Similarity...

Sovereignty is a turn-based fantasy strategy game for the PC. It combines a kingdom management campaign game with a general's level tactical battle game.

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generalgonzo
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Similarity...

Post by generalgonzo »

Hi,
with which kind of games will Sovereignty be comparable ?
With "Warlock: Master of the Arcane", which will be released next week ?
Or more "War of Magic: Fallen Enchantress" ?

Will there be diplomatic, town building/upgrading, research tree ?

I´m eager to get more informations on this promising title :D
Xerkis
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Re: Similarity...

Post by Xerkis »

generalgonzo wrote:Hi,
with which kind of games will Sovereignty be comparable ?
With "Warlock: Master of the Arcane", which will be released next week ?
Or more "War of Magic: Fallen Enchantress" ?

Will there be diplomatic, town building/upgrading, research tree ?

I´m eager to get more informations on this promising title :D
Very eager myself.
:D

Sort of some of you answers . . . .
The Game in 5 Words or Less: Risk meets Master of Magic.
• Research and cast powerful Realm Magic with 100+ Spells
• Conduct Diplomacy
Wodin
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Re: Similarity...

Post by Wodin »

It strikes me it's very early in development. So maybe things are changing all the time. Hopefully the more we tell them what we'd like the more likely it may happen.
Breca
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Re: Similarity...

Post by Breca »

Designer here at Gothic Labs. We've teamed up with Lordz to develop Sovereignty. As Lorzimoa has mentioned elsewhere, certain gameplay features are still in a state of flux as we nail down what works and what doesn't. That said, we are definately keeping a finger on the pulse of this forum. This is a great community here. I've seen many excellent ideas floating around. Much of that is already in line with where we're headed--and some maybe where we should be headed. ;)

And all that from just a text teaser.

Core to the game is the rich world and the complex cultures and interrelationships of each realm in it. We have a number of races: Humans, Elves, Dwarves, Undead and Orcs. But nothing is so simple as Humans vs Orcs, good vs. evil. The humans are infighting, the elven nations divided, and one dwarven realm has opened trade routes, while the other harbors deep resentment over ancestral territory lost to an expansionist human empire. Play from one side, and you may think your foe is a plague on this earth to be rooted out. Play from the other, and you may well find yourself sympathizing with the "bad guy's" grievances.

Each culture has its own motivation and style, its own place in the world. That translates directly into gameplay mechanics: your diplomatic position, unit selection, economic potential and spell tree. Are you a land-locked or a naval power? Do you choose an idyllic enchanted realm, or are you corrupt merchant prince? Do you preside over a disciplined, militant realm, or would you rather be a pirate king? In the end, each realm will feel different in gameplay, the goal here being to offer a lot of replayability based on your choice of realm.

More will be coming, and yes, screenshots in the future. Right now, we're doing an internal critical review on the game as it stands today. That's going to push some changes. We'll keep an ear here. And then you'll start seeing a lot more.

Nik
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Re: Similarity...

Post by TheGrayMouser »

Thanks for quick preview, just what I was hoping for on the strategic side :D
OmegaMan1
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Re: Similarity...

Post by OmegaMan1 »

Nik, welcome to the forum. That's a very intriguing description you've given us, I think a lot of folks around here are very eager to see what you have planned. I know I am. :)
generalgonzo
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Re: Similarity...

Post by generalgonzo »

Thank you for the update Nik !
Sounds very interesting. What I am eager to get informations from - and surely most of the other user here - is how the "card system" will be integrated.
Maybe you can leave us some words on this here too :D
lordzimoa
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Re: Similarity...

Post by lordzimoa »

We are intern still working out and brainstorming the battle and card system, so at this point it is a bit too early to go much deeper into detail about it.
Wodin
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Re: Similarity...

Post by Wodin »

Sounds excellent. Seems like it has a Games of Thrones feel with all the grievances etc.

As for the combat I'd love you to check out my idea on formation\shape combat I have in mind for a fantasy game. It may spark something of as it's pretty unique but makes sense. I've copied and pasted from a thread I started over at Matrix to try and get over my combat idea. Probably still doesn't make sense though.

