forked from townforge/townforge
485 lines
32 KiB
HTML
485 lines
32 KiB
HTML
<html>
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<head>
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<title>Townforge player's manual</title>
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</head>
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<body>
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<h1> Basic gameplay elements </h1>
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<h2> Overview </h2>
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<p>
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Townforge is a blockchain based game where you create buildings which will provide you with income.
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<br>
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Buildings and land cost a one off sum as well as regular maintenance costs. Payout is earned at every
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game update, which happens every 360 blocks. A portion of the block rewards go to the game, to be
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redistributed to players. A research "tech tree" allows players to improve their buildings' efficiency.
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Peer to peer trade allows players to exchange goods and money. A 3D world view allows players to
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bring their buildings to life, and a decentralized chat is available in game.
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<br>
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Every game action is stored on a blockchain, ensuring that what you own cannot be taken away from
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you unless the game rules allow it. No exit scam, no central database corruption, no rules change at
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a whim without notice. The game state is stored on every game user's copy of the blockchain.
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</p>
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<h2> Player </h2>
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<p>
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Any wallet may create a game account. Game accounts are linked to the main wallet address.
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For anti spam purposes, there is a 1 coin account creation fee.
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<br>
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The game account may be deposited to (from its associated wallet or any other) and withdrawn from.
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Withdrawal is automated, and player controlled. Money deposited into the game is still under the
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wallet owner's control, not under a third party's control, so you can use your own keys to withdraw
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at any time. This protects against an exit scam by the game author.
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<br>
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A player may own any number of buildings in the game, in one or more cities. Note that a player can
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manage only up to 8 buildings before management staff is required (for a fee). This is intended to
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encourage richer players to go for large buildings rather than many smaller ones. Currently, a player
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can manage up to 12 buildings without requiring staff. Above this, one staff is required for up to
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four extra buildings. A management staff is also required for every team of up to four staff.
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<br>
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A decentralized chat is available, using transactions in the txpool. They will not be mined, so are
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transient and therefore not suitable for information you want to be preserved. Notifications about
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new buildings, new discoveries, etc will also be placed in the chat.
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</p>
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<h2> Cities and treasury </h2>
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<p>
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The world of Townforge is a large grid, upon which cities may be founded. At the start of the game,
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there is one single city. Every city is founded by a mayor, and starts off which a town square and
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a town hall. New cities can be bought from the game, which their price depending on the current
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number of cities and the total economic activity. The more cities currently existing, the higher the
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cost of a new city. The larger the world, the lower the cost.
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<br>
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Each city has a treasury. This is the amount of money in the city coffers. This treasury is managed
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by the consensus rules, and can only be used automatically by the game update. Every game update
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(every 360 blocks, so roughly 4 times a day), about 9% of the block rewards for the last 360 blocks
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get awarded to city treasuries in proportion to their economic strength. About 10% of each town's
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treasury gets distributed to players based on their buildings' economic strength. The city mayor
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receives 0.1% of the treasury. The game account receives 0.01% of the treasury. The game account
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will be used for storytelling purposes (prizes for participating in role playing or similar events),
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expenses like VPS hosting, and other reasons I deem appropriate.
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<br>
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The treasury also receives money from players buying new land or items directly from the game,
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land tax, etc. The higher the treasury grows, the more attractive it is to build in a city, since
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that treasury will flow back into player's pockets.
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<br>
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Cities may be bought and sold on the open market.
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<br>
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Cities reach new levels upon reaching a certain size (but do not downgrade if they drop below this
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threshold). Reaching a new level allows players to build new building types in this city. Here are
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the building types which become available at various levels:
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<table>
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<tr> <td> Role </td> <td> Level </td> </tr>
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<tr> <td> Cultural </td> <td> 1 </td> </tr>
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<tr> <td> Affluent Residential </td> <td> 2 </td> </tr>
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<tr> <td> Military </td> <td> 3 </td> </tr>
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<tr> <td> Research </td> <td> 4 </td> </tr>
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</table>
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</p>
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<h2> Flags and buildings </h2>
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<p>
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Each city is placed at a point on the world. Players may buy land from the game, from tiny 8x8 plots
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to the largest allowed, 256x256. Those plots of lands are called flags for historical reasons. A flag
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is empty when bought, and may be bought and sold on the open market. Flags are always rectangular.
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<br>
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Flags pay land tax every game update. Land tax is based on flag size as well as the flag's economic
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power. Economic power is a measure of the quality/strength of the building one builds on that land.
