Empires in Ruins is the bastard child of 4X and Tower Defense set in a grim, darkly humours land.

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How could we infuse a TD game with more dynamic gameplay and depth? We didn't want to make Empires in Ruins a straight westward line of battles that would either end up with Heimer dead or Koth cleared of rebel activity.

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Events in Empires in Ruins

How could we infuse a TD game with more dynamic gameplay and depth? We didn't want to make Empires in Ruins a straight westward line of battles that would either end up with Heimer dead or Koth cleared of rebel activity. We will give you the option to hop from one battle to the next in a game mode we’re preparing for just that, but we really wanted to spice things up for those looking for something more “elaborate.” This is how the idea of events came to be.

So far we have implemented two different types of events; Random and Rebel Events.

Random Events basically control low occurrence events (duh) that are random (we can feel the lack of funny too, yes) and can affect the game for a certain number of turns. They can be global, i.e influencing player statistics or some global game conditions (e.g. the chance of occurrence of the next random event or its chance of being positive or negative), or local and affecting one or more provinces.

Drought


Local events can occur in multiple provinces at the same time, however, they'd still have to satisfy certain criteria; a province can only be flooded if there is a large body of water nearby. Some local events will even have a chance of migrating to other provinces before they expire - think of it as a chain reaction of sorts. A good example of a migrating event would be the Black Death event that will spread deadly plague from one province to a random neighboring one. If the Black Death is too much for you to handle, the Circus also moves from one province to the next and it's considered a positive event (if you don't hate clowns like any normal person would).



Rebel Events, on the other hand, are highly local and cannot affect other provinces. They will almost exclusively depend on the stability of a province, whether you've already freed it from rebel activity, or not. With your decisions and actions (pretty much in a way of a stick & carrot) you will be able to control how probable it is for them to happen, or how severe they'll be when they do. These events can be anything from someone drawing mustaches on statues, or an angry mob hanging the governor and starting a riot in the province.


Of course, especially if you have a healthy dose of paranoia and choose to invest in espionage, you will be given ample opportunities to deal with them before they even take place. But that's something we'll analyze in a future post fully dedicated to espionage.

espionage


Before you go...

With this post, we also wanted to let you know that we feel our news are always a bit laggard in terms of what we work on and what we report. This is why our next post will come a lot sooner, in an effort to bring you up to speed with the rest of the features we’ve been working on these past few days. We're hoping to get it out early next week.

Until then why don't you tell us how you feel about how do you see the events changing Empires in Ruins? Let us know in the comment section!

– Hammer & Ravens

@EiR_TD
facebook.com/EmpiresInRuins

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