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base fork: wooki/wraithdaledata
base: 903313c690
...
head fork: wooki/wraithdaledata
compare: 77e2a2dfc4
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  • 3 commits
  • 2 files changed
  • 0 commit comments
  • 1 contributor
Showing with 253 additions and 25 deletions.
  1. +43 −3 terrain.yaml
  2. +210 −22 units.yaml
View
46 terrain.yaml
@@ -6,14 +6,17 @@
from: # name of terrain(s) to upgrade from
- plains
- forest
- gold: 1 # cost in gold (ommit if no cost)
+ gold: 1 # cost in gold (ommit if no cost)
- # village can be created from farm for 10 gold if you have 3+ farms
name: village # name of terrain to upgrade to
+ orderable: true # can the player build/upgrade from this area
from: farms # name of terrain to upgrade from
gold: 10 # cost in gold (ommit if no cost)
requires:
- - village: 3 # required surrounding terrain (ommit if not required)
+ village: 3 # required surrounding terrain (ommit if not required)
+ produces:
+ - gold: 2 # production should be limited to gold from urban terrain types
- # plains can be created from forest for 1 gold
name: plains
@@ -24,9 +27,12 @@
name: mine
from: mountain
gold: 5
+ produces:
+ - gold: 1
- # keep can be built for 10 gold if you have 2 villages
name: "keep"
+ orderable: true # can the player build/upgrade from this area
from:
- plains
- forest
@@ -34,4 +40,38 @@
- village
gold: 10
requires:
- - village: 3
+ village: 3
+
+- # church can be built once yo have substantial urban area
+ name: "church"
+ orderable: false
+ from:
+ - village # so you lose an orderable area (but opens up more units)
+ gold: 10
+ requires:
+ village: 3
+ produces:
+ - gold: 1 # replace with better bonus later
+
+- # foundry allows armour for knights
+ name: "foundry"
+ orderable: false
+ from:
+ - village
+ - mine
+ - farm
+ gold: 10
+ requires:
+ mine: 1
+ produces:
+ - gold: 1
+
+- # glade allows elves to be recruited and replaces a village
+ name: "glade"
+ orderable: true
+ from:
+ - village
+ gold: 2 # cheap as it replaces an existing village
+ requires:
+ forest: 5 # initial villages can never have this many!
+
View
232 units.yaml
@@ -4,8 +4,8 @@
- # guard is basic fighter type unit
name: guard # name of unit to build
requires: # for building requires lists terrain
- - village: 1
- - gold: 1 # cost in gold (ommit if no cost)
+ village: 1
+ gold: 1 # cost in gold (ommit if no cost)
stats:
speed: 1 # no of squares movement
vision: 2 # no of squares can see the map
@@ -19,7 +19,7 @@
- # ranger is a woodland unit
name: ranger
requires:
- - forest: 3
+ forest: 3
stats:
speed: 1 # no of squares movement
vision: 3 # no of squares can see the map
@@ -30,12 +30,16 @@
- forest: 3 # combat skill multiplier in this terrain
-- # scout is basic mounted unit
+- # scout is basic mounted unit from either plains/desert
name: scout
requires:
- - plains: 3
+ -
+ plains: 3
+ -
+ desert: 3
+ water: 1
stats:
- speed: 3
+ speed: 4
vision: 5
combat: 2
ferocity: 0
@@ -44,8 +48,8 @@
- # militia is made up of guards and is the early combat unit of choice
name: militia
requires: # for upgrading/combining requires lists other units
- - guard: 3
- - gold: 5
+ guard: 3
+ gold: 5
stats:
speed: 1
vision: 2
@@ -53,28 +57,212 @@
ferocity: 10
morale: 20
bonus:
- - village: 1.2
- - farm: 1.2
+ village: 1.2
+ farm: 1.2
- # archers are either grouped rangers OR equiped militia (see the syntax in requires)
name: archers
- requires: # if several build options then this has different syntax
+ requires: # if several build options then this has different syntax (extra level)
- # build with militia
- - militia: 1
- - gold: 10
+ militia: 1
+ gold: 10
- # build with rangers
- - ranger: 5
+ ranger: 5
+ - # build with elves (cheap!)