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An empty flag is deemed to hold a basic 100% economic power. Land tax also increases very slightly
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with distance from the town square, to avoid people building things at preposterous distances.
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<br>
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Buildings may be built on flags. There are a few types of buildings. Some buildings qualify for payouts
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from the city treasury, while some others produce materials instead. Yet others don't do either, but
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provide bonuses for other buildings. Every new building is assigned an economic power, which is its
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relative output. It can range from the baseline 100% to a maximum of 300%. A 300% building will yield
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3 times the income of a 100% building (at least for buildings getting treasury payouts, it's a little
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more complex for producing buildings). However, they cost more the 3 times as much to build.
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<br>
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Buildings have prerequisites. Most buildings require being in the influence area of an agricultural
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building. If they are not, they will not be active, and thus not provide income. Some other prerequisites
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are softer, and only give bonuses and penalties.
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<br>
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Current building types are:
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<table>
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<tr><td> Role </td><td> Payout </td></tr>
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<tr><td> Agricultural </td><td> 0.7% </td></tr>
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<tr><td> Craft </td><td> 1.2% </td></tr>
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<tr><td> Industrial </td><td> 1.5% </td></tr>
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<tr><td> Commercial </td><td> 1.5% </td></tr>
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<tr><td> Basic residential </td><td> 1.2% </td></tr>
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<tr><td> Affluent residential </td><td> 1.3% </td></tr>
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<tr><td> Luxury residential </td><td> 1.5% </td></tr>
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<tr><td> Military </td><td> - </td></tr>
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<tr><td> Cultural </td><td> 0.6% </td></tr>
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<tr><td> Stonecutter </td><td> - </td></tr>
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<tr><td> Sawmill </td><td> - </td></tr>
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<tr><td> Kiln </td><td> - </td></tr>
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<tr><td> Smelter </td><td> - </td></tr>
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<tr><td> Workforce </td><td> - </td></tr>
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<tr><td> Road </td><td> 0.8% </td></tr>
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<tr><td> Research </td><td> - </td></tr>
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</table>
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Some of those (industrial, luxury residential, kiln, smelter) are not available just yet, and will be
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made available following a progressing storyline.
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<br>
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For example, if a city consists of two agricultural farms only, identical in all respects except one
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has twice the other's economic power, and the city treasury contains 1000, then the farms will receive
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a payout of 10 * 0.7% * 2 / 3 ~ 4.67 and 2.33 respectively at every game update.
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<br>
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Producing buildings (stonecutter, sawmill, kiln, smelter, workforce) do not get treasury payout.
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Instead, they consume some resources (stone, wood) and produce more resources. Those resources are
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needed to build other buildings. While it is possible to buy those resources directly from the game's
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supply, those prices are dear, and players with those producing buildings will offer better value.
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<br>
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Buildings may be demolished. Demolishing a building removes all blocks from its 3D representation,
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and resets the type to none. Another building may then be constructed on the flag. The owner recovers
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20% of the blocks in the original budget (whether they were used in the 3D representation or not).
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<br>
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If a building owner does not have enough money to pay the tax for a plot of land, this plot of land
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will disappear, along with any building on it. The land is then free to be bought by another player.
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Similarly, if a building falls to 0 repair condition, it will disappear (the land remains the owner's
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property). It is therefore in the player's interest to ensure buildings are repaired in time, and to
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keep enough balance to meet land tax requirements. Repairing a building costs labour and materials.
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If a building's repair level falls below 70%, its efficiency starts decreasing. Above 70%, no ill
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effects apply.
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<br>
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Some building types have restrictions on size, depending on economic power. This should be kept in
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mind when buying land. The following table lists the minimum size of a plot for building types. The
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first value is the minimum size of a 100% building, the second value for a 300% building. For other
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economic power values, the minimum size is interpolated and rounded down.
