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Game Design Document
Game Genre:
Strategy/Military.
Game Subgenre:
RTS/Real Time Strategy
Game References
Command & Conquer
Settlers
Sir Meier’s Civilization
Factorio
Tropico 5
Dune 2000
Warzone 2100
Populous
Black Hawk Down
Top Gun
Game name idea: -
Total Command.
World Conquest.
Complete World Conquest
Game Idea:
The idea is based around a command and conquer type of game mixed with Sid Meier’s
Civilization elements. Players have to defend, order and attack. They are in control of all their
base’s assets from assigning products for the building, to create, to managing storage and units.
The game will be displayed in a top down view like command and conquer and will give player the
ability to zoom in and out like Factorio.
The player will be able to play online or in single play modes. The player will start off with 1000
wood, stone, coal and iron and 10 workers to build, mine and gather. The player can assign
armaments to each unit such as a tank with the type of turret and the ammo that the tank will use
with that turret.
The player can play against the AI or against other players. They can create maps themselves,
play and share the map online with other players or have a map randomly generated for them by
the choices they are given. During the main game play there will be two to five continents which
would make use of the navy base. Vehicles will need fuel to run. Ships refuel at the navy base
and the aircraft refuel at the air base or by a refuelling plane. Helicopters refuel at the helipad.
The player will have to gather resources to construct buildings and for researching more buildings
and upgrades for both units and buildings.
There will be villages and towns with people living in them.
The player can build a base anywhere in the world but runs the risk of being found by the enemy.
The world will be set out in a grid of squares with each square being 50 metres by 50 metres.
The grid will only appear when the player is constructing a building.
There will be 20 real world nations. The player will have to make alliances with other nations in
order to win against stronger attacking nations.
In skirmishes will have the players nation and 4 other nation with in the mode, one nation will be
randomly selected by the game AI to be the enemy and three nations to be neutral nation that
have not picked a side to fight with.
The world map will be randomly generated by the game engine using a folder of assets.
Resources will use one model but will have a different texture depending on the nation, e.g. jeeps
will be the same but have a different colours.
I want to make the game as realistic as possible.
I want the game world to be procedurally generated land.
There will be a voice telling the player when something is complete e.g. building a unit and unit
complete. This will be the same for the building for when the player starts construction and the
building is finished.
The age that the game is set in: -
The game will be set in the year 2015.
This will be equipment, building and vehicles such as the tanks, jeeps trucks planes and
helicopters etc.….
Platform: -
I will first have the game on the PC then port the game over to console
Game Modes
Skirmish: - This mode will allow the player to generate a world to their liking. It will allow them to
pick the number of continents from 1 to 5, how high or low the resources are, how high or low the
water level is or to have no water at all. The number of enemies that they want to compete
against from 1 to 12.
Multiplayer: - This mode will allow the player to create a server for themselves and their friends to
battle it out, or they can play with people from around the world and to talk to them in an open
world chat which will be an option to have.
After the demo is released I may start to think of a story that allows each nations to be involved in
a plot line.
Campaign: - This mode will be created after the demo is released.
System requirements:
Idle Minimum requirements: - OS (Windows XP, Vista, 7, 8, 8.1 and 10, Macs ISO and Linux).
CPU: - Intel duo 2 1.8GHz or AMD Athlon 64 1.9GHz
RAM: - 1GB DDR2
Graphics: - 512MB DDR 2
HDD 1GB to 5GB
Game Mechanics:
The player will use the mouse to move around the world by moving the cursor on the screen to the
edges. The player can also use the WASD keys on the keyboard to move around the game world.
Holding the left mouse button and moving the cursor the player can select a group of units or by
clicking the left mouse button once over a unit it will only select that unit.
After selecting unit/units the player can move the cursor to where they want the unit/units to go
and right click on that spot.
The TAB key will bring up the build/research menu.
The ECS key will bring up the pause menu.
The build menu will have barracks, coal power plant, research lab, construction site, farm, drill,
storage and works lodge at first
Hovering the cursor over a unit and pressing the –i- key will bring up the units stats
Vehicles will have two bars one green for hit points which will be above the vehicle and one yellow
for the fuel in the tank which will be below the vehicle.
When the fuel tank is empty the vehicle will not work until it is refuelled by a mobile fuel tanker.
Helipads can only support one chopper at a time.
Airbases can support five planes at once.
Each building when constructed will have its own level and has to be levelled up to unlock units
and research items.
The repair and fuel station can support two units.
Workers can only carry 10 items at any one time and has to take it to the storage building before
gathering more.
Workers can be set to gather and mine automatically.
Workers can be upgraded to carry more items at once.
Units can be told where to rally within the base.
Units can have a set area to patrol.
The world is covered in fog and will only reveal what’s at the location when a unit moves into the
foggy area.
Once the unit moves away from the area they have uncovered it will become shadow so that the
player only see fixed resources and not enemy troops.
Once the player has built a Radar station all the explored areas will no longer be in the shadows.
Each unit can change targets once their first target is killed/destroyed.
Resources will be randomly placed though out the game world like Civilization, but unlike
Civilization the resources will be in groups like Factorio.
Once resources have been cleared e.g. iron, it cannot return, but trees that are cleared can return
after a set period of time.
The player will be able to bring up a map of the areas they have explored.
The enemy NPC:
They will gather resources to build and research.
They will only attack if they have more troops than the player and they think they will win.
They will try to lure the player into a trap.
They can only see where they have explored and the shadow covers when there is no unit or
building in the area.
The NPC build the base where they have entered the game world.
I will have a rock, paper, scissors Mechanic where units have a weakness and strength.
All foot units are weak against vehicle units and turrets. Even though the Anti-tank unit is weaker
than the tank itself the anti-tank unit can still destroy the tank.
Tanks are weak against air strikes, navy strikes, anti-tank mines, and mobile rocket launchers.
Tanks are strong against most foot units.
Aircraft carry anti-tank missiles but will be targeted by anti-aircraft missiles [if they get to close to a
SAM site] and rocket turrets. They can also take out navy ships.
Submarines are weak against depth charges, and if they move while the enemy is using their
sonar the submarine will get picked up.
Navy Ships will be weak against air strikes and land vehicles if the ship gets too close to land.
The soldiers that have a firearm will aim down the sight before that pull the trigger. Before any
research is done to improve all the weapons that are being carried the soldiers have a 50%
chance of hitting their target. Before the foot soldiers fire they kneel down and aim down the sight.
Soldiers will have a primary and a secondary weapon that they will switch between to two
automatically. When the enemy is 50 meters away the soldier will then switch to their secondary
weapon.
When a grenade is thrown if the target sees it they will dive to the floor to take less damage.
When a target is hit:-
(This is based on before the player starts to do the research)
When a foot unit is hit by a bullet at 100 metres:
Headshots kill the target. Chance of a hit 10%.
Chest shots kill the target. Chance of a hit 25% to 30%.
Abdomen takes 3 shots to kill the target. Chance of a hit 25% to 30%.
Arm shots don’t kill but the target can’t carry any weapons after being hit. Chance of a hit 15%.
Shot to the spine will leave the target paralyzed but not dead. Chance of a hit 15%.
Leg shots will not kill but leave the target unable to walk, run and jog. Chance of a hit 20%.
When a foot unit is hit by explosives:
Grenade will kill the target straight away unless they dive to the floor.
Rockets from bazookas will kill the target straight away.
Bombs when they have been planted will kill straight away.
What damage can an anti-tank mine cause?
It will takes two anti-tank mines to disable heavy tanks/armoured vehicles.
It will take three anti-tank mines to destroy heavy tanks/armoured vehicles.
It will take one AT mine to disable medium tanks/armoured vehicles.
It will take two AT mines to destroy medium tanks/armoured vehicles.
It will take only one AT mine to destroy a light tanks/armoured vehicles.
Destroying navy vessels:
Small class ships can take two torpedo hits before it is destroyed.
Medium class ships can take three hits from torpedoes before being destroyed.
Large class ships can take six torpedo hits before being destroyed.
Submarines can take two torpedo hits before being destroyed.
Destroying planes and helicopters.
These can take three hits from hellfire missiles before being destroyed.
How to tell who is friend or foe?
To tell which units are on what side the player will have to hover their cursor over the unit for the
coloured bar to show up.
To tell if a unit belongs to the player the units will have a green bar over their head.
To tell if a unit belongs to an allied nation the unit will have a blue bar over their head.
To tell if a unit belongs to a neutral nation the unit will have a grey bar over their head.
To tell if a unit belongs to an enemy nation the unit will have a red bar over their head.
There will be a day and night cycle where day and night last for 6 minutes each.
Ways to win:
First way: - The player beats the enemy themselves.
Second way: - The player can make alliances with neutral countries to beat the enemy.
Third way: - Make peace with the enemy nation.
Fourth way: - Control the Market to where everyone is buying the products you make for longer
than 1 and ½ hours in real time.
Ways to lose:
First way: - The player’s base is destroyed.
Second way: - The player’s control over the trade market drops below 25% for an hour in real
time.
Building times and progress: -
The building times are based on one worker building alone the player can assign more worker to
the construction site to double the speed of which the building it built. Has long as all the
resources are there the player can construct multiple building at once. The progress of the
construction can be viewed by a bar over the building as it changes from red to green.
Red = not started.
Orange = ¼ is built.
Yellow = ½ way.
Blue = ¾ is built.
Green = finished building.
Damage indicator:
The damage indicator will be placed above the unit/building.
Full health will be a green bar.
Half health will be a yellow bar.
The last 20% to 0% will be a red bar.
Resources within the worlds.
Each resource model will contain 500,000 units of that resources colour and once the units reach
0 of each resource model will then be deleted from the world map.
55% of the resources throughout out the world are coal, iron, copper, wood, stone, oil, gas, gold,
silver, lead.
25% of the resources thought out the world are silicon, tin, aluminium.
10% of the resources thought out the world are titanium, tungsten, diamond.
7.5% of the resources thought out the world are uranium.
2.5% of the resources thought out the world are tantalum.