+ elf: 3
stats:
speed: 1
vision: 2
- combat: 40 # higher combat value
+ combat: 40 # higher combat value (but no bonuses)
ferocity: 6 # lower ferocity
+ morale: 20
+
+- # sloop is smallest water unit
+ name: sloop
+ requires:
+ water: 3
+ gold: 2
+ stats:
+ speed: 3 # no of squares movement
+ vision: 5 # no of squares can see the map
+ combat: 2 # skill in combat
+ ferocity: 1 # damage done in combat
+ morale: 5 # damage can sustain before disbanding
+ water: true # can move on water only
+
+- # messenger is fast mounted unit
+ name: messenger
+ requires:
+ - # build
+ plains: 3
+ gold: 5
+ - # upgrade
+ scout: 1
+ gold: 2
+ stats:
+ speed: 4 # faster at expense of vision and combat
+ vision: 4
+ combat: 1
+ ferocity: 0
+ morale: 1
+
+- # riders are small group of cavalry
+ name: riders
+ requires:
+ scout: 3
+ gold: 10
+ stats:
+ speed: 3 # slower than scout
+ vision: 3 # lower than scout
+ combat: 15 # much better combat
+ ferocity: 5
+ morale: 20 # v hard to kill
+ bonus:
+ plains: 1.5
+ forest: 0.8
+
+- # cavalry
+ name: cavalry
+ requires:
+ riders: 3
+ gold: 10
+ stats:
+ speed: 2 # slower than riders
+ vision: 2
+ combat: 60 # very good in combat
+ ferocity: 20
+ morale: 80 # v hard to kill
+ bonus:
+ plains: 1.5
+ forest: 0.6
+ mountains: 0.6
+
+- # infantry are trained soldiers and building block of army
+ name: infantry
+ requires:
+ militia: 3
+ gold: 10
+ stats:
+ speed: 1
+ vision: 1
+ combat: 100
+ ferocity: 40
+ morale: 60
+ bonus:
+ village: 1.2
+ farm: 1.2
+
+- # army is the biggest general combat unit
+ name: army
+ requires: # several upgrade options
+ - # basic mix
+ infantry: 3
+ cavalry: 1
+ archers: 2
+ gold: 30
+ - # cavalry heavy
+ infantry: 3
+ cavalry: 3
+ gold: 20
+ - # archers heavy
+ infantry: 3
+ archers: 4
+ gold: 40
+ - # from heavy cavalry
+ infantry: 3
+ heavy_cavalry: 1
+ gold: 20
+ stats:
+ speed: 1
+ vision: 1
+ combat: 600
+ ferocity: 200
+ morale: 300
+ bonus:
+ plains: 1.2
+ forest: 0.6
+ mountain: 0.6
+
+- # knight, heavy cavalry
+ name: knight
+ requires:
+ -
+ plains: 3
+ foundry: 1
+ line: 1
+ gold: 2
+ stats:
+ speed: 2
+ vision: 2
+ combat: 25 # better than riders
+ ferocity: 10
+ morale: 40 # very hard to kill
+ bonus:
+ plains: 1.5
+ forest: 0.8
+
+- # heavy cavalry, cavalry made up of knights
+ name: heavy cavalry
+ requires:
+ -
+ knights: 3
+ gold: 20
+ stats:
+ speed: 2
+ vision: 2
+ combat: 80 # very good in combat
+ ferocity: 30
+ morale: 160 # v hard to kill
+ bonus:
+ plains: 1.5
+ forest: 0.6
+ mountains: 0.6
+
+- # elf can only be recruited at glade
+ name: elf
+ requires:
+ glade: 1
+ forest: 4 # prevents glade from being developed too much
+ stats:
+ speed: 2
+ vision: 4
+ combat: 4
+ ferocity: 2
+ morale: 8
+ bonus:
+ - forest: 3 # combat skill multiplier in this terrain
+
+- # desert raiders - mounted and well suited to desert combat
+ name: desert raiders
+ requires:
+ scout: 3
+ gold: 10
+ desert: 3 # must be adjacent to 3 of this terrain to amalgamate
+ stats: # same as riders but different bonus
+ speed: 3
+ vision: 3
+ combat: 15
+ ferocity: 5
morale: 20
bonus:
- - village: 1.3 # better bonus
- - farm: 1.3
-
-
-
-
-
+ desert: 3
+ plains: 1.1
+ forest: 0.4
+ mountains: 0.4
+
+- # orc horde, fast abd rivals army in power but is an expensive mercenary unit
+ name: orc horde
+ requires:
+ mountain: 3
+ gold: 100
+ stats:
+ speed: 2
+ vision: 1
+ combat: 400
+ ferocity: 300
+ morale: 200
+ bonus:
+ mountain: 1.2
+ forest: 0.6
+
+

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