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<table>
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<tr><td> Role </td><td> Min size at 100% - 300% </td></tr>
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<tr><td> Agricultural </td><td> 12-30 </td></tr>
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<tr><td> Craft </td><td> 16-40 </td></tr>
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<tr><td> Industrial </td><td> 40-180 </td></tr>
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<tr><td> Commercial </td><td> - </td></tr>
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<tr><td> Basic residential </td><td> - </td></tr>
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<tr><td> Affluent residential </td><td> 24-120 </td></tr>
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<tr><td> Luxury residential </td><td> 96-180 </td></tr>
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<tr><td> Military </td><td> 24-80 </td></tr>
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<tr><td> Cultural </td><td> - </td></tr>
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<tr><td> Stonecutter </td><td> 20-60 </td></tr>
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<tr><td> Sawmill </td><td> 20-60 </td></tr>
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<tr><td> Kiln </td><td> 28-80 </td></tr>
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<tr><td> Smelter </td><td> 28-80 </td></tr>
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<tr><td> Workforce </td><td> - </td></tr>
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<tr><td> Road </td><td> 8-36 </td></tr>
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<tr><td> Research </td><td> 20-72 </td></tr>
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</table>
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</p>
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<h3> Shares </h3>
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<p>
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Shares are the way payouts are calculated. Every building has a number of shares based on its characteristics,
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and that number acts as a weight when the treasury pays out.
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<br>
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The basic number of shares for a building is its area in squares multiplied by its economic power.
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<br>
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Other things come into play: if the repair level of a building falls below 70%, its share count will
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start going down. Similarly, if a building's requirements are not met, this building will be inactive,
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and its shares zeroed until requirements are met.
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<br>
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The number of shares is used to apportion treasury income within a city and pricing new cities.
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<br>
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Roads and discoveries (see below) also affect shares.
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</p>
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<h3> Influence </h3>
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<p>
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Some building types have an influence over the surrounding land. Influence is a prerequisite for
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many other buildings. For example, most buildings need to be within the influence area of an agricultural
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building, and a residential building takes a penalty from being within the influence of an industrial
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building. Military buildings are even more complicated: most buildings receive a bonus from being under
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the influence of one military building, but a penalty if the are under the influence of three or more.
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<br>
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<table>
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<tr><td> Role </td><td> Agr. </td><td> Craft </td><td> Ind. </td><td> Com. </td><td> Bas. </td><td> Aff. </td><td> Lux. </td><td> Mil. </td><td> Cul. </td><td> Stone. </td><td> Sawmill </td><td> Kiln </td><td> Smelter </td><td> Work. </td><td> Road </td><td> Research </td> </tr>
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<tr><td> Agricultural </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B1 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Craft </td><td> N1 </td><td> </td><td> </td><td> </td><td> B1 </td><td> </td><td> </td><td> B1 </td><td> </td><td> B1 </td><td> B1 </td><td> </td><td> </td><td> </td><td> </td><td> B1 </td> </tr>
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<tr><td> Industrial </td><td> N1 </td><td> </td><td> B2 </td><td> B1 </td><td> B1 </td><td> </td><td> </td><td> B1 </td><td> </td><td> B1 </td><td> B1 </td><td> B1 </td><td> B1 </td><td> B1 </td><td> </td><td> B2 </td> </tr>
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<tr><td> Commercial </td><td> N1 </td><td> N1 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B1P3 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Basic residential </td><td> </td><td> </td><td> P1 </td><td> B1 </td><td> B1 </td><td> B2 </td><td> B1 </td><td> B1P3 </td><td> B2 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Affluent residential </td><td> </td><td> B1 </td><td> P3 </td><td> N1 </td><td> </td><td> B3 </td><td> B1 </td><td> B1P3 </td><td> B2 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B1 </td> </tr>
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<tr><td> Luxury residential </td><td> </td><td> </td><td> P99 </td><td> N1 </td><td> P1 </td><td> </td><td> </td><td> B1P3 </td><td> B4 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B2 </td> </tr>
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<tr><td> Military </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Cultural </td><td> </td><td> </td><td> P99 </td><td> </td><td> </td><td> </td><td> </td><td> P99 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B1 </td> </tr>
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<tr><td> Stonecutter </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B1 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Sawmill </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B1 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Kiln </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B1 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Smelter </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> B1 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Workforce </td><td> </td><td> </td><td> </td><td> </td><td> B4 </td><td> </td><td> </td><td> B1 </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> P2 </td><td> </td><td> </td> </tr>
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<tr><td> Road </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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<tr><td> Research </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td> </tr>
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</table>
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<p>
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Legend: <br>
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Nx: needs x buildings of that type <br>
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Bx: gets a 5% bonus from every building of that type up to x of them<br>
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Px: gets a 5% penalty from every building of that type up to x of them<br>
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BxPy: gets a 5% bonus from every building of that type up to x of them, except if there are y or more, in which case it's a 5% penalty per such building<br>
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</p>
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The larger a building's plot and the higher a builing's economic power, the larger its influence will be.
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</p>
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<h3> Production and potential </h3>
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<p>
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Some building types don't get treasury payouts, but consume and produce resources instead.