Energy Mechanic: - There will be two bars at the top of the screen; the green bar will be for the
power which is produced by the power plants and a white bar which will show the usage of the
building compared to the output. When the power level is low the green bar will turn yellow and
the AI will tell the player about it. When the power runs out the bar at the top will turn red and the
buildings that need power will stop working.
Pollution Mechanic: - I will introduce a pollution bar just under the energy bar that tracks the levels
of CO2 released into the air for the player’s power plants and factories. The pollution bar will be
coloured grey
Range of all the units:
Foot units:
Infantry’s firing range is between 1 meter and 200 meters.
Grenadiers throwing range is between 10 meters and 45 meters.
Snipers firing range is between 50 meters and 600 meters.
Spy firing range is between 1 meter and 50 meters.
Bazooka firing range is between 15 meters and 100 meters.
Anti-tank unit secondary weapon range is between 1 meter and 50 meters.
Land Vehicles:
Light tanks firing range is between 50 meters to 500 meters.
Medium tanks firing range is between 50 meters to 1km.
Heavy tanks firing range is between 50 meters to 1 mile.
APV’s firing range is between 10 meters to 300 meters.
Jeep firing range is between is 5 meters to 150 meters.
Missiles Launchers firing range is between 100 missiles to 900 meters.
Air units:
Fighter Jets firing range is between 25 meters to 200 meters for machine guns, 100 meters to
3km’s for missiles.
Stealth Jets firing range is between 100 meters to 3km’s for missiles.
Helicopters firing range is between 25 meters to 150 meters for machine guns, 100 meters to 500
meters for rockets.
Sea Units:
Gunboats firing range is between 15 meters to 200 meters.
Corvettes firing range is between 15 meters to 200 meters for machine guns, 50 meters to 450
meters for rockets and 100 meters to 900 meters for missiles.
Frigates firing range is between 15 meters to 200 meters for machine guns and 25 meters to 500
meters for defence missiles.
Destroyers firing range is between 15 meters to 225 meters for machine guns, 20 meters to 450
meters for defence rockets and 5 meters to 1km for missiles.
Cruisers firing range is between 15 meters to 225 meters for machine guns, 25 meters to 500
meters for rockets and 200 meters to 1 mile missiles.
Stealth Vessels firing range is between 100 meters to 900 for missiles.
Submarines firing range is between 200 meters to 700 meters for missiles and 200 meters to 1
mile for cruise missiles.
Battleships firing range is between 15 meters to 200 meters for machine guns, 50 meters to 550
meters for missiles and 200 meters to 5kms for cruise missiles.
Graphic Style: -
The graphic style will be Vector graphics because I can make text clear and models textures look
better than using bit map images. I want to use is realistic texture style so the player feels like they
are in command of real units as they tell the units what to do. The Units will all look the same the
only way to tell them apart is by the colour of the band on their arm.
I will also use isometric graphics for a top-down perspective the same as Command and Conquer
but allows the player to zoom in and out.
Nations and their specialist units.
The nations on this list have come from the Business Insider UK website about the world’s
strongest militaries in 2015. All nations start out with the same things and have to build their base
the way their want. The nations will use the same armour and uniform as each other. The only
way the player can tell is they are friendly or not is to hover their cursor over the unit and see what
colour show up then the player will have to make a choose whether to attack, lay into a trap or run
and fight another day. To train these unit it will cost 100 food and150 steel and will take 10 days
to train.
USA – Navy Seals: -
Army Night Stalkers: -
Russia – 3rd Guards Spetsnaz Brigade: -
Russian Marine Commando Frogmen
China – Special Marine Operations Battalion: -
Army Special Operations Forces: - .
Canada - Canadian Special Operations Regiment: -
427 Special Operations Aviation Squadron: -
Indonesia – Special Forces Kopassus: -
Frogman Kopaska: -
Germany - Special Operation Force Air Rotary Wing: -
Kommando Spezialkrafte Marine
Poland - Special Troop Command
Thailand – Army 1st Special warfare Division.
Australia – Special Air Service Regiment: -
1st commando Regiment:-
Israel - Air Force Shaldag Unit 5101
Sayeret Maglan
Taiwan - ROC
Egypt – Egyptian paratroopers: -
Navy Special Operation Brigade: -
Pakistan – Army Special Service Group: -
Air Special Service Wing: -
Turkey – Builds tank units 10% faster.
United Kingdom – SAS: -
7 Squadron (RAF)
Italy – 17o Stormo Incursori: -
3rd Special Operations Helicopter Regiment: -
South Korea – Navy Special Warfare Flotilla 1st Battalion: -
Oversea Deployment Group: -
France – 4th Special Forces Helicopters Regiment: -
Commandos Marine: -
India – Ghatak Force: -
Garud Commando Force: -
Japan – Ground Special Forces Group: -
Maritime Special Boarding Unit: -
Game World: -
There will be a wide range of trees within the game and they will be effected by explosions and fall
to the ground. There will also be canyons that foot units and vehicle units can move along
through. There will be mountain regions that can’t be passed by land units and Helicopters but
fighter jets can pass over the mountains. There will also be rivers and the player will have to either
find a bridge or create a transport hovercraft or build a bridge themselves.
There will be some ruins within each battle maps maximum 20 ruins and there will be a research
artifact that will quicken the speed of the item that is being researched by 50%.
Ruins will be placed in deserts, jungle, plains, canyons and tundra’s.
 Small battle map of 10 miles will have 7 ruins and 1 will have the research artifact.
 Medium battle maps of 20 miles will have 11 ruins and 2 will have the research artifact.
 Large battle maps of 35 miles will have 15 ruins and 3 will have the research artifact.
 Extra-large battle maps of 50 miles will have 20 ruins and 4 will have the research artifact.
Each map size will have a range in miles. The smallest map will be 10 miles in size to the largest
map being 50 miles in size.
Buildings
Barracks.
Power plants. (Coal, oil, gas, solar, wind, Nuclear.)
Research Lab.
Farm. (Corn, peas, cow, pig, sheep, wheat, apple, pear, orange, potato, carrot, Rubber)
Construction site.
Factory. (Food, iron works, vehicle assembly plant, plastics, circuit board, copper wire)
Refinery. (Oil, gas, uranium, Silicon, aluminium, silver, gold, iron, copper, tin, titanium, tungsten,
tantalum, lead, steel).
Helipad.
Worker Lodges.
Drills (coal, iron, uranium, stone, copper, tin, Silicon, lead, tantalum, Aluminium, Silver, gold,
titanium, tungsten diamond)
Navy base. (Destroyer, battleship, gunboat, submarines, hovercraft, transports) (Refuels and
repairs all navy ships).
Storage (food, wood, stone, iron, steel, uranium, plastics, ECT...).
Waste plant (rubbish, nuclear)
Hospital.
Turrets (Gun, Flame, anti-tank Rockets, Tesla)
SAM sites.
Missile silo.
Airbase (Bombers, fighter jets, aerial transport) (it refuels and repairs all the aircraft)
Walls (wood, stone, steel)
Fort
Oil Rig (oil, gas)
Repair and fuel station (for land vehicles)
Radar Station
Saw mill
Helipad
Command centre
Trade Center.
Sub building list:
Lights
Electric pylon
Types of environments:-
There will be a few types of environments with in the game.
 Forests
 Woodland
 Deserts
 tundra’s
 Jungle
 Grasslands
 Mountain ranges
 Canyons
 Ice: - there are very little resources in this type of environment. The only thing the player
will find is oil and will have to use an oil well to drill it out.
 Old dried up salt lake: - It will be difficult for land vehicles and foot units to move thought.
Types of trees:-
The common Hazel – 5 Metres tall.
Rowan - 15 Metres tall.
Silver Birch – 25 Metres tall.
English Elm - 40 Metres tall.
Scots Pine – 30 Metres tall.
Ash – 30 Metres tall.
Beech – 25 Metres tall
Spruce – 60 Metres tall – northern winter Forest.
Barracks: -
Types of Soldier, cost and abilities: –
Level 1 – Infantry - 10 food and 2 steel. The Unit as a range of about 150 metres. 2 days to train.
Level 2 – Grenadier - 20 food and 4 steel. The unit can throw grenades at 50 metres. 3 days to
train.
Level 3 – Engineer - 15 food and 5 steel. This unit repairs building and captures enemy buildings.
2 days to train.
Level 4 – Sniper - 40 food and 10 steel. This unit is able to kill enemy units at 300 metres away
but it takes two shots. 5 days to train.
Level 5 – Spy - 50 food and 2 steel. This unit is able to steal plans from the command centre and
the research lab. 6 days to train.
Level 6 – Bazooka - 100 food and 20 steel. Used for anti-air defence and offence on other ground
foot units. 3 days to train.
Level 7 – Mining Unit - 125 food and 50 steel. This has no offence weapons but it does have
mines which it takes four to destroy a heavy tank. The anti-tank mines will not go off until an
enemy tank is over them. They also lay down mines that kill infantry. It takes to two mines to kill.
5 days to train.
Level 8 – Medical Unit – 150 food and 25 steel. This unit can’t attack enemy units. It can only
heal the units on the same side as itself. 3 days to train. This unit is unlocked when the Hospital
has been built.
Level 9 – Paratrooper – 50 food and 10 steel. This unit jumps out of planes on command and
uses a parachute to slowly decade to the ground. They would then be told to go to the air base to
board a plane, then the plane to take off and fly to the place the player as ordered it to go then
would fly around in a circle until the player orders the paratroopers to jump out. 4 days to train.
This unit will be unlocked when the air base has been built.
Level 10 – Diplomats – 50 food and 2 steel. This unit travels to other bases controlled by other
Nations and opens up communication between the player and the leader of the other country.
They will not be attacked by turrets or by other units as their role is peace maker. 5 days to train.
This unit will be unlocked when the command center has been built.
Levelling up effects and cost
Level 1 – 1 tent, 10 soldiers - 100 wood. 1 day to build. Electric usage 150 watts per hour.
Level 2 – 2 tents, 20 soldiers - 200 wood. 1 and 1/4 days to upgrade. Electric usage 300 watts
per hour.
