Home Forums Development "Campaign" mode

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #388
    Gallade
    Participant

    You know how in Dwarf Fortress you can build multiple fortresses, and each of them leaves a mark on the world and if played right can make the dwarven civilization rule the world? Well, why not do just that in KeeperRL?

    You'd have a world map, and the capitals of several civilizations plus other cities dotting the landscape. You would start as the (wannabe) Master in a relatively low-trafficked zone where the only enemy would be local wildlife and passing adventurers. That zone would become your base of operations, and if it were to be succesfully sieged and your Master slain, you'd lose the entire campaign. Once you feel in control of the surrounding land, you could go on to claim more places as a Keeper, an envoy of the Master, in a different zone.

    On the world map, you play as the Master and can do the following:
    -Send a new Keeper to an unclaimed area(would cost some Gold and Mana or such)
    -Transfer troops from an owned zone to another (as long as it doesn't hit the cap)
    -Transfer resources and equipment from an owned zone to another
    -Send troops to fight off enemies in a zone or siege a city
    -Recruit troops from a neutral faction in a map, if any
    -Take direct control of a Keeper or the Master to personally build and manage an area.

    Doing most of those operations would require the zone's Keeper to be still alive. When a zone's Keeper is dead, contact with that zone is lost and the only way to get back in touch is to send another Keeper to reclaim the area.

    Zones which you have claimed would slowly produce resources, and their minion population would also rise slowly until it hits the cap.
    On the world map, groups of heroes and armies would also roam the land and battle with the occupants of a zone you own: you could decide to command your troops in that zone directly, or leave it up to them.

    Once you have claimed a zone (as in, cleared of all hostiles) you could build a “megastructure” in it, which would have several advantages but also raise the likeliness of that zone being targeted by enemies:
    -Keep: The zone will have a much higher population cap.
    -Warehouse: The zone will have a higher resource storage cap.
    -Great Gate: Prevents enemies from passing through the zone until it's destroyed
    -Fortress: Minions will wander the surrounding zones and attack enemies on sight.
    -Factory: Produces more and higher-quality equipment.
    -Necromancer Tower: Slain humanoids in the surrounding zones will have a chance of coming back as zombies loyal to you, as long as the zone's Keeper stands.
    -Elementalist Tower: Friendly elementals will randomly appear and attack enemies in the surrounding zones, as long as the Keeper stands.
    -Rift: Keepers and Troops can instantly travel through two Rifts, or from the Base to a Rift. Needs a Keeper on site to operate.

    Of course, you'd also be able to better control captured slaves. You could keep them in the base to have a production boost, or send them to a zone to use as bait, human shields or conscripts.

    And then zones could be differentiated to make players adapt their strategy each time.
    You could have desert areas in the south, where the high temperature will hinder your humanoid and make it almost impossible for undead to survive. Or icy areas where few humanoids will join, but you'll be able to recruit beasts such as wolves and ice golems.

Viewing 1 post (of 1 total)
  • You must be logged in to reply to this topic.