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Production goes up faster than consumption with economic power.
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<br>
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Currently, only stonecutter (producing stone) and sawmill (producing wood) are available.
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Kiln (producing bricks) and Smelter (producing metal) will be available later on in updates.
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</p>
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<p>
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Potential has a substantial effect on production. Potential is an inherent property of the
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land a building is built upon. Some land lends itself well to quarrying stone, some other
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to wood felling, etc. Building a stonecutter on land that has good stone potential will see
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better returns. For buildings which generate materials, potential is used to determine the
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quality mix of the materials. Low potential will yield cheap materials (though in larger
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quantities) while a high potential will yield smaller quantities of more expensive materials
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Potential also applies to agricultural land, and stability (which controls how fast a building needs repairs).
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</p>
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<p>
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Each of stone and wood has three different types. The mix of stone or wood a building produces
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depends on the building's economic power. Higher economic power skews towards the more expensive
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types of each. Keep this in mind since building requirements depend on role (basic residential
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buildings only need the cheapest basic wood type, while affluent residential buildings will
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also require some more expensive wood type) and on economic power, so it is possible that the
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market gets a glut of one type of wood and scarcity of another. A canny businessman will see
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the trends to know what to build.
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</p>
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<p>
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New buildings have to be built close enough to existing resource generating buildings. For
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instance, if a new building requires some type of stone, it has to be built close enough to
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a stonecutter (such proximity rule is waived if building at the center of town, since there
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are no such building yet). The resource availability distance is the furthest away from a
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resource generating building that can be built without incurring extra labour cost for
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resource transportation. Beyond 16 times that distance, you cannot build at all without
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first building intermediate stonecutters or sawmills.
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</p>
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<h3> Roads </h3>
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<p>
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Roads are simple building types meant to link other flags. They provide bonuses to buildings
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they touch, and get their own bonus from them. The more buildings a road connects, the higher
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its return will be.
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<br>
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In order to connect to a building, a road must touch it flush. If the length of the connection
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is smaller than 8 squares, the connection will be more fragile and the bonuses will fall.
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Commercial buildings get more bonus if they have more connection length with the road, up to
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20 tiles, since window browsing space attracts more customers. Residential buildings get a
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slightly better bonus if they're on the north side of the road, as the world is in the northern
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hemisphere, so free space on the south side to let the sun through benefits them.
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If the difference between a building's economic power and the road's economic power is larger
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than 50%, then a connection will not be made, even if they two flags touch each other.
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<br>
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Different building types contribute more less to a road's shares, from 40% for agricultural
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buildings to 150% for commercial buildings. Otherwise, the shares a building contributes to
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a road is proportional to its area and economic power.
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<br>
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Roads connecting to other roads get a bonus based on the surrounding roads' bonuses.
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<br>
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Different building types get more or less affected by road bonuses. Commercial buildings get
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the most effect, while agricultural ones the least:
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<table>
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<tr><td> Role </td><td> Bonus </td></tr>
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<tr><td> Agricultural </td><td> 30% </td></tr>
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<tr><td> Craft </td><td> 110% </td></tr>
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<tr><td> Industrial </td><td> 50% </td></tr>
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<tr><td> Commercial </td><td> 150% </td></tr>
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<tr><td> Basic residential </td><td> 100% </td></tr>
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<tr><td> Affluent residential </td><td> 115% </td></tr>
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<tr><td> Luxury residential </td><td> 140% </td></tr>
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<tr><td> Military </td><td> 80% </td></tr>
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<tr><td> Cultural </td><td> 120% </td></tr>
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<tr><td> Stonecutter </td><td> 80% </td></tr>
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<tr><td> Sawmill </td><td> 80% </td></tr>
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<tr><td> Kiln </td><td> 80% </td></tr>
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<tr><td> Smelter </td><td> 80% </td></tr>
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<tr><td> Workforce </td><td> 80% </td></tr>
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<tr><td> Road </td><td> - </td></tr>
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<tr><td> Research </td><td> 85% </td></tr>
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</table>
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</p>
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</body>
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<h2> 3D world </h2>
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<p>
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Townforge allows players to give a shape to their creations. A block based 3D world show the
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city and the buildings it contains. Players may freely build on their flags using the budget
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they already paid for when they setup their building. This is intended to provide an outlet
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for creativity, and is not needed in order to participate in the economic game. It is nonetheless
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encouraged, and may be involved in some kind of voting/competition mechanic later on.