Level 3 – 2 tents, 1 dummy, 30 soldiers - 350 wood. 1 and ½ days to upgrade. Electric usage 450
watts per hour.
Level 4 – 2 tents and dummies, 40 soldiers - 500 wood and 150 iron. 2 days to upgrade. Electric
usage 600 watts per hour.
Level 5 – 3 tents, 2 dummies, 70 soldiers - 740 wood and 375 iron. 2 and ½ days to upgrade.
Electric usage 750 watts per hour.
Level 6 – 4 tents, 2 dummies, 100 soldiers - 1000 wood and 836 iron. 3 days to upgrade. Electric
usage 900 watts per hour.
Level 7 – 4 tents, 3 dummies, 130 soldiers - 1484 wood and 1000 steel. 3 and ¼ days to upgrade.
Electric usage 1050 watts per hour.
Level 8 – 4 tents and dummies, 160 soldiers - 2389 wood and 1795 steel. 3 and ½ days to
upgrade. Electric usage 1200 watts per hour.
Level 9 – 4 tents and dummies, 190 soldiers - 3483 wood and 2475 steel. 4 days to upgrade.
Electric usage 1350 watts per hour.
Level 10 – 4 tents and dummies, 220 soldiers - 4825 wood and 3861 steel. 4 and ½ days to
upgrade. Electric usage 1500 watts per hour.
Does not need power. This will be 3 by 3 square.
Worker Lodges: -
Workers: - The workers will operate machinery such as hand drills, welders, dumper trucks,
diggers and cranes. They will take resources to the storage building first then other worker will
take the resources to where they need to be such as iron to the refinery then to the factory to be
turned into steel. Workers will also use hand held tools like pickaxes, axes and hammers. The
workers will be created from the workers lodge though the unit creation tab. The workers will
leave the lodges once they had been completed.
Worker: - 20 food and 20 wood. They well construct buildings, gather wood and metals. 1 day to
train.
Level 1 – 100 wood. Houses 25 workers. Creates 1 worker every game hour. One lodge are
built. ½ a day to build. Electric usage 100 watts per hour.
Level 2 – 250 wood. Houses 65 workers. Creates 3 workers every game hour. Two lodges are
built. 1 day to upgrade. Electric usage 200 watts per hour.
Level3 – 635 wood. Houses 105 workers. Creates 7 workers every game hour. Three lodges are
built. 1 and ½ days to upgrade. Electric usage 300 watts per hour.
Level 4 – 1046 wood and 279 stone. Houses 147 workers. Creates 13 workers every game hour.
Four lodges are built. 2 days to upgrade. Electric usage 400 watts per hour.
Level 5 – 1403 wood and 683 stone. Houses 194 workers. Creates 18 workers every game hour.
Five lodges are built. 2 and ½ days to upgrade. Electric usage 500 watts per hour.
Level 6 – 1974 wood and 1035 stone. Houses 234 workers. Creates 24 workers every game
hour. Six lodges are built. 3 days to upgrade. Electric usage 600 watts per hour.
Level 7 – 2477 wood and 1598 stone. Houses 272 workers. Creates 29 workers every game
hour. Seven lodges are built. 3 and ¼ days to upgrade. Electric usage 700 watts per hour.
Level 8 – 2931 wood and 2003 stone. Houses 313 workers. Creates 35 workers every game
hour. Seven lodges are build and a road. 3 and ½ days to upgrade. Electric usage 800 watts per
hour.
Level 9 – 3395 wood and 2691 stone. Houses 359 workers. Creates 39 workers every game
hour. 4 days to upgrade. Electric usage 900 watts per hour.
Level 10 – 4107 wood and 3349 stone. Houses 402 workers. Creates 46 workers every game
hour. 4 and ¼ days to upgrade. Electric usage 1000 watts per hour.
This will be a 3 by 3 square
Power Plants: - Coal –
This power plant needs coal to run. For every 5 resource unit of coal used in an hour the plant will
generate the power within each levels specifications.
Level 1 - 100 wood and 100 stone. Produces 10,000 watts per game hour. 1 and ¼ days to build.
Level 2 – 150 wood and 150 stone. Produces 20,000 watts per game hour. 1 and ½ days to
upgrade.
Level 3: - 200 wood and stone. Produces 30,000 watts per game hour. 1 and ¾ days to upgrade.
Level 4: - 250 wood and stone. Produces 40,000 watts per game hour. 2 days to upgrade.
Level 5: - 250 wood and stone and 100 steel. Produces 70,000 watts per game hour. 2 and ½ to
upgrade.
Level 6: - 300 wood and stone and 150 steel. Produces 100,000 watts per game hour. 3 days to
upgrade.
Level 7: - 350 wood and stone and 200 steel. Produces 160,000 watts per game hour. 3 and ½
days to upgrade.
Level 8: - 400 wood and stone and 300 steel. Produces 240,000 watts per game hour. 4 days to
upgrade.
Level 9: - 450 wood and stone and 400 steel. Produces 320,000 watts per game hour. 4 and ½
days to upgrade.
Level 10: - 500 wood, stone and steel. Produces 550,000 watts per game hour. 5 days to
upgrade.
Needs coal to work. This will be 4 by 4 square.
This is the basic output before the upgrades
Solar power plant: -
This power plant needs sun light to generate the power within each levels specifications. It can’t
generate power when the sun is down.
Level 1 - 50 silicon, aluminium and 25 steel, and produces 1,000 watts per hour. One solar panel
on each square. 2 days to build.
Level 2 – 100 silicon, aluminium and 50 steel, produces 2,500 watts per hour. Two solar panels
on each square. 2 and ¼ days to upgrade.
Level 3 – 150 silicon, aluminium and 75 steel, produces 5,000watts per hour. Three solar panels
on each square. 2 and ½ to upgrade.
Level 4 – 200 silicon, aluminium and 100 steel, produces 10,000 watt per hour. Four solar panels
on each square. 2 and ¾ days to upgrade.
Level 5 – 250 silicon, Silver and 125 steel, produces 20,000 watts per hour. Five solar panels on
each square. 3 days to upgrade.
Level 6 – 400 silicon, silver and 150 steel, produces 40,000 watts per hour. 3 and ¼ days to
upgrade.
Level 7 – 650 silicon, silver and 175 steel, produces 70,000 watts per hour. 3 and ¾ days to
upgrade.
Level 8 – 850 silicon, silver and 200 steel, produces 105,000 watts per hour. 4 and ½ days to
upgrade.
Level 9 – 1370 silicon, silver and 225 steel, produces 210,000 watts per hour. 5 and ¼ days to
upgrade.
Level 10 - 2400 silicon, silver and 250 steel, produces 350,000 watts per hour. 6 day to upgrade.
Basic output with amorphous silicon. This will be 3 by 3 square.
Wind farm: -
They gather energy from the wind. This will only generate power when wind is blowing. There will
be a wind speed indicator to tell the player when the wind farm is generating power within each
levels specifications.
Level 1 – 100 wood, stone and aluminium, produces 750 watts per hour. One Wind turbine per
square. 1 day to build.
Level 2 – 150 wood, stone and aluminium, produces 2,150 watts per hour. Two wind turbines per
square. 1 and ½ days to upgrade.
Level 3 - 200 wood, stone and aluminium, produces 4,650 watts per hour. Three wind turbines
per square. 2 days to upgrade.
Level 4 – 300 wood stone and aluminium, produces 9,475 watts per hour. Four wind turbines per
square. 2 and ½ days to upgrade.
Level 5 – 400 aluminium and 100 steel, produces 19,000 watts per hour. Five wind turbines per
square. 3 days to upgrade.
Level 6 – 550 aluminium and 200 steel, produces 37,250 watts per hour. 3 and ½ days to
upgrade.
Level 7 – 845 aluminium and 355 steel, produces 64,465 watts per hour. 4 days to upgrade.
Level 8 – 1195 aluminium and 637 steel, produces 98,850 watts per hour. 4 and ½ days to
upgrade.
Level 9 – 1574 aluminium and 1027 steel, produces 189,350 watts per hour. 5 days to upgrade.
Level 10 – 2285 aluminium and 1475 steel, produces 335,740 watts per hour. 6 days to upgrade.
This will be 3 by 3.
Oil Power Plant –
This will produce less energy than the Coal power plant but more than the Gas power plant.
Level 1: - 250 stone and 127 iron. Produces 8,000 watts per hour. 1 and ¼ days to build.
Level 2: - 735 stone and 496 iron. Produces 17,250 watts per hour. 1 and ¾ days to upgrade.
Level3: - 1274 stone and 989 iron. Produces 26,730 watts per hour. 2 and ½ days to upgrade.
Level 4: - 1893 stone and 1486 iron. Produces 37,830 watts per hour. 3 days to upgrade.
Level 5: - 2447 stone and 1847 iron. Produces 49,020 watts per hour. 3 and ¾ days upgrade.
Level 6: - 3017 stone and 1486 steel. Produces 89,480 watts per hour. 4 and ¼ days to upgrade.
Level 7: - 3682 stone and 2048 steel. Produces 118,690 watts per hour. 4 and ½ days to
upgrade.
Level 8: - 4193 stone and 2598 steel. Produces 194,920 watts per hour. 5 days to upgrade.
Level 9: - 4876 stone and 3184 steel. Produces 301,090 watts per hour. 5 and ¾ days to
upgrade.
Level 10: - 5967 stone and 3975 steel. Produces 514,280 watts per hour. 6 and ¼ days to
upgrade.
This will be 4 by 4.
Gas Power Plant -
This will produce less energy than the oil power plant but more than the solar power plant.
Level 1: - 200 wood, stone and 50 iron. Produces 5,000 watts per hour. 1 day to build.
Level 2: - 479 wood, stone and 127 iron. Produces 14,000 watts per hour. 1 and ½ days to
upgrade.
Level 3: - 1105 wood, stone and 345 iron. Produces 22,500 watts per hour. 2 days to upgrade.
Level 4: - 1846 stone and 797 iron. Produces 34,670 watts per hour. 2 and ½ day to upgrade.
Level 5: - 2385 stone and 1285 iron. Produces 47,340 watts per hour. 3 days to upgrade.
