|View Poll Results: Where do you plan to build your first human settlement?|
|Don't make me laugh - I would never stoop low enough to command the inferior race of man!||27||30.34%|
|Voters: 89. You may not vote on this poll|
||Thread Tools||Display Modes|
Fantasy Friday XVII - Homelands of Teria
FANTASY FRIDAY XVII
The Homelands of Teria
Welcome back to another Fantasy Friday! Seeing as how there have been a couple questions regarding how MMORTS Homelands work, I thought it would be best to address these curiosities with today's showcase. We will be looking into the three human homelands: Southmont, the Rollingplain, and the Wold.
Dawn of Fantasy's MMORTS, or Online Kingdom, mode gameplay revolves around a player's Homeland territory, which can be built in one of nine regions across the game world of Mythador. Players will develop their homeland from a single building (a couple in the case of the orcs), worker units, and a hero unit to a massive empire complete with layers of heavy walls and keeps, a complex economy, and a number of armies and trade caravans wandering the map. To develop this city, players can gather resources, construct various buildings, recruit new units, and research powerful upgrades and new abilities. Even when a player is offline, their homeland will still be in development with the worker units still gathering resources and finishing constructing any buildings tasked shortly before logging off. Although, the gathering, construction, and training rates are significantly slower than in the fast-paced Skirmish modes.
At your homeland, you will meet an Advisor unit, who will give you your first quests, which will ease the MMORTS learning curve in their introduction to many of the game's mechanics. These quests form the foundation of the MMORTS Campaign storyline and unlock various elements of the game, through which you will discover the large world of Dawn of Fantasy, with its myriad of characters, events, and subplots. While most of these quests engage the player in PvE gameplay throughout the twelve major NPC strongholds of Mythador, there are a couple PvP quests in which players must conquer similarly-matched players in a specified region. Completion of these quests typically results in additional resources or units.
If at any point your own homeland is threatened, you will be able to opt out of the battle by paying a tribute to your attacker. If you decline this payment and ultimately lose the battle at hand, your loss will not be devastating. Your homeland will recover but suffer a small loss of some units, resources, and buildings while the victor will receive a considerable amount of resources.
The text below is specific to the individual homeland, while the screenshots and captions contain information relevant to each of the human homelands.
Begin your adventure by choosing your homeland at the New Stronghold page. Browse through the nine regions before making your choice.
The Alpine Region of Southmont
Seen by many as the capital of Teria, Southmont is home to the important cities of Dagbor and Raebor.
The bitter rivalry between Dagbor and Menthorn arises in part because strongholds built in the rugged hills of Southmont are quite powerful and difficult to dislodge. This in turn has led to Dagbor dominating all of Teria.
Southmont players have by far the best strongholds. An abundance of stone mines allows top-notch fortifications to be built and fully upgraded. By raising large herds of sheep, and by exploiting their numerous gold mines, players are able to turtle-up, quest, research, and prosper.
-Mountain-dwelling sheep flourish here, with a fattening generation rate increase of +50%.
-Other domesticated animals, however, are less suited to rugged Southmont, so pig and cow fattening generation rates receive a -25% penalty.
-The difficult life in alpine villages has bred a resourceful and innovative people. Consequently, all upgrades and research in Southmont are at a -25% cost.
Building Price Adjustment:
-Weapon production in Southmont is more difficult than it is in the flatlands,
Unit Price Adjustments:
-A long associations with the Royal Court at Dagbor, and the advanced training of the Royal Army, benefits all who recruit knights in this region. Both Melee Knights and Mounted Knights receive a -25% gold and food cost benefit.
-The advanced military skills of the Royal Army also benefits all Melee Units who are trained in Southmont, and they receive a +25% Armor benefit, except for Pierce Armor, as the subtler aspects of ranged weaponry still elude them.
-Strongholds are easily laid out so that the cliffs surround half of the stronghold perimeter. A huge bridge with a mountain river flowing under it is always available to serve as one of the entrances.
A typical Rollingplain stronghold represents the region when you pick out your homeland.