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<br>
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To help different buildings keep a similar scale, a block is meant to be about a foot (30 cm)
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in each direction. Thus, a typical residential door will be 7 blocks high.
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<br>
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Building is done by pressing Z to place a block where the turquoise cursor is or X to remove a
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block where from red cursor is (move the mouse to move those cursors). It is not possible to
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remove a block that's already mined. The block type to use can be selected by clicking on the
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player or flag inventories, of pressing TAB (if the GUI is not focused).
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<br>
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While building, all blocks are kept locally, and will only be submitted to the blockchain once
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"Approve build" is clicked. All new "in progress" blocks are displayed with a ghost effect to
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distinguish them from already mined blocks.
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<br>
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You can move and look around the world using the arrows keys, WASD keys, page up/down and by
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moving the mouse while the right button is pressed. Pressing control slows down movement speed,
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while pressing shift speeds it up.
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<br>
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Placing a block incurs labour cost as well as the block placed. The higher the block, the more
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labour cost is incurred. There are currently no architectural/structural rules, so building
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hovering blocks is possible. It is not encouraged.
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|
<br>
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Models in the vox format may be imported and exported. This format is from Magica Voxel, which
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runs on Windows. Only the shape is used (ie, all blocks are imported as the currently selected
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material, rather than the color set in the model).
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<br>
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To find your (or others') buildings, you can double click on a building in the player info
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dialog or the game update events dialog. The camera will automatically switch to a free camera.
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<br>
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</p>
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<h2> User interface </h2>
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<p>
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The UI is contained in a shadable widget that can be moved around by dragging it around and
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resized by clicking on the bottom right corner when it is opened. While some of it can be
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|
used in spectator mode, you will need to have a game account before being able to use much
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|
of it. Among other things, the camera mode can be changed to a free camera by selecting the
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|
desired mode in the Commands menu. The UI's contents may be panned with the mouse if they
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|
extend past the size of the actual widget.
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</p>
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|
<p>
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|
Control is by mouse and keyboard. Right click with the mouse to rotate the view, left click
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|
to select tiles. Left click on the sky to deselect.
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|
<br>
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Key mappings:
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<table>
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|
<tr><td> Key </td><td> Action </td></tr>
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<tr><td> W </td><td> Look down </td></tr>
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<tr><td> A </td><td> Look left </td></tr>
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<tr><td> S </td><td> Look up </td></tr>
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<tr><td> D </td><td> Look right </td></tr>
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<tr><td> Page up </td><td> Move up (in free camera mode) </td></tr>
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<tr><td> Page down </td><td> Move down (in free camera mode) </td></tr>
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|
<tr><td> Up arrow </td><td> move forward </td></tr>
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<tr><td> Left arrow </td><td> move left </td></tr>
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<tr><td> Down arrow </td><td> move backward </td></tr>
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|
<tr><td> Right arrow </td><td> move right </td></tr>
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|
<tr><td> Escape </td><td> close dialog, or open options </td></tr>
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<tr><td> ~ </td><td> open/close in-game chat </td></tr>
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|
<tr><td> c </td><td> open/close in-game chat </td></tr>
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|
<tr><td> f </td><td> switch to free camera mode </td></tr>
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<tr><td> o </td><td> switch to orbit camera mode </td></tr>
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<tr><td> TAB </td><td> cycle through available building block types </td></tr>
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<tr><td> z </td><td> Place a block at the blue mouse cursor location </td></tr>
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|
<tr><td> x </td><td> Remove a block at the red mouse cursor location </td></tr>
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|
</table>
|
|
</p>
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|
|
|
<h2> Research </h2>
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|
|
|
<p>
|
|
Research allows a player to make discoveries. Discoveries have a variety of effects, but
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|
a tpyical effect is to provide a bonus of some sort. For example, the "improved plough"
|
|
discovery gives a 3% bonus in shares to all the discoverer's agricultural buildings.
|
|
<br>
|
|
Many discoveries yield a patent. The patent is an item that is freely tradable on the open
|
|
market, and it is this item which provides the benefit. So if the player making the
|
|
"improved plough" discovery has no agricultural buildings, they may decide to sell the
|
|
patent to their discovery to someone for whom it will be much more lucrative.
|
|
<br>
|
|
Discoveries are made by paying towards research on a particular subject. Every discovery
|
|
has a difficulty, which represents an estimation of how much research will have to be made
|
|
before the discovery is made. Paying towards research gives you a certain chance of making
|
|
that discovery. The more is paid for research, the higher the chance of discovery. The
|
|
higher the difficulty, the lower the chance. The difficulty of a discovery goes down with
|
|
time, as well as with money already spent on research. So if a discovery seems too dear
|
|
to research, waiting will bring it down to affordable levels, if someone else doesn't beat
|
|
you to the punch.