Level 6: - 2969 stone and 1394 steel. Produces 81,900 watts per hour. 3 and ½ days to upgrade.
Level 7: - 3528 stone and 1967 steel. Produces 109,390 watts per hour. 4 days to upgrade.
Level 8: - 4038 stone and 2406 steel. Produces 186,940 watts per hour. 4 and ½ days to
upgrade.
Level 9: - 4895 stone and 3294 steel. Produces 295,670 watts per hour. 5 days to upgrade.
Level 10: - 6384 stone and 4792 steel. Produces 504,230 watts per hour. 6 days to upgrade.
This will be 4 by 4.
Nuclear power plant: -
The nuclear power plant will produces massive amounts of energy.
Level 1: - 470 stone, iron and 100 lead. Produces 25,000 watts per hour. 2 days to build.
Level 2: - 1286 stone, iron and 396 lead. Produces 47,000 watts per hour. 2 and ½ days to
upgrade.
Level 3: - 1958 stone, iron and 764 lead. Produces 73,000 watts per hour. 3 days to upgrade.
Level 4: - 2693 stone, iron and 1395 lead. Produces 120,000 watts per hour. 3 and ½ days to
upgrade.
Level 5: - 3265 stone, iron and 1957 lead. Produces 190,000 watts per hour. 4 days to upgrade.
Level 6: - 4364 stone, 2894 steel and 2745 lead. Produces 280,000 watts per hour. 4 and ½ days
to upgrade.
Level 7: - 5195 stone, 3964 steel and 3592 lead. Produces 420,000 watts per hour. 5 days to
upgrade.
Level 8: - 6442 stone, 4760 steel, 4384 lead and 100 tantalum. Produces 740,000 watts per hour.
5 and ½ days to upgrade.
Level 9: - 7529 stone, 5496 steel, 5264 lead and 200 tantalum. Produces 970,000 watts per hour.
6 days to upgrade.
Level 10: - 9867 stone, 7103 steel, 6923 lead and 300 tantalum. Produces 1,350,000 watts per
hour.
This will be 4 by 4.
Drill –
The drill platform will produce metals in ore form first which will then need to be refined.
The drill at first can only mine for coal, iron, copper, stone, tin and silicon.
It will be a burner drill then can be upgraded automatically to electric drill once researched.
The burner Drill can use wood or coal to make it work.
Level 1 – 25 wood, stone and iron. Produces 50 units per hour. Can drill coal and Iron. ½ a day
to build. Electric usage 50 watts per hour.
Level 2 – 75 wood, stone and iron. Produces 125 units per hour. Can drill stone and copper. 1
day to upgrade. Electric usage 100 watts per hour.
Level 3 – 150 wood, stone and iron. Produces 496 units per hour. Can drill tin and silicon.
1 and ½ days to upgrade. Electric usage 150 watts per hour.
Level 4 – 275 wood, stone, iron. Produces 936 units per hour. 2 days to upgrade. Electric usage
200 watts per hour.
Level 5 – 350 wood and stone and 100 steel. Produces 1,556 units per hour. 2 and ½ days to
upgrade. Electric usage 250 watts per hour.
Level 6 – 400 wood and stone and 150 steel. Produces 3,649 units per hour. 3 days to upgrade.
Electric usage 300 watts per hour.
Level 7 – 450 wood and stone and 200 steel. Produces 7,294 units per hour. 3 and ½ days to
upgrade. Electric usage 350 watts per hour.
Level 8 – 500 wood and stone and 250 steel. Produces 11,686 units per hour. 4 days to upgrade.
Electric usage 400 watts per hour.
Level 9 – 550 wood and stone and 300 steel. Produces 18,687 units per hour. 4 and ½ days to
upgrade. Electric usage 450 watts per hour.
Level 10 – 600 wood and stone and 400 steel. Produces 37,932 units per hour. 5 days to
upgrade. Electric usage 500 watts per hour.
This will be 2 by 2 square.
This is before being upgraded.
Farm: -
The farm will have a list of produce that the player can pick from a list and select which one that
want the farm to make. The farm will start off with one list of items and every three levels the
player gain an extra list of the same items.
Fruit and Veg take 2 days to grow and ripen.
The fruit and veg that will be on the in a list are: - corn, peas, wheat, apple, pear, orange, potato,
carrot.
Animals take 3 days to grow and mature.
The animals that will be on a list are: - cows, sheep, and pigs.
The farm house will take up 1 square on the building grid.
The farms barn will take up 1 square on the building grid.
There will be 10 fields which each one will be unlocked on every level. Each field will have a list of
fruit, veg and animals for the player to pick from for the field, the player can a have a farm to
produce just one item or different items in each field.
Level 1 – 150 wood. Is given full access to the list of products to produce. Farmer’s house and a
barn. Produces 296 units per hour. 1 day to build.
Level 2 – 348 wood. Produces 794 units per hour. 1 and ½ days to upgrade.
Level 3 – 702 wood. Produces 1368 units per hour. 2 day to upgrade.
Level 4 – 1204 wood. Produces 1902 units per hour. 2 and ½ days to upgrade.
Level 5 – 1957 wood and 496 stone. Produces 2495 units per hour. 3 days to upgrade.
Level 6 – 2416 wood and 986 stone. Produces 3017 units per hour. 3 and ½ days to upgrade.
Level 7 – 3025 wood and 1692 stone. Produces 3704 units per hour. 4 days to upgrade.
Level 8 – 3694 wood and 2284 stone. Produces 4386 units per hour. 4 and ½ to upgrade.
Level 9 – 4183 wood, 2793 stone and 303 iron. Produces 5089 units per hour. 5 days to
upgrade.
Level 10 – 4820 wood, 3582 stone and 893 iron. Produces 6106 units per hour. 6 days to
upgrade.
This will be 3 by 4.
Construction Site: -
This allows the player to construct all types of buildings within a set range based on the level of
the site.
Level 1 – 100 wood. Allows the player to construct buildings. 1 day to build.
Level 2 – 306 wood. The speed of construction increases by 10%. 1 and ½ days to upgrade.
Level 3 – 795 wood. The speed of construction increases by 15%. 2 days to upgrade.
Level 4 – 1387 wood and 385 stone. The speed of construction increases by 20%. 2 and ½ to
upgrade.
Level 5 – 1856 wood and 865 stone. The speed of construction increases by 25%. 3 days to
upgrade.
Level 6 – 2384 wood and 1294 stone. The speed of construction increases by 30%. 3 and ½
days to upgrade.
Level 7 – 2953 wood, 1967 stone and 406 iron. The speed of construction increases by 35%. 3
and ¾ days to upgrade.
Level 8 – 2475 stone and 978 iron. The speed of construction increases by 45%. 4 days to
upgrade.
Level 9 – 3048 stone and 1378 iron. The speed of construction increases by 50%. 4 and ¼ to
upgrade.
Level 10 – 3984 stone and 1846 steel. The speed of construction increases by 55%. 4 and ½
days to upgrade.
This will be 3 by 3.
Factory: -
The Factory can be assigned to different tasks from a list of factory types. Each factory types
creates different products. With every upgrade a new factory is added and that factory can create
the same product or a different product.
Level 1: - 100 wood, stone. Unlocks Food and Assembly Plant. 1 and ½ days it takes to build.
Electric usage 500 watts per hour. 1 factory is built.
Level 2: - 275 wood, stone. Unlocks Iron works. Improves building time by 10%. 2 days to
upgrade. Electric usage 1000 watts per hour.
Level 3: - 538 wood, stone. Unlocks Vehicle parts. 2 and ¼ days to upgrade. Electric usage
1500 watts per hour. 2 factories are built.
Level 4: - 795 stone and 300 iron. Improves building time by 20%. 2 and ½ days to upgrade.
Electric usage 2000 watts per hour.
Level 5: - 1049 stone and 503 iron. Improves building time by 30%. 2 and ¾ days to upgrade.
Electric usage 2500 watts per hour. 3 factories are built.
Level 6: - 1367 stone and 836 iron. Unlocks plastic. (Also has to be researched.) 3 days to
upgrade. Electric usage 3000 watts per hour.
Level 7: - 1253 iron and 346 steel. Improves building time by 40%. 3 and 1/2 days to upgrade.
Electric usage 3500 watts per hour. 4 factories are built.
Level 8: - 1684 iron and 803 steel. Improves building time by 50%. 4days to upgrade. Electric
usage 4000 watts per hour.
Level 9: - 1349 Steel. Unlocks assemble plant. 4 and ½ days to upgrade. Electric usage 4500
watts per hour.
Level 10: - 2194 Steel. Improves building time by 60%. 5 days to upgrade. Electric usage 5000
watts per hour.
This will be 4 by 4
Refinery: -
This refines oil, iron, and a load of other metals that the player mines. The player can also set and
change the refinery to which ever resources they want it to refine.1 unit of each used to refine will
produce 1 unit that has been refined. Each refinery will have a list of resources to pick from to
refine. The player can change the resource that is being refined for another at any time.
Level 1 – 235 stone. Unlocks oil, gas and iron. 1 and ¼ days to build. Electric usage 750 watts
per hour. Produces 258 of each resource per hour. 1 refinery built.
Level 2 – 695 stone. Unlocks Silicon and aluminium. 1 and ½ days to upgrade. Electric usage
1500 watts per hour. Produces 937 of each resource per hour.
Level 3 – 1274 stone. Unlocks copper and tin. 1 and ¾ days to upgrade. Electric usage 2250
watts per hour. Produces 1482 of each resource per hour.
Level 4 - 1647 stone and 496 iron. Unlocks silver and gold. 2 and 1/2 days to upgrade. Electric
usage 3000 watts per hour. Produces 2184 of each resource per hour. 2 refineries built.
Level 5 – 2106 stone and 847 iron. Unlocks steel and lead. 3 and ¼ days to upgrade. Electric
usage 3750 watts per hour. Produces 2863 of each resource per hour.
Level 6 – 2547 stone and 1305 iron. Unlocks tungsten and titanium. 3 and 3/4 days to upgrade.
Electric usage 4500 watts per hour. Produces 3720 of each resource per hour.
