BUILD lumberjack <X, Z>, causes the architects to build a timber faller. If the position is specified, then he takes it. If the position is not specified, it searches for a suitable site within the settlement and built there a lumberjack.

Or a wholesale order: / Settle SELL LOG, caused sell orders to create standard price and one stack the trader. He does this until a minimum stock level is reached.

/ Settle SELL LOG 1.0 1000 causes the trader a sell order with 1000 for the price of 1 Thaler first ellen. In this case, the minimum holding not taken into account. In extreme cases, he sold all logs.

The player can expand his settlement independently and build new buildings and take in the settlement. He must of course comply with the conditions of construction of Hero Stronghold it. Since these are pretty easy, it is possible to build a wide variety of houses and thus differently shaped settlements.

Options: It is planned step by step an AI aufzubau s, which allows the NPC Settlements evolve. The players are then in competition with these NPC Settlements. The biomes have influence the production and construction of buildings.

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