|
|
<br>
|
|
Patents last a limited time. After 15 days (might change), everyone gets the benefit of
|
|
the discovery for which a patent was awarded. This will prevent the first discoverer from
|
|
obtaining an advantage leading to a snowball effect.
|
|
<br>
|
|
Research buildings provide a bonus to research, essentially making discoveries cheaper
|
|
for the owner of those buildings.
|
|
<br>
|
|
More discoveries will be added later on, possibly in conjunction with storytelling.
|
|
</p>
|
|
|
|
<h2> Special events </h2>
|
|
|
|
<p>
|
|
Special events are temporary alterations to game rules which happen randomly at a game update
|
|
boundary. Some events have good or bad effect, providing interest and potential hooks for storytelling.
|
|
Special events include fire (there will be new discoveries providing protection against
|
|
fire), time limited bonuses for some types of buildings (bumper harvest increase influence
|
|
of agricultural buildings), epidemics causing lower payouts for some building types, strikes
|
|
causing labour shortages, social unrest causing damage to buildings not near a military building,
|
|
festival increasing cultural building payouts, etc.
|
|
Special events are localized to a particular town. To see whether a special event is currently
|
|
active in town, see the "Town" section in the UI. If a special event is active, there will also
|
|
be a "?" button to get more information about it. There cannot be more than one special event
|
|
active in a given town at the same time.
|
|
</p>
|
|
|
|
<h2> Leaderboards </h2>
|
|
|
|
<p>
|
|
Leaderboards track various statistics. It is fairly likely that some small amount of the
|
|
treasury will be distributed to those at the top of at least some of them.
|
|
</p>
|
|
|
|
<h2> Blockchain </h2>
|
|
|
|
<p>
|
|
Townforge is a blockchain based game. The entire game state is stored on the chain. This
|
|
brings advantages (protection against exit scam, against abuse of power by the game author)
|
|
but also drawbacks (the need to wait for a block for every action to be recorded on the
|
|
blockchain).
|
|
<br>
|
|
The blockchain is based on Monero, so a lot of things will be very similar to Monero.
|
|
In particular, non-game transactions benefit for Monero style privacy. In game transactions
|
|
are public, however. Everyone will know that game character Alice just built a new house
|
|
on that location, with those settings, etc. However, Noone knows who plays Alice, since
|
|
gameplay happens through blockchain transactions. However, Alice might have more than one
|
|
character, and nobody will know, assuming she does not do things like giving all of a
|
|
character's money to the other. It is what the Internet was meant to be:
|
|
somewhere you can live in without having to constantly show papers.
|
|
<br>
|
|
Note that the daemon the game connects to will know which player the game controls. As with
|
|
Monero, you are supposed to use your own daemon.
|
|
<br>
|
|
Technically, the block target time is one minute. The emission curve is similar to Monero's
|
|
starting off at about 35 coins per block and decreasing till a floor of 1 coin a minute,
|
|
where tail emission starts. This makes the tail emission about 50% higher than Monero's.
|
|
<br>
|
|
Game transactions are much smaller that normal transactions. 100 bytes is typical, compared
|
|
to 2.5 kB for out of game transactions. This is what you get for eschewing privacy (after
|
|
all, you need people to see your buildings to build a city). Note that in game transactions
|
|
do not compromise the privacy pool of normal out of game transactions since the in game
|
|
accounts are balance based, not output based.
|
|
<br>
|
|
Townforge is intended to be merge mined with Monero. It will piggy back on what Tari does.
|
|
It *might* be mined separately to start with. This would ensure more coins get owned by
|
|
actual game players, but would make the chain more vulnerable to 51% attacks.
|
|
<br>
|
|
The decentralized marketplace is implemented by transactions which get publicized on the
|
|
txpool, and mined when they're matched with another.
|
|
<br>
|
|
A huge number of consensus changes were made: all the game specific rules are consensus
|
|
changes. These changes have not received anywhere near the scrutiny a Monero consensus
|
|
change would receive. Since markets allow items, buildings etc to be turned to and from
|
|
money, this means that there is a non trivial chance that there may be a bug which affects
|
|
balances. Money supply looks unlikely to be affected, though. This is a game first, and
|
|
a currency second. Treat is as such.
|
|
</p>
|
|
|
|
</html>
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