Level 7 - 2918 stone and 479 steel. Unlocks tantalum. 4 and ½ days to upgrade. Electric usage
5250 watts per hour. Produces 4927 of each resource per hour. 3 refineries built.
Level 8 – 3624 stone and 1204 steel. Unlocks Uranium. 5 days to upgrade. Electric usage 6000
watts per hour. Produces 5692 of each resource per hour.
Level 9 – 4164 stone and 1793 steel. Improves the speed of refining by 25%. 5 and ½ days to
upgrade. Electric usage 6750 watts per hour. Produces 7968 of each resource per hour.
Level 10 – 4929 stone and 2493 steel. Improves the speed of refining by 50%. 6 days to
upgrade. Electric usage 7500 watts per hour. Produces 9493 of each resource per hour. 4
refineries built.
This will be 4 by 4
Storage: -
The storage building will be used to store resources, parts equipment. They will be moved to the
places that they are needed automatically with the player have to deal with it manually.
Level 1 – 100 wood. Allows the player to store 10,000 units of each resource. 1 day it take to
build. Electric usage 100 watts per hour.
Level 2 – 237 wood. Allows the player to store 15,000 units of each resource. 1 and ½ days to
upgrade. Electric 200 watts per hour.
Level 3 - 496 wood. Allows the player to store 20,000 units of each resource. 2 days to upgrade.
Electric 300 watts per hour.
Level 4 – 848 wood and 148 stone. Allows the player to 40,000 units of each resource. 2 and ½
days to upgrade. Electric 400 watts per hour.
Level 5 – 1347 wood and 486 stone. Allows the player to store 65,000 units of each resource. 3
and ¼ days to upgrade. Electric 500 watts per hour.
Level 6 – 1873 wood and 867 stone. Allows the player to store 100,000 units of each resource. 4
days to upgrade. Electric 600 watts per hour.
Level 7 – 1305 stone and 204 iron. Allows the player to store 150,000 units of each resource. 4
and ¾ days to upgrade. Electric 700 watts per hour.
Level 8 – 1964 stone and 617 iron. Allows the player to store 200,000 units of each resource. 5
and ½ days to upgrade. Electric 800 watts per hour.
Level 9 – 2484 stone and 1184 iron. Allows the player to store 250,000 units of each resource. 6
days to upgrade. Electric 900 watts per hour.
Level 10 – 3027 stone and 1408 steel. Allows the player to store 500,000 units of each resource.
7 days to upgrade. Electric 1000 watts per hour.
This will be 2 by 2.
Waste plant: -
This building removes rubbish like food waste, nuclear waste and reduce the CO2 that the other
buildings produce.
Level 1 – 350 wood, stone. Reduces the CO2 by 5% per hour. 1 and ½ days to build.
Level 2 – 827 wood, stone. Reduces the CO2 by 7% per hour. 2 days to upgrade.
Level 3 – 1507 wood, stone. Reduces the CO2 by 9% per hour. 2 and ½ days to upgrade.
Level 4 – 2018 stone and 467 iron. Reduces the CO2 by 14% per hour. 3 days to upgrade.
Level 5 – 2636 stone and 1038 iron. Reduces the CO2 by 19% per hour. 3 and ½ days to
upgrade.
Level 6 – 3485 stone and 1749 iron. Reduces the CO2 by 24% per hour. 4 days to upgrade.
Level 7 – 4251 stone and 2108 steel. Reduces the CO2 by 33% per hour. 4 and ½ days to
upgrade.
Level 8 – 4972 stone and 2891 steel. Reduces the CO2 by 37% per hour. 5 days to upgrade.
Level 9 – 5638 stone and 3597 steel. Reduces the CO2 by 41% per hour. 5 and ½ days to
upgrade.
Level 10 – 6328 stone and 4964 steel. Reduces the CO2 by 46% per hour. 6 days to upgrade.
This will be 2 by 2.
Hospital: -
This allows the player to heal to foot units. It will take 3 hours to heal with in the game.
Level 1 - 479 wood, stone. Take 3 hour to heal if health is red. Can heal 15 foot units. 1 and ¼
days to build. Electric usage 150 watts per hour.
Level 2 - 1024 wood, stone. Improves speed by 10% on healing time. Can heal 35 foot units. 1
and ½ days to upgrade. Electric usage 300 watts per hour.
Level 3 – 1697 wood, stone. Improves speed by 15% on healing time. Can heal 90 foot units. 1
and ¾ days to upgrade. Electric usage 450 watts per hour.
Level 4 – 2103 stone and 602 iron. Improves speed by 25% on healing time. Can heal 145 foot
units. 2 days to upgrade. Electric 600 watts per hour.
Level 5 – 2838 stone and 1194 iron. Improves speed by 30% on healing time. Can heal 200 foot
units. 2 and ¼ days to upgrade. Electric 750 watts per hour.
Level 6 – 3365 stone and 1783 iron. Improves speed by 35% on healing time. Can heal 265 foot
units. 2 and ½ days to upgrade. Electric 900 watts per hour.
Level 7 – 3972 stone and 1864 steel. Improves speed by 40% on healing time. Can heal 335 foot
units. 3 days to upgrade. Electric 1050 watts per hour.
Level 8 – 4593 stone and 2356 steel. Improves speed by 45% on healing time. Can heal 390 foot
units. 3 and ½ days to upgrade. Electric 1200 watts per hour.
Level 9 – 5028 stone and 2967 steel. Improves speed by 50% on healing time. Can heal 440 foot
units. 4 days to upgrade. Electric 1350 watts per hour.
Level 10 – 6275 stone and 4159 steel. Improves speed by 55% on healing time. Can heal 505
foot units. 5 days to upgrade. Electric 1500 watts per hour.
This will be 3 by 3.
Turrets: -
This building will defend the player base from attacking units. The turrets will not attack diplomats.
The view range of the turret will be up to 150 meters and the hit range will be between 0 to 125
meters. There will be four types of turret heads in the build menu. The first on is a gun turret
head, then the rocket turret head, then the flamethrower turret head and last the tesla coil turret
head. The turrets will not target friendly units or neutral units. The only enemy units the turrets
will not attack are the diplomats. Turrets target enemies automatically.
Gun turret: - range 0 to 125 meters. Level 1 will have 1 barrel on the turret, level 5 will have 2
barrels on the turret and level 10 will have 3 barrels on the turret.
Flamethrower turret: - range 0 to 30 meters. Level 1 will able to fire 1 stream of flames at the
target. Level 6 will able to fire 2 streams of flames at the target.
Rocket launcher turrets: - range 10 to 125 meters. Level 1 can fire 5 rockets at once. Level 5 can
fire 10 rockets at once. Level 10 can fire 15 rockets at once.
Tesla coil: - range 2 to 25 meters. Level 1 recharge time 1 game hour. Level 4 recharge time 45
game minutes. Level 7 recharge time 30 game minutes. Level 10 recharge time 15 game
minutes.
Level 1 – 50 wood and 25 iron. 40% chance of hitting the target. ¼ of a day to build. Electric
usage 50 watts per hour.
Level 2 – 97 wood and 63 iron. 45% chance of hitting the target. ½ a day to upgrade. Electric
usage 100 watts per hour.
Level 3 – 146 wood and 107 iron. 50% chance of hitting the target. ¾ of a day to upgrade.
Electric usage 150 watts per hour.
Level 4 – 203 wood and 163 iron. 55% chance of hitting the target. 1 day to upgrade. Electric
usage 200 watts per hour.
Level 5 – 278 stone and 204 iron. 60% chance of hitting the target. 1 and a ¼ days to upgrade.
Electric usage 250 watts per hour.
Level 6 – 339 stone and 269 steel. 65% chance of hitting the target. 1 and a ½ days to upgrade.
Electric usage 300 watts per hour.
Level 7 – 391 stone and 316 steel. 70% chance of hitting the target. 1 and a ¾ days to upgrade.
Electric usage 350 watts per hour.
Level 8 – 448 stone and 378 steel. 75% chance of hitting the target. 2 days to upgrade. Electric
usage 400 watts per hour.
Level 9 – 502 stone and 432 steel. 80%chance of hitting the target. 2 and a ¼ days to upgrade.
Electric usage 450 watts per hour.
Level 10 – 615 stone and 523 steel. 85% chance of hitting the target. 2 and ½ days to upgrade.
Electric usage 500 watts per hour.
This will be 1 by 1.
SAM Sites: -
The SAM Sites attack incoming airplanes and helicopters automatically.
Level 1 – 50 stone, iron. Chance of hitting the target 30%. Fires 1 missile at a time. Electric
usage 75 watts per hour. ½ a day to build.
Level 2 – 103 stone, iron. Chance of hitting the target 35%. Electric usage 153 watts per hour. 1
day to upgrade.
Level 3 – 227 stone, iron. Chance of hitting the target 40%. Electric usage 278 watts per hour. 1
and ½ days to upgrade.
Level 4 – 313 stone, iron. Chance of hitting the target 45%. Fires 2 missiles at a time. Electric
usage 393 watts per hour. 2 days to upgrade.
Level 5 – 492 stone, iron. Chance of hitting the target 50%. Electric usage 502 watts per hour. 2
and ½ days to upgrade.
Level 6 – 638 stone and 136 steel. Chance of hitting the target 55%. Electric usage 782 watts per
hours. 3 days to upgrade.
Level 7 – 829 stone and 383 steel. Chance of hitting the target 60%. Fires 3 missiles at a time.
Electric usage 964 watts per hour. 3 and ½ days to upgrade.
Level 8 – 1293 stone and 692 steel. Chance of hitting the target 65%. Electric usage 1194 watts
per hour. 4 days to upgrade.
Level 9 – 1746 stone and 937 steel. Chance of hitting the target 70%. Electric usage 1569 watts
per hour. 4 and ½ days to upgrade.
Level 10 – 2467 stone and 1482 steel. Chance of hitting the target 75%. Fires 4 missiles at a
time. Electric usage 1937 watts per hour. 5 days to upgrade.