The Plains Region of the Rollingplain
Rollingplain is one of the older provinces of Teria. Thorndale stronghold dominates this flat, meadow-rich, wide-open landscape. Traditionally, the Lords of Thorndale have considered themselves loyal vassals to the King of Dagbor, and this in turn has placed the men of Rollingplain at odds with the rebellious
In Rollingplain, players will have to rely on a gold-based economy. Cavalry and infantry will be the backbone of their army. Lack of ranged units will create some difficulty with sieges, but Rollingplain riders will top any cavalry of the world. In the wide open plains, trees are scarce, so strongholds will tend to be built from stone, making a dramatic silhouette on the horizon line. In this wide-open, thinly forested region, which is half alpine terrain, players will find plenty of room for building and expanding their city.
-Gold will provide the economic power for any Rollingplain lordship, with a mining output of +25%.
-Reduced forests and a wood gathering rate of -25% will limit the usefullness of this resource in Rollingplain. The thin, dry grasslands are not optimal for raising herds, either. Cow, sheep, and pig fattening and generation rates are reduced by 25%. And the thin soil reduces farming production rates by 25%.
-In the thin grassland ecosystem, economies mature slowly. This results in a +25% additional cost to all economic
-The wide open plains are also unfriendly to soldiers who specialize in ranged weapons, and they too suffer a +25% cost to their upgrades.
-Cavalry and infantry will flourish here, however, and they get a reduction of -25% cost to all upgrades.
Building Price Adjustments:
-Local ingenuity over the centuries in Rollingplain means the people
-Farms, on the other hand, require additional outlays in order to make the soil arable and adequately irrigated. This adds +200% gold to the cost of plowing new fields.
Unit Price Adjustments:
-As mentioned early, Cavalry, Swordsmen, and Macemen flourish in the broad fields of Rollingplain, and they require -25% food and gold.
-Ranged units, however, fair poorly in the wide-open terrain. Trebuchets and Archers both incur a +25% wood penalty when they are recruited.
-Cavalry is definitely master of the battlefield in these broad meadows, and they receive a movement bonus of +25%.
The Wold as seen from the World Map. While normally a lush, grassland region, we'll be visiting it in the winter for a change of scenery. My homeland, creatively named "Homeland," can be seen in the northeast of the region.
The Grassland Region of the Wold
After the War of the Lost Kings, however, the Menthorns were scattered and their power was broken. Now the lands of the Wold have been opened up by the King of Dagbor to knights who want to make a fresh start there.
In the Wold, players will be able to build a strong economy by harvesting wood. Here, under the protective cover of the ancient coastal forest, ranged units develop quickly, receiving significant combat bonuses.
-The thick plentiful forests provide a Wood Gathering rate increase of +25%. However, the land is not very well suited to domesticated animals. As a result, cow, sheep, and pig fattening and generation rates are reduced by -25%.
-This is counterbalanced by the rich, mulch-fed soil that has built up over the generations beneath the deciduous canopy, where the Farm Gathering rate is +25%. Ample herds of wild deer yield a Hunting Rate of +25%.
-The economy of the Wold player will be driven by timber harvesting, especially since both gold and stone are scarce here, with Mining Rates of -25%. A lack of stone will slow down
-The native resourcefulness of forest-dwelling people will make innovation easier to accomplish in the Wold. All economic upgrades receive a -25% cost benefit. Ranged units also thrive here and their upgrades cost -25%.
-The Wold, however, is not hospitable to cavalry or heavy infantry units, and upgrading them requires a +25% cost.
Building Price Adjustments:
-Ironically, the ample supply of wood has led citizens of the Wold to expect more outlay in the construction of their Houses, which require +25% wood.
Unit Price Adjustments:
-Since ranged units prosper in the protective canopy of the ancient forest, Archers, Trebuchets, and Siege Weapons requre 25% less wood, with Archers requiring an additional 25% less food.
-The one infantry unit that can easily be trained in the Wold is the Halberdier, with pikes that can be readily constructed from the ample timber supplies. As a result, they require -25% wood and -25% food.
-Cavalry are costly to train and maintain in the forest, however, and require +25% gold.
-The opportunity for bowmen to practice with their ranged weapons in the forest has led to a greater skill in this area, and all ranged units from the Wold receive +25% range.
-Superior knowledge of the damage inflicted by arrows has led to the development of +25% Pierce Armor for all Melee Units trained here.
Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC.
Last edited by Alex Walz : 03-12-2010 at 07:36 PM.