"I have a really great idea on how the combat will play out. Think top down view. Troops will be in blocks, colour will depend on unit type, shape will change depending on formation, size will also change depending on how many troops are in the unit. Also each will have a coat of arms next to it of it's commander. If you set a formation for the whole army (that you've already learnt and practiced in)then the blocks will arrange themselves into that formation (think those old Napoleonic wooden block games or drawings of sketched out by commanders on maps. Now your fromation will be as effective as the amount of training your troops have ha din it and also commander stats will come into play aswell both for the whole army (Top commander stats) down to each unit (say pikemen commander stats). Obviously there will be army formations and if you want you can set individual unit formations (handy in smaller battles or say if a unit gets isolated etc. You then set all the orders you want to your its as I mentioned further up. Then you let the battle play out (I think Histwar les Grignards does something similar). What you will see is the blcoks moving following your overall initial orders and also taking into account how good the commander is and how much experience the untis have etc etc. During the battle you will have three chances to issue new commands. Again the whole thing will play out and the results will all be down to the battlefield terrian\your formations\your training\your commanders\moral and your overall attack plans. or you can auto resolve."
shape combat.jpg
shape combat.jpg (136.5 KiB) Viewed 4345 times
" The image above is a rough idea of how the battle would look, i.e blocks for units, however it would all animate and flow dynamically, formations will change during combat. Something dynamic that could happen is if you commander has great initiative and the formation has the relevant training, he may as he moves into melee range but comes under fire from arrows change his formation into the Roman turtle to protect his men from arrows, then fan back out to his previous formation when he gets towards melee range. A poor commander may not do this though, disciplined troops will change formation faster than low disciplined, also how well your trained in the new formation is how effective it ill b . If you read my post you will see you have no actual direct control of units as such. Similar to Dom 3. However you do set orders and formations and SOP's at the start of the battle to your unit commanders and overall plan to your Amry commander. You could also I suppose say have the chance lets say three times to give out urgent orders during the battle. The battle boils down to training\experience\moral\unit type\commander stats\initial orders and SOP's\pre battle intel even i.e if you know the land your fighting on or lets say your main army commander fought the enemy commander a few times before and beat him you could get a combat modifier which works both ways so it makes you think alot about your army commander and their abilities. Lets say you've been training this particular army in certain formations your effectiveness in percentage would go up with each unit to show that they are improving in that particular formation, new formations and tactics will come available over time through tech advancements and even captured enemy intel. Another coo, idea is that you may be able to make up your own formations and then train in them and then the time will come to see if your ideas work on the battelfield and if all the training was worth it, this would add alot of interest to the combat and give endless different combat styles and battlefield tactics.What your doing in sense is not rely on how good you are at a real time combat game but how good your kingdom is doing and how good your commanders are and tech and training etc all of which depend on how well your doing on the grand strategy part.

Each block will be colour coded to say what type they are. Also each unit will have a caot of arms which will distinguish the commander and race. Or even each block could have written on it the race and type of unit, or tooltips and pop ups could be used to give you more info i.e state of moral\troops remainig\effectievness etc. Also different races will be better at different types of combat. The combat will be sort of based on ancient to middle ages warfare. Some races may field lots of soldiers in one formation but not be disciplined whereas others may prefer fighting in smaller formations but be highly disciplined and more effective fighters. Lots to think about and endless possibilities all to make the combat exciting\interesting and very strategy\tactical based even though during the actual combat you have little actual hands on input as it gets underway. "

" Feed the combat stats (i.e weapon type,armour type,training,race,commander stats) into a shape taking the greater the surface area the stronger or more effective the power of the unit will be on that side. So a rectangle will be strong at front but very weak at the sides. As you manipulate the shape I envisage the stats changing as the shape changes. Also certain shapes will be great a certain things, i.e a wedge shape can split a unit formation into therefore making that to weak shapes. When you look at a pmap of ancient warfare it's all drawn in shapes, well I will have those animated, the size of the unti shape will decrease as it takes casualties, or say will form a circle if it looks like it's surrounded so it's "combat power" is spread all around, it will stay like that waiting to be rescued if it is surrounded, or maybe it has a superb commander who will expand the circle and eventually break out.

I'd design a shape for all known formations from warfare from ancient times to middle ages. Then the player will also have a possibiltiy to create new formation unit shapes and train his troops in them. Also certain shapes next to each other will complement. For expample your typical rectangle formation will benifit from having it's flanks protected, so for instance you could have three rectangle formations in the front row and on either end have a square formation protecting it's flanks (obviously the square has decent all round protection but not as hard hitting from the front as a rectangle. Training will be a percentage, so say you've trained your troops to 80% in a particular formation than all sides will equal 80% power of the weapons, though you will have race stats and certain weapons will have bonus for certain formations then you have the commander stats adding to it aswell, so in effect you could go over 100% effective power. This seems like it would work for fantasy and ancient warfare because it's mainly melee. Then you have to work out something for range weapons which will be less about formation and more about commander and training.

e "
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