This will be 2 by 1
Missile silo: -
This building houses a 1 missile at a time once launched there will be a set time before the player
can launch again. For each level the cool down will get shorter.
Level 1 – 485 stone, iron. Launches 1 Missile every 3 days. Launch silo and firing center build.
Electric usage 1000 watts per hour. 1 day to build.
Level 2 – 946 stone, iron. Launches 2 missiles every 3 days, built two missiles silos. Electric
usage 1350 watts per hour. 1 and ½ days to upgrade.
Level 3 – 1328 stone, iron. Launchers 2 missiles every 2 and ¾ days. Electric usage 1790 watts
per hour. 2 days to upgrade.
Level 4 – 1748 stone, iron. Launches 2 missiles every 2 and ½ days. Electric usage 2380 watts
per hour. 2 and ½ days to upgrade.
Level 5 - 2157 stone, iron. Launches 2 missiles every 2 and ¼ days. Electric usage 2740 watts
per hour. 3 days to upgrade.
Level 6 – 2683 stone and 1295 steel. Launches 3 missiles every 2 and ¼ days. 3 missiles silo
have been built. Electric usage 3020 watts per hour. 3 and ½ days to upgrade.
Level 7 – 3034 stone and 1693 steel. Launches 3 missiles every 2 days. Electric usage 3370
watts per hour. 4 days to upgrade.
Level 8 – 3486 stone and 2038 steel. Launches 3 missiles every 1 and ¾ days. Electric usage
3680 watts per hour. 4 and ½ days to upgrade.
Level 9 – 3973 stone and 2464 steel. Launches 3 missiles every 1 and ½ days. Electric usage
4010 watts per hour. 5 days to upgrade.
Level 10 – 4385 stone and 2947 steel. Launches 3 missiles every 1 day. Electric usage 4390
watts per hour. 6 days to upgrade.
This will be 2 by 2.
Wall: -
They will join together when built next to each other and turrets can fire over the walls.
Level 1 – 100 wood. Defence at 25%. ½ a day to build.
Level 2 – 358 wood. Defence increases to 30%. 1 day to upgrade.
Level 3 – 904 wood, stone. Defence increases to 35%. 1 and ½ days to upgrade.
Level 4 – 1395 stone and 400 iron. Defence increases to 45%. 2 days to upgrade.
Level 5 – 1863 stone and 1038 iron. Defence increases to 55%. 2 and ½ days to upgrade.
Level 6 – 2495 stone and 1693 iron. Defence increases to 60%. 3 days to upgrade.
Level 7 – 3048 stone and 2167 steel. Defence increases to 70%. 3 and ½ days to upgrade.
Level 8 – 3729 stone and 2840 steel. Defence increases to 75%. 4 days to upgrade.
Level 9 – 4538 stone and 3728 steel. Defence increases to 80%. 4 and ½ days to upgrade.
Level 10 – 6296 stone and 5952 titanium. Defence increases to 100%. 5 days to upgrade.
This will be 1 by 1
Fort: -
The fort will protect resources from raids from enemies by having underground vaults.
Level 1 - 350 Stone, iron. Keeps 2,000 units of resources each from raids. 2 and ½ days to build.
Electric usage 100 watts per hour.
Level 2 – 976 Stone, iron. Keeps 8,000 units of resources each from raids. 2 and ¾ days to
upgrade. Electric usage 200 watts per hour.
Level 3 – 1368 Stone, iron. Keeps 12,000 units of resources each from raids. 3 days to upgrade.
Electric usage 300 watts per hour.
Level 4 – 1839 stone iron. Keeps 23,000 units of resources each from raids. 3 and ¼ days to
upgrade. Electric usage 400 watts per hour.
Level 5 – 2641 stone iron. Keeps 45,000 units of resources each from raids. 3 and ½ days to
upgrade. Electric usage 500 watts per hour.
Level 6 – 3427 stone and 1406 steel. Keeps 92,000 units of resources each from raids. 3 and ¾
days to upgrade. Electric usage 600 watts per hour.
Level 7 – 4013 stone and 2073 steel. Keeps 117,000 units of resources each from raids. 4 days
to upgrade. Electric usage 700 watts per hour.
Level 8 – 4794 stone and 2836 steel. Keeps 145,000 units of resources each from raids. 4 and ¼
days to upgrade. Electric usage 800 watts per hour.
Level 9 – 5682 stone and 3491 steel. Keeps 203.000 units of resources each from raids. 4 and ½
days to upgrade. Electric usage 900 watts per hour.
Level 10 – 6895 stone and 4148 steel. Keeps 265,000 units of resources each from raids. 5 days
to upgrade. Electric usage 1000 watts per hour.
This will be 3 by 3.
Oil Rig: -
This has to be placed over oil to drill it up.
Level 1 – 200 wood, stone and 50 iron. Produces 100 units of oil. Electric usage 1,000 watts per
hour. 1 day to build.
Level 2 – 630 wood, stone and 78 iron. Produces 250 units of oil. Electric usage 1,500 watts per
hour. 1 and ½ days to upgrade.
Level 3 – 1176 wood, stone and 134 iron. Produces 479 units of oil. Electric usage 2,150 watts
per hour. 2 days to upgrade.
Level 4 – 1796 wood, stone and 279 iron. Produces 1253 units of oil. Electric usage 2,940 watts
per hour. 2 and ½ days to upgrade.
Level 5 – 2459 wood, stone and 527 iron. Produces 1947 units of oil. Electric usage 3760 watts
per hour. 3 days to upgrade.
Level 6 – 3186 stone, 1285 iron and 497 steel. Produces 3694 units of oil. Electric usage 4590
watts per hour. 3 and ½ days to upgrade.
Level 7 – 3958 stone, 1893 iron and 974 steel. Produces 4592 units of oil. Electric usage 5760
watts per hour. 4 days to upgrade.
Level 8 – 4895 stone, 2596 iron and 1487 steel. Produces 5783 units of oil. Electric usage 7180
watts per hour. 4 and ½ days to upgrade.
Level 9 – 5386 stone, 3194 iron and 2138 steel. Produces 7696 units of oil. Electric usage 8970
watts per hour. 5 days to upgrade.
Level 10 – 7952 stone, 4278 iron and 3258 steel. Produces 11,764 units of oil. Electric usage
9960 watts per hour. 6 days to upgrade.
This will be 2 by 2
Repair and Refuelling Station
This building will refuel the vehicle and repair if it made to be.
Level 1 – 350 wood, stone. Allows the player to repair and refuel land vehicles. 1 and ½ days to
build. Takes 3 game hour to repair and refuel. Electric usage 1,250 watts per hour.
Level 2 – 793 wood, stone. Improves the speed of repair and refuel by 10%. 2 days to upgrade.
Electric usage 2500 watts per hour.
Level 3 – 1203 wood, stone. Improves the speed of repair and refuel by 15%. 2 and ½ days to
upgrade. Electric usage 3750 watts per hour.
Level 4 – 1927 wood, stone. Improves the speed of repair and refuel by 20%. 3 days to upgrade.
Electric usage 5000 watts per hour.
Level 5 – 2414 stone and 406 iron. Improves the speed of repair and refuel by 25%. 3 and ½
days to upgrade. Electric usage 6250 watts per hour.
Level 6 – 2996 stone and 1034 iron. Improves the speed of repair and refuel by 30%. 4 days to
upgrade. Electric usage 7500 watts per hour.
Level 7 – 3427 stone and 1693 iron. Improves the speed of repair and refuel by 35%. 4 and ½
days to upgrade. Electric usage 8750 watts per hour.
Level 8 – 4031 stone and 2339 iron. Improves the speed of repair and refuel by 40%. 5 days to
upgrade. Electric usage 10,000 watts per hour.
Level 9 – 4674 stone and 2593 steel. Improves the speed of repair and refuel by 45%. 5 and ½
days to upgrade. Electric usage 11,250 watts per hour.
Level 10 – 5385 stone and 3186 steel. Improves the speed of repair and refuel by 50%. 6 days to
upgrade. Electric usage 12,500 per hour.
This will be 3 by 2.
Radar station: -
The radar station allows player to see the areas that they have uncovered without the shadows
going over them areas.
Level 1 – 326 stone and 104 iron. Allows the player to use the Map. Maps show the players base
and the neutral countries bases and enemy/enemies base or bases. 1 and ½ days to build.
Level 2 – 857 stone and 367 iron. Allows the player to see the iron, coal and stone on the map.
The people can see enemy movement on the map. 2 and ¼ days to upgrade.
Level 3 – 1394 stone and 852 iron. Allows the player to see tin, lead and copper on the map. 3
days to upgrade.
Level 4 – 1935 stone and 1297 iron. Allows the player to see silver, gold and titanium on the map.
3 and ¾ days to upgrade.
Level 5 – 2496 stone and 1773 iron. Allows the player to see silicon and aluminium on the map. 4
and ½ days to upgrade.
Level 6 - 3104 stone and 1247 steel. Allows the player to see uranium on the map. 5 and ¼ days
to upgrade.
Level 7 – 3826 stone and 1836 steel. Allows the player to see tantalum on the map. 6 days to
upgrade.
Level 8 - 4283 stone and 2396 steel. Allows the player to see titanium on the map. 6 and ¾ days
to upgrade.
Level 9 – 4902 stone and 2973 steel. Allows the player to see tungsten on the map. 7 and ½
days to upgrade.
Level 10 – 5397 stone and 3617 steel. Allows the player to see diamond on the map. 8 and ¼
days to upgrade.
This will be 3 by 3.
Saw mill: -
The saw mill allows the player to produce wood faster than the workers can gather in and then
gets transferred to the storage automatically. 1 tree produces 10 planks of wood.
Level 1 – 258 wood, stone. Produces 100 units of wood. Electric usage 100 watts per hour. 1
day to build.
Level 2 – 826 wood, stone. Produces 250 units of wood. Electric usage 200 watts per hour. 1 and
½ days to upgrade.
Level 3 – 1437 wood, stone. Produces 500 units of wood. Electric usage 300 watts per hour. 2
days to upgrade.
Level 4 – 1984 wood, stone. Produces 800 units of wood. Electric usage 400 watts per hour. 2
and ½ days to upgrade.
