New land system

The original version of the game was based on a rather complicated system of land and cities. The first version allowed you to have many municipalities, from which you could then move to a province, from where to one kingdom. To advance, you had to take over all areas (10 in total) in your neighborhood. This system had several problems:

  1. It was very difficult to get all the terrains.
  2. You suddenly jumped from several terrains to one.

The first problem has been slightly reduced by the need to only have most of the areas in the area, which significantly reduced the level of difficulty. The second problem was not solved – further the loss of land was treated as a promotion, which felt extremely strange.

In the upcoming remake we want to convert this whole system into something more friendly and logical – Terrains v2 is coming:

The Map

The map consists of a list of available lands that you can occupy. A city is automatically created when a new character enters the game, in which buildings can be built. You can only have one city.

The map also consists of three layers – municipalities, provinces and kingdoms. Each place has 3 coordinates where 0 means it is on the higher layer. There are 10 areas within each coordinate.

Gaining land

New land will be acquired by attaching it to your sphere of influence. Here we consider two ideas:

Generating resources

if you played Civilization (the last entries) then you probably know the city range and culture system.

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Cities with influence borders (Eurogamer)

It works on the principle of the city generating a resource (culture) that causes the acquisition of a new area after exceeding a certain value. Thanks to this, by investing in buildings that increase culture, you can quickly take over neighboring areas, if possible.

A similar system can be introduced in VA – area around the city will be attached to the sphere of influence based on the generated resource (working name: influence) through special buildings. Influence would spread from the city outside, with the cost increasing depending on the distance.

Buying land

This system is quite similar to the previous one, but has a significant difference – it does not require the introduction of a new resource and new buildings. You will be able to buy land directly for gold, with the cost increasing with the distance from the city. Of course, there can be no discontinuities; just like the influence system.

Claiming land from other players

You can raid another player’s territory and throw him out of the area. The attacker has the right of first refusal to land for 1 hour from the moment another player is thrown. After an hour, the area is available to buy for other players.

Advancing to province

If you have most of the land on your map under your influence, you can decide to go to the province. Promotion is based on improving the city, so the buildings are preserved.

Advancing to kingdom

Prerequisites:

  • Need to be an alliance leader.
  • Need to be on a province.
  • Only an empty kingdom can be claimed, or an existing player needs to be raided.

Conclusion

As you can see, the system looks familiar but in practice has a lot of changes. In our opinion, these are changes for the better. We hope you like it, because it significantly simplifies the whole concept of land. We do not know only whether to go in the direction of additional resources (influence) or rather to buy land directly for gold. What do you think?

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