

Their armies are a mix of elite knights and weak peasants. The Longswords are typical white knights who oppress the peasants. This is reflected in their troops as well as in their ability to terraform (ruthlessly exploiting natural resources). Humans lose a lot of resources and time on bureaucracy, religious paranoia and such things. Blue text color indicates a major faction, and yellow a minor one. I tried to include all of the most common fantasy species (which I like). I went nuts and drew up some 40 factions which inhabit a large (perhaps hexagonal) world map. There will also be temples, sacred sites and ruins which yield artifacts and bonus army units. A long pike or lance is probably less useful in a dense jungle, for example. Some units prefer to fight in certain terrain, and are handicapped elsewhere. Since I have over 40 factions, I can afford making some unbalanced (weaker) ones, and factions with very odd behavior, such as weak humans who turn into powerful werewolves cyclically. This makes each city unique in terms of production, as the surrounding terrain varies.Īlso, the different factions are 'fueled' by different things, so they might be at a disadvantage in certain regions. The map is hexagonal and upgraded cities will expand outwards concentrically, making use of the resource types of nearby cells. Not terribly innovative, but a proven concept. using some kind of resource or city nodes. Even distribution makes things unbelievable and boring.Īs for the gameplay, I was thinking of. Exactly what the thoughts were, I have forgot.Īfter a while I decided to expand the map from a square to a larger rectangle, so it could be wrapped around an entire globe. Some thought have been put into the placement and adjacency of the factions. The world map continent layout is a paraphrase of ours. Resources around the cities and castles.I played Warlords and a bunch of similar games. 2006: I drew a bunch of very rough thumbnails.2008: I cleaned up some of the old thumbnails, but many of them are still in a rough 'idea fart' stage.
#Pike vs skeleton army how to#
25: I wrote a bit a bout hexagons and how to make the map tiles.

Added underwater continental plates to map. 26: Renamed from Skeleton Wars to Skeleton Lords. 28: Wrote something about Troops and Generals and elaborated on Resources around the cities and castles With scenarios, you often build a huge army only to start on the next map with very little. I like uninterrupted gameplay like that, because your actions and progress carry over from place to place. There are no scenarios, instead the entire campaign is just one big map with all of the factions duking out. It's based on Warlords for the Amiga, and it's an army/empire building TBS.

Skeleton Lords is a game which I wanted to do a few years back.