Level 5 – 2669 wood, stone. Produces 1200 units of wood. Electric usage 500 watts per hour. 3
days to upgrade.
Level 6 – 3148 stone and 1294 iron. Produces 1600 units of wood. Electric usage 650 watts per
hour. 3 and ½ day to upgrade.
Level 7 – 3796 stone and 1967 iron. Produces 2300 units of wood. Electric usage 900 watts per
hour. 4 days to upgrade.
Level 8 – 4252 stone and 2683 iron. Produces 2800 units of wood. Electric usage 1200 watts per
hour. 4 and 1/2 days to upgrade.
Level 9 – 4946 stone and 2979 steel. Produces 4500 units of wood. Electric usage 1500 watts
per hour. 5 days to upgrade.
Level 10 – 5823 stone and 3792 steel. Produces 6700 units of wood. Electric usage 2000 watts
per hour. 6 days to upgrade.
This will be 3 by 2
Trade Center: -
This building allows the player to trade with other nations. The player will have to use gold and
silver to buy resources.
Level 1 – 497 wood, stone. Can trade 10,000 of resources within 1 day. 1 and ½ days to build.
Electric usage 200 watts per hour.
Level 2 – 1024 wood, stone. Can trade 25,000 of resources within 1 day. 2 days to upgrade.
Electric usage 400 watts per hour.
Level 3 – 1836 wood, stone. Can trade 62,000 of resources within 1 day. 2 and ½ to upgrade.
Electric usage 600 watts per hour.
Level 4 – 2682 wood, stone. Can trade 107,000 of resources within 1 day. 3 days to upgrade.
Electric usage 800 watts per hour.
Level 5 – 3255 wood, stone. Can trade 149,000 of resources within 1 day. 3 and ½ to upgrade.
Electric usage 1000 watts per hour.
Level 6 – 3894 stone and 1485 iron. Can trade 348,000 of resources within 1 day. 4 days to
upgrade. Electric usage 1200 watts per hour.
Level 7 – 4573 stone and 2394 iron. Can trade 576,000 of resources within 1 day. 4 and ½ to
upgrade. Electric usage 1400 watts per hour.
Level 8 – 5945 stone and 3596 iron. Can trade 693,000 of resources within 1 day. 5 days to
upgrade. Electric usage 1600 watts per hour.
Level 9 – 7239 stone and 5274 Steel. Can trade 957,000 of resources within 1 day. 5 and ½ to
upgrade. Electric usage 1800 watts per hour.
Level 10 – 9783 stone and 7037 Steel. Can trade 1,368,000 of resources within 1 day. 6 days to
upgrade. Electric usage 2000 watts per hour.
Every 1000 units of silver will equal 1 gold unit.
Trade list values.
Food – 5 silver to 40 silver
Wood – 10 silver to 50 silver.
Stone – 25 silver to 100 silver.
Oil – 60 silver to 300 silver.
Gas – 70 silver to 325 silver.
Coal – 30 silver to 120 silver.
Iron – 50 silver to 200 silver.
Copper – 45 silver to 180 silver.
Tin – 55 silver to 210 silver.
Lead – 70 silver to 260 silver.
Silicon – 90 silver to 300 silver.
Aluminium – 125 silver to 400 silver.
Titanium – 200 silver to 700 silver.
Tungsten – 300 silver to 900 silver.
Diamond – 500 silver to 1 gold and 100 silver.
Uranium – 550 silver to 1 gold and 50 silver
Tantalum – 700 silver to 1 gold and 250 silver.
This will be 3 by 3
Command centre: -
The menu’s name will be the formation creator.
The player will get to create their own battle formations from scratch. They get to select the
percentage of units to perform a manoeuvre and to create an icon for each formation that they
create. They choose how the unit will move, how far before they are ordered to stop. The player
can use the formation creator to setup traps for the enemies to run into. When the player opens
the battle formation creator menu the game pauses. The player can also move the units as they
are in the formation. The player can also create Diplomats which will travel to a base that the
player has found and the diplomat will create a channel for which the player will have to make an
alliance.
The formation created by the player in the campaign part of the game will be kept saved for every
game that the player has.
The formation created by the player in the multiplayer part will have to create everytime since
every player will have different strategies from player to player.
Level 1 – 200 stone and 100 iron. Creates Diplomats and allows the player to open a channel
between the player and another nation to create an alliance. Chance of an alliance 25%. 2 days
to build. Electric usage 2000 watts per hour.
Level 2 – 345 stone and 186 iron. Improves the chance of an alliance to 30%. 3 days to upgrade.
Electric usage 4000 watts per hour.
Level 3 – 492 stone and 263 iron. Improves the chance of an alliance to 35%. 4 days to upgrade.
Electric usage 6000 watts per hour.
Level 4 – 627 stone and 395 iron. Improves the chance of an alliance to 40%. 5 days to upgrade.
Electric usage 8000 watts per hour.
Level 5 – 943 stone and 593 iron. Improves the chance of an alliance to 45%. 6 days to upgrade.
Electric usage 10000 watts per hour.
Level 6 – 1393 stone and 845 steel. Improves the chance of an alliance to 50%. 7 days to
upgrade. Electric usage 12000 watts per hour.
Level 7 – 1547 stone and 1039 steel. Improves the chance of an alliance to 55%. 8 days to
upgrade. Electric usage 14000 watts per hour.
Level 8 – 1804 stone and 1297 steel. Improves the chance of an alliance to 60%. 9 days to
upgrade. Electric usage 16000 watts per hour.
Level 9 – 2567 stone and 1694 steel. Improves the chance of an alliance to 65%. 10 days to
upgrade. Electric usage 18000 watts per hour.
Level 10 – 3179 stone and 2856 steel. Improves the chance of an alliance to 75%. 11 days to
upgrade. Electric usage 20000 watts per hour.
This will be 2 by 2.
Navy Base:-
This will create the navy vessels, repair and refuel them.
To build the navy base it must have 1 square on land within the grid.
When a ship needs repairs and refuelling the ship will enter the navy base and disappear from the
screen and return once completed.
Level 1 – 100 wood and stone, can support and build two ships. 1 and ½ days to build. Electric
usage 1000 watts per hour.
Level 2 – 200 wood and stone, can support and build four ships. 2 days to upgrade. Electric
usage 1500 watts per hour.
Level 3 – 250 wood and stone, can support and build six ships. 2 and ½ days to upgrade. Electric
usage 2000 watts per hour.
Level 4 – 300 stone and 100 iron, can support and build ten ships. 3 days to upgrade. Electric
usage 2500 watts per hour.
Level 5 – 400 stone and 200 iron, can support and build thirteen ships. 3 and ½ days to upgrade.
Electric usage 3000 watts per hour.
Level 6 – 500 stone and 300 iron, can support and build seventeen ships. 4 days to upgrade.
Electric usage 3500 watts per hour.
Level 7 – 600 stone and 200 steel, can support and build twenty three ships. 4 and ½ days to
upgrade. Electric usage 4000 watts per hour.
Level 8 – 800 stone and 450 steel, can support and build twenty eight ships. 5 days to upgrade.
Electric usage 4500 watts per hour.
Level 9 – 1100 stone and 825 steel, can support and build thirty one ships. 5 and ½ days to
upgrade. Electric usage 5000 watts per hour.
Level 10 1700 stone and 1300 steel, can support and build forty five ships. 6 days to upgrade.
Electric usage 5500 watts per hour.
This will be 4 by 3
Navy Units: -
Each unit can be customized with missile launchers, gun turrets, radar and sonar surface to air
torpedoes, standard torpedoes, Depth Charges, armour piercing shells. The player also selects
the type of missiles that the navy vessel will carry.
Small Vessels:
Gunboat: - This vessel is very quick on the water. It can support 2 guns and deep depth charges.
Cost 100 food and 300 steel. 5 days to build.
Primary and secondary weapons lists:
 Bofors 40 mm Gun
 OTO Melara 3 inch compact gun
 20mm guns
Corvettes: - The navy vessel can carry 1 missile launcher and 1 gun turret, 2 missiles launches or
2 Gun turrets. Costs 120 food and 550 steel. 7 days to build.
Primary and secondary weapons.
 2 – Cell YJ-83 anti-ship missiles.
 8 – Shot FL – 3000N surface to air missile launcher.
 76mm AK-176 deck gun.
 2 Torpedo tubes.
 76mm OTO – Breda Dual – Purpose Naval Gun.
 27mm MLG autocannons.
 RBS – 15 Mk3 anti-ship missiles.
 Mk 50 Torpedoes.
 12.7mm Heavy Machine Guns.
 RIM – 116 Rolling Airframe Missiles (RAMs).
Frigate: - Costs 250 food and 600 steel.
Medium Vessels
Destroyer: - The destroyer can move fast though the water and can be mounted with 1 gun and 1
missile launcher, 2 guns, 2 missile launchers or 1 gun or missile launcher with a Helipad. Costs
1000 food and 1500 Steel. 13 days to build.
Primary and Secondary Missiles lists
 Tomahawk cruise missiles
 RIM-66M Standard medium range SAMs
 RIM-161 Standard Ballistic missile defence
 RIM-162 ESSM SAM
 RUM-139 Vertical Launch
 RIM-174A Standard ERAM
 Mk 141 Harpoon Missiles Launcher SSM
 48-cell Sylver A50 VLS
Primary and Secondary Guns Lists
 54 Mk-45 Mod Lightweight Gun
 62 Mk-45 mod 4 lightweight Gun
 DDG -85 Phalanx CIWS
 M242 Bushmaster Cannons
 BAE 4.5 inch Mk8 Naval gun
 Oerlikon 30 mm gun
 Miniguns
Hovercraft: - The hovercraft have travel on water and land and can transports troops and vehicles
as well. The hovercraft has no weapon but can move fast. Cost 900 food and 1300 steel.11 days
to build.
Number of troops it can carry is 30
Number of vehicles it can carry is 10
Cruiser: - This ship can carry 4 missile launchers or 4 Gun turrets or 2 missile launchers and gun
turrets. The cruiser can also carry two Seahawk LAMPS 3 helicopters with 2 missile launchers or 2
gun turret. Costs 1750 food and 2900 steel. Takes 18 days to build.
