The design document covers purpose, features and gameplay before programming starts.




  • takes place from 400 a.d-1200 a.d
  • conquer cities, and decide the fate of those citizens
  • improve cities, turn a village into a grand city
  • train legions of soldiers who can defeat any foe
  • build an empire that stretches from England to the deserts of Egypt, and either be a ruler loved by the populace or an evil one ,feared and hated by your subjects

Game Mechanics

  • Game Core Design:
    • Both Linux and Windows will use OGRE(A 3D library for OpenGL and/or Direct3D. [Open source, LGPL])

for the RTS[real time strategy] portion of the game and probably the campaign map

  • Game will have:
    • User interface:
      • external configuration window=GTK
      • main game gui:own custom version, proposed one would be abstract GUI code rendered by abstract rendering engine(written in C++ and uses scripting[language-unknown]to define its concrete appearance)
    • Tech tree:divided into 5 key areas
      • military
      • political
      • economic
      • cultural
      • religious
    • Units/factions:
      • each faction will have their own unique units
      • xml will describe all of the unit stats
    • plugin/modding capabilities(later on after initial develpment)
      • editors to create new factions/units
    • Proposed add-ons(currently impossible)
      • fps mode(can become a knight or soldier in the battle for example)
      • multiplayer battles and multiplayer campaigns
      • random weather patterns(rain and so forth according to geographical weather patterns)
    • Music and sound
      • All will be in a opensource sound format(ex:ogg)

2D game


  • Faction avatars will be made up of gif animations (a different one for all 8 possible sides that you can walk to[north,north-west,north-east, east,west, south,south-east,south-west]),
    • only used for the turn based part of the game(campaign)
    • most/all of it will be made through GIMP

3D game

  • most/all will be modeled in Blender



  • The map is divided into regions. (Countries / Provinces). Each region has got a capital that can be improved by the region's possessor.
  • Regions produce outcome for their owners each turn.
  • Capitals can be improved by
    • Building fortifications - increases the defensive strength of the city
    • Building civil buildings - increases economical outcome
  • Some improvements need other improvements beforehand (tech tree?)
  • Improvements may take more than one turn to complete.
  • Only one improvement can be built at a time in one city.
  • The inhabitants of a region belong to a religion. If they do not belong to the religion kept by the region's possessor, this may lead to a revolt in the region.


  • Factions represent kingdoms and are lead by a certain leader.
  • Leaders grow older and can die (either by age or in a battle). Therefore they need (male?) heirs.
  • Heirs need to have a certain age before they can rule a faction.
  • A faction without a leader dies. It may reappear at a later point in time.
  • From a user's perspective, it should "feel" different to play different factions:
    • In the Total War series, this was achieved by different strategic layout. Playing the Danish was easy, because they only bordered one province with Germany, while playing France was difficult, because it had many opponents all around.
    • In Age of Empires, factions had certain special units that could only be built by them and gave them certain advantages. (In TW, special units were tied to a certain province and whoever owned that province was able to build them. This seems more realistic.)
    • StarCraft (and others) featured different factions with completely different types of units and buildings. This is difficult if you try to set up a game in pre-medieval Europe.
  • In Total War, each region allowed to assign a title to a leader. The leader's economical skills influenced the area in some way, while the title gave the leader some boost in battles.


  • Base military units are divisions (legions, ... whatever you like to call them). Depending on the unit's type they have a certain amount of soldiers.
  • Units have a combat strength. It is calculated by
    • Number of available soldiers divided by maximum number.
    • Defensive strength
    • Offensive strength
    • Special abilities of a unit
      • strong against mounted units
      • strong against infantry
      • religious fanatism
      • ...
  • One or more units can be combined in order to form an army. The types of troops in an army may be freely combined.
  • Armies are moved around the field by a player and take part in battles.

Heroes, Special units

  • In Total War, divisions are led by a leader.
  • Leaders have certain properties (economical skill, military skill, religiousness, ...) which influence their performance in a battle as well as the development of a region if they are assigned to it.
  • Leaders can boost their troops' mood in a battle. However, after losing some battles in a row, these troops may also be more afraid and earlier start to retreat.
  • Special units are:
    • princesses
    • spies
    • religious representants

A player's turn Every turn is equal to 6 months in the campaign map. During a turn, a player can perform the following actions:

  • Build improvements in his cities. Costs are paid from the player's account.
  • Build units in his cities.
  • Move armies around
    • Moving an army over another own army, merges both armies.
    • Moving an army into enemy or neutral territory triggers a battle at the end of the turn.
    • Moving an army into a region possessed by the player, simply changes its location.
    • Moving an army over a rebel army, triggers a battle at the end of the turn.
  • Move special units around
    • Princesses can marry another faction's leader, thereby creating a peace treaty between both factions.
    • Spies may
      • destroy enemy city improvements
      • bribe enemy armies (which is expensive)
      • kill enemy heroes and special units
    • Religious representants will try to convince people in a region to convert to your religion, making it easier to conquer and keep.

Current Team

This is the current team that we have at the moment:

  • Development leader:
    • Dyous87
  • Programmers and their jobs:
    • _hawk:component loader
    • dioli:Custom GUI code, rendering engine with scripting capabilities(C++), windows and x86_64-architecture port, audio subsystem
    • thehumph(prob. xml and game logic)
    • Viront: Input handling, OIS and Ogre implementation
    • Davis20: Game logic, Web site
    • Christopher: Game logic, GUI
  • Graphic artists and their jobs:
    • Dyous87:early romans and the campaign map(winter and summer version)
    • ETS: faction unit sprites (Frankish Kingdom and The Burgundians)
    • ShadowX10: faction unit sprites (Viking Raiders)
  • Wiki updaters:
    • ETS(irc meeting summarizer)
  • IRC operator/moderator:
    • Dyous87
    • Viront
    • dioli
  • Others[undecided]:
    • None yet ;)

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