There is a lot of Updates since last time, bear with it
Main Updates since C.a:
Players Government Type is now listed in various places (C.b)
All previous actions that would open in BYOND's built in browser is now switched to pop up windows (D)
Wind Direction (currently only displays on sea tiles) gives benefit to some ships movement (D)
Unit costs (Food, Wood or Metal) per turn prevents unlimited unit upkeep (D)
Game Settings display as in Wargames 1 (D)
Town List displays all your towns (D)
Unit List displays all your units (D)
Units also display its location when clicked, and now updates all fields every tick(D)
Nation Report, as in Wargames 1 added (D)
Universal Report lists all notable World events (D)
Player Co-ordinates appear on the header bar (D)
Bare bones Alliances now built in, with Alliance Say and Alliance Report (D)
With traders, only one unit can take the same route (although another can start the opposite way-D)
Trade Ships gold revenue halfed in balancing
World.Status updates every tick and includes more information to the hub (D)
With the Map Creator, players can design their own maps for play (D.a-Subscribers only)
Players (non-subscribers included) can play these maps instead of generating a random one (D.a)
Town Location added to Town List command, Switch Town verb also moves player to town location(D.b)
Research (All Beta D):
Sails: Opens sailed units, which get a movement bonus when facing winds direction;
Sailed Units are also allowed to breach into sea tiles by one space
Steel: Opens Steel Swordsman, will have greater effect in future versions
Writing: previous tech, now opens literacy rate
Granary: Opens up the Granary building, effectively adds extra food
City Wall: Opens up wall construction via workers, adds combat defence
Elite Units: Alpha Male, War Chief and Warrior Chief (D.b) stronger than usual era units, allowed 1 per town
Trading: New Pre-request research for Trade Ship, also opens a land unit of the same effect;
Land versions suffer penalties for non-roaded sections of their trip
Horse Domestication switched to "Domestication" for future research
Equestrianism now opens up the Stable building rather than Domestication
Tracks: Builds rough roads via workers. +1 Gold per tile in Towns radius
Battering Team: Has a chance of reducing Defence bonus for other units attacking walled Cities
Crossbow: First Romanic Age research for the Crossbowman unit
Map Generation:
Barbarian Option to include AI units that stalk civilian units and towns (C.b)
Default tick speed was reduced from 15 seconds to 10 (C.b)
The Default ending ages was stepped up to Iron Age (C.b)
Closed setting blocks new players from joining AFTER the host starts the game (D)
The option regarding density of start spaces has been changed for greater customisation (D)
An option on start up asks whether player wishes basic or full customisation at Map Generation (D)
Fresh Water, 3 food. Replaces shore tiles where there is no sea. River system also implemented (D)
Bug Fixes:
Everyone would benefit from one player researching Foraging, fixed (C.b)
People wouldn't always be able to log in properly after map creation (C.b)
The number of spots didn't appear to be correct, attempted to fix (D)
Some Map Generation Labels didn't show, fixed (D)
Logging back into the game when your capital was overthrown would result in no HUD coming up (D)
Settlers cost the full 1000 food rather than 100 (D)
Better Layout design should proportion everything correctly (D)
Crossbow bug crashing Research menu fixed (D.b)
Sail units moving incorrectly fixed (D.b)
Loading maps had to be in a specific directory, now anywhere (D.b)
Civilian and Siege units can no longer take control of towns (D.b)
Alliance units should no longer engage in combat (D.b)
Some Minor issues including text output and clicking fixed (D.b)
Subscribers
can Turn off Tick Messages and has access to Subscriber Chat
They get recognition at Login and in the Players online tab
They also have Advanced Access to the Technology King Win Condition
Their log in and log out times is recorded in Nation Report (D)
They can also add AI players, which is currently limited in the degree of actual AI they use (D)
If they wish they can password protect games (does not require subscription to join, people can also still watch-D)
Welcome to Wargames 2, the civilization clone on BYOND which goes half way between turn based and real time strategy. In the following months (or is that years!) I'll be working almost from scratch to create a new competitive BYOND game, with great customisation. One can host a server for a small group of friends, or go ahead and enjoy the orgy of hundreds of players thrashing it out, creating alliances, forming Empires.
But before the game can be enjoyed at its full, it needs to be tested for its eventual completion. As time progresses, you'll be able to see it form from a just-about-playable game to a full conquest spanning the Prehistoric age, to the Biotech age of the future.
The remainder of 2009 will be testing:
Iron and Romanic Ages
Unit costs and economic developement
Cleaning up Map Generation and including more Game options
The start of Town management and Political alliances
Iron Age is yet to be fleshed out, and the Romanic age will include Roman and Greek styled weapons and combat. Unit costs and upkeep are the major testing feature in Public Beta C-D, along with Desert-based maps, Deposits give metal, Arid tiles provide wood. Public Beta D includes various new systems which are either implemented in part or full. Things such as sieges, town protection, roads and wind are starting to take shape
Prehistoric Age units:
Caveman: The most basic unit, moves one square a turn, cannot go on
shore, sea or ocean squares. Uses Blunt weapons
Darter: The same stats at Caveman, but rather uses a Pierce weapon.
Requires "Darts" Research.
Rafter: A cheap unit to avoid situations where players are stranded
on different landmasses, Caveman with the ability to go on shore, sea and ocean
squares (the only drawback is that there is a 25% chance of being "lost
at sea" on sea and ocean squares).
Alpha Male: The first Elite unit, stronger than others, 1 per town.
Stone Age units:
Axeman: Slightly stronger unit than Caveman.
Archer: Slightly stronger unit than Darter, requires "Archery"
Research.
Worker: Non-combat unit which can irrigate and produce roads. Requires
"Permanent Settlement".
War Chief: A stronger version of the Alpha Male.
Copper Age units:
Settler: Allows the building of new Towns. Requires "Permanent Settlement".
Supply Wagon: Helps keep units outside towns alive by transporting food
to them.
Superior Axeman: A warrior built for war, stronger than the Stone Age
Axeman.
Maceman: An even stronger Copper Age unit, but costs significantly
more.
Trader: Only moves directly between town of creation and town selected, generates gold revenue.
Battering Team: Has a chance of defusing the defence bonus of walls for assaulting units.
Warrior Chief: A stronger version of the War Chief.
Bronze Age units:
Swordsman: The first true war-ready unit of the game with basic armour.
Trade Ship: Ferries between towns to provide extra gold revenue.
Transport Ship: Ferries units across the water to land on other areas.
Support Ship: An Attack ship with archers which helps protect civilian
ships.
Iron Age units:
Combat Archer: A war-ready Archer with basic armour.
Steel Swordsman: A more powerful but costly Swordsman also with basic armour.
Trade Ship (Sail): Same as a Trade Ship, but benefits from Sail advantages.
Transport Ship (Sail): Same as Transport Ship, but benefits from Sail advantages.
Support Ship (Sail): Same as Support Ship, but benefits from Sail advantages.
Iron Age units:
Crossbowman: A moderately armoured Archer unit.
Research:
For Research help, please visit: Research on wiki.
Combat:
Combat is initiated when two units of opposing players knock into each other.
There is a bonus if a player "catches" another when its moving (meaning defending
players are better off when they are standing still). There is currently two
weapon types: Blunt and Pierce. Pierce is better than Blunt, Blunt weapons have
a 25% of having no effect even before damage rolls start. Combat is currently
instant, pending feed back. Units are moved by clicking them, then the square
you wish to move to, note that until you click another unit. Units also store
food, currently 100, and use one per tick. If you wish to refuel them, you'll
need to get them to a town (you automatically take a town which is unoccupied)
or bring a Supply Wagon to them, which will refuel them to 100 again.
Other Help:
See Wiki Pages here for more information: Units Research Terrain
Crazy level of resources bug:
It has been noted that occasionally there was nations recieving way above their turn resources, to the point that it became practically limitless. With C.a this may have been fixed. If you notice this bug, and think you can help to remove it then get in touch. I have emulated it with C, but not C.a, which leads to me believing it is fixed, or is harder to reach.
Winning the Game:
There is the following Win conditions within the game:
Freeplay: Freeplay allows the game to continue indefinately.
Conquest: Conquest games end when there is no remaining towns under more than
one nations control.
King of the Hill: A marker is placed on the map which has to be held for 100
turns.
Technology King: The Winner is the first to complete the entirety of the research
tree. Currently Subscriber host feature