Primary and Secondary weapons:
 Mk 26 missile launchers
 RIM-66 SM-2
 RUR-5 ASROC
 Mk 45 Mod 2 5-in/54-cal light weight gun
 Rim 66M-5 Standard SM-2MR
 RIM-161 SM-3
 BGM – 109 Tomahawk
 RUM-139a VL-ASROC
 RGM -84 Harpoon Missiles
 25mm Mk 38 Gun
 Mk 32 12.75-in triple torpedo tubes
Stealth Vessel: - Even when this vessel is moving the enemy can’t see it unit the ship fire and
gives away its position and then it has to move to regain it stealth ability. Costs 900 food and 800
steel. Takes 18 days to build.
Submarine: - This vessel can only be seen when it as fire one of it missiles. When below the
surface and a ship above uses it sonar there is a 50% chance it will be spotted. The submarines
and fire 4 missiles at once at different targets. Costs 600 food and 700 steel. Takes 10 days to
build.
Torpedo: -
 Mark 48
 Whitehead
 8-shi
 A244-S
 APSET-95
 Barracuda
 Baek Sang Eo
 Black Shark
 ET34
Missiles
 UGM-133 Trident II
 RSM-56 r-30 Bulava
 M51 Missile
 JL-2
 K-15 Sagarika
 KN-11
Large Vessels
Aircraft Carrier:-This vessel can carry 80 planes at a time to refuels and rearms the planes. Once
the planes are refuelled and rearmed the player then can order them to take off and attack an
enemy. The aircraft carrier will be 1:10 of the size compared to the Nimitz Class or super carriers.
Planes will be stored within the aircraft carrier and will be lifted up on to the runway from
underneath and take off straight away. Cost 1800 food and 2100 steel. Takes 24 days to build.
Battleship: - The battleship can attack buildings 3kms inland Costs 2000 food and 2500 steel.
Takes 20 days to build.
Weapons -
 BGM-109 Tomahawk
 RGM-84 Harpoon Missile
 M61 Vulcan 6-barreled Gatling Cannon
 FIM-92 Stinger MPADS
Airbase
The airbase will be a 6 by 8 square.
(After doing some research on runways of airbases and airports I found out that the runways are
almost 2.5km long so after thinking about it I have made a decision that I am not going to change
the grid scale but I’ll have the planes take off before they reach the end of the runway.)
Level 1 – 100 iron and aluminium – one control tower, one runway and one hanger can support up
to ten planes at any one time. 1 and ¾ days to build. Electric usage 900 watts per hour.
Level 2 – 150 iron and aluminium – one control tower, one runway, two hangers and can support
up to 25 planes at any one time. 2 days to upgrade. Electric usage 1800 watts per hour.
Level 3 - 200 iron and aluminium – one control tower, one runway, three hangers and can support
up to 80 planes at any one time. 2 and ¼ days to upgrade. Electric usage 2700 watts per hour.
Level 4 – 300 iron and aluminium – one control tower, one runway, and four hangers and can
support 110 planes at any one time. 2 and ½ days to upgrade. Electric usage 3600 watts per
hour.
Level 5 – 450 iron and aluminium – one control tower, two runways, and four hangers and can
support up to 190 planes at any one time. 2 and ¾ days to upgrade. Electric usage 4500 watts
per hour.
Level 6 – 500 aluminium and 100 steel – one control tower, two runways, five hangers and can
support up to 235 planes at any one time. 3 days to upgrade. Electric usage 5400 watts per hour.
Level 7 – 750 aluminium and 250 steel – one control tower, two runways, six hangers and can
support up to 275 planes at any one time. 3 and ¼ days to upgrade. Electric usage 6300 watts
per hour.
Level 8 – 1125 aluminium and 475 steel – one control tower, two runways, seven hangers and can
support up to 365 planes at any one time. 3 and ½ days to upgrade. Electric usage 7200 watts
per hour.
Level 9 – 1585 aluminium and 735 steel – one control tower, two runways and eight hangers and
can support up to 415 planes at any one time. 3 and ¾ days to upgrade. Electric usage 8100
watts per hour.
Level 10 – 2395 aluminium and 1382 steel – one control tower, two runways, nine hangers and
can support up to 475 planes at any one time. 4 days to upgrade. Electric usage 9000 watts per
hour.
The planes will be built in the factories then transported to the airbase.
Airbase Units
Jet fighters: - 200 aluminium
F18
Harrier Jump jet
MIG 28
F14 TomCat
Bombers: - 250 aluminium
Tupolev Tu-95
A10
Troop carrier plane: - 400 aluminium
Antonov An-124-Ruslan: - This aircraft can carry 70 troops
Stealth Jets: - 175 aluminium
F-117
F-35B
Refueling Plane: - 500 aluminium.
KC-135 Stratotanker
Airbus A330 MRTT/ troop carrier: - This aircraft can carry 300 troops/ 100 Stretchers.
Weapons:
Air to air-
Sidewinder
Skyflash
AMRAAM
Air to ground
1000 Ib General purpose bomb
540Ib bomb
Paveway III LGB
Cluster bomb
Aircraft Guns-
Mauser BK-27 cannon
Aden 30mm cannon
Helipad:-
The helipad will be a 3 by 3 square, when maxed levelled there will be 6 helipads and a control
center and two barracks for the pilots to rest in before the player commands them to get into the
gunships, troop transporters, black hawks. Each square grid will have 2 helipads on them.
Level 1 – 268 wood, stone. 2 helipad in 1 grid square allowing the player to control 2 helicopters,
1 control tower and 1 pilots’ barracks. Electrics usage 395 watts per hour. 1 day to build.
Level 2 – 639 wood, stone. 4 helipads allowing the player to control 4 helicopters. Electric usage
762 watts per hour. 1 and ¼ days to upgrade.
Level 3 – 1485 wood, stone. 6 helipads allowing the player to control 6 helicopters. Electric
usage 1583 watts per hour. 1 and ½ days to upgrade.
Level 4 – 1845 stone and 375 iron. Electric usage 2017 watts per hour. 1 and ¾ days to upgrade.
Level 5 – 2412 stone and 846 iron. 2 pilots barrack. Electric usage 2492 watts per hour. 2 days to
upgrade.
Level 6 – 2944 stone and 1497 iron. 8 helipads allowing the player to control 8 helicopters.
Electric usage 2885 watts per hour. 2 and ½ days to upgrade.
Level 7 – 3264 stone and 1937 steel. Electric usage 3282 watts per hour. 3 days to upgrade.
Level 8 – 3865 stone and 2346 steel. 10 helipads allowing the player to control 10 helicopters.
Electric usage 3739 watts per hour. 3 and ½ days to upgrade.
Level 9 – 4174 stone and 2683 steel. Electric usage 3956 watts per hour. 4 days to upgrade.
Level 10 – 4519 stone and 2997 steel. 12 helipads allowing the player to control 12 helicopters.
Electric usage 4378 watts per hour. 5 days to upgrade.
Research Lab: –
The upgrade will be placed on a technology tree.
Each upgrade unlocks more of the technology tree.
Level 1 – 150 wood and stone. Electric usage 1,000 watts per hour. 1 and ½ days to build.
Level 2 – 200 wood and stone. Electric usage 5,000 watts per hour. 1 and ¾ days to upgrade.
Level 3 - 300 wood and stone. Electric usage 13,000 watts per hour. 2 days to upgrade.
Level 4 – 450 stone and 100 iron. Electric usage 33,000 watts per hour. 2 and ¼ days to
upgrade.
Level 5 – 650 stone and 150 iron. Electric usage 56,000 watts per hour. 2 and ½ days to
upgrade.
Level 6 - 900 stone and 250 steel. Electric usage 79,000 watts per hour. 2 and ¾ days to
upgrade.
Level 7 – 1,200 stone and 400 steel. Electric usage 93,000 watts per hour. 3 days to upgrade.
Level 8 – 1,600 stone and 650 steel. Electric usage 104,000 watts per hour. 3 and ¼ days to
upgrade.
Level 9 - 3,200 stone and 1,300 steel. Electric usage 117,000 watts per hour. 3 and ½ days to
upgrade.
Level 10 – 6,400 stone and 2,600 steel. Electric usage 132,000 watts per hour. 4 days to
upgrade.
Takes up a 3 by 3 square.
Researcher – 50 food and 10 steel. There go to ruins to try and discover artefacts. The artefacts
will be used to speed up the research on one item in the lab. Unlocked at level 1.
Research lab upgrades -
Scholars - increases the speed by 10%. Unlocked at level 1
Associate Degree – increases the speed by 15%. Unlocked at level 2
Associate of Science – increases the speed by 20%. Unlocked at level 3
Bachelor’s Degree - increases the speed by 25%. Unlocked at level 4
Master’s Degree – increases the speed by 30%. Unlocked at level 5
Master of Science – increases the speed by 35%. Unlocked at level 6
Doctoral Degree – increases the speed by 40%. Unlocked at level 7
Doctor of Science – increases speed by 50% Unlocked at level 8
Advance Science: -
Carbon Nanotube: - light and stronger then steel can be used in the construction of Buildings,
vehicles, body armour, unit weapons and tools. This will increase the hit points for buildings,
vehicles, foot units by 50%. This will also increases the speed of the construction of building by
25%. Costs 100 coal. Takes 15 days to research. Will be unlocked when the research lab is
level 9 and as Doctor of Science.
General upgrades:-
Workers start off with wooden working tools
Stone hammer – increases speed of building by 15%. Unlocked at level 1. Costs 50 stone. 1 day
to research.
Iron Hammer – increases speed of building by 25%. Unlocked at level 2. Costs 50 iron. 1 and ½
days to research.
Steel hammer – increases speed of building by 40%. Unlocked at level 3. Costs 50 steel. 2 days
to research.
Titanium hammer – increases speed of building by 60%. Unlocked at level 4. Cost 50 titanium. 2
and ½ days to research.
Tungsten Hammer – increases speed of building by 