Most importantly, the player's nominal loyalty is subject to rapid spikes. The player will earn more revenue over a given period of time by setting the tax rate to 40. However, if the player then sets the tax rate to 100, loyalty will increase from 30/40 to 100 at a gradually decreasing rate, and subsequently cycle between 90 and 100 at a more sedate pace. So, if the tax setting on the game is set at 40 and a village's nominal and current loyalty are at 100, then loyalty will drop very quickly to 30 and increase at a relatively quick pace from 30 to 40, and cycle between those values. The rate at which loyalty returns to normal is determined by the difference between the current loyalty and the nominal loyalty. In addition, the player can temporarily increase a village's loyalty beyond the nominal level (the increase is roughly 10 units), granting it funds, and whenever the player taxes the village its loyalty decreases (again by 10 units). The presence of enemy generals/kings can decrease the loyalty of the player's village while friendly ones have the opposite effect. Normally, a village's loyalty can be determined by a number of factors including the number of races living in the village, the leadership and race of any generals/kings in any forts near the village, availability of jobs and goods, and the player's reputation.
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Rebelling units can attack their home village, defect to another tribe, or even form a new kingdom. If a village (or any other unit) has loyalty below 30, there is a risk of rebellion.
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The game allows the player to automatically tax a village at any multiple of 10 between 40 and 100. Villages within each kingdom have taxes collected whenever a village's average loyalty reaches a certain level.
#Total annihilation kingdoms retrospective Patch#
The game was re-released on Junder the name Seven Kingdoms: Ancient Adversaries with this patch included.
#Total annihilation kingdoms retrospective free#
Interactive Magic later released a free patch that added three new cultures - the Egyptians, the Mughals and the Zulus - and a new war machine, called the Unicorn. They are quite powerful and may attack human kingdoms. įryhtans are fictional beasts that hoard treasure and hold "scrolls of power", objects that enable players to summon greater beings. Each culture has its own weapons and fighting styles, and can summon its own "greater being", each with different powers. The original game allows players to choose from seven different cultures to command: Japanese, Chinese, Mayans, Persians, Vikings, Greeks, and Normans. A ranking system allows all players to gauge the relative military and economic strengths of their allies and enemies, making alliances against the stronger players a natural option. Diplomatic actions include making war, proposing an alliance or friendship treaty, buying food, exchanging technologies, offering tribute/aid, and forging trade agreements. Each kingdom has a reputation and suffers a penalty for declaring war on a kingdom with a high reputation - making a player's people more likely to rebel and more susceptible to bribery. The diplomacy system is akin to a turn-based game, allowing players to offer proposals to another party which they are able to either accept or reject. For instance, having a skilled Persian general can make capturing and keeping a Persian village much easier. Skilled spies of enemy races are essential to a well-conducted espionage program, and players can bolster their forces by grabbing a skilled fighter or give one's own factories, mines, and towers of science a boost by hiring a highly skilled professional. Inns built within the game allow players to hire mercenaries of various occupations, skill levels, and races. The player is responsible for catching potential spies in their own kingdom. The game features an espionage system that allows players to train and control spies individually, who each have a spying skill that increases over time. The economic model bears more resemblance to a turn-based strategy game than to the traditional "build-workers, and harvest-resources" system in games such as Command & Conquer, StarCraft, and Age of Empires.
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Seven Kingdoms made departures from the traditional real-time strategy model of "gather resources, build a base and army, and attack" set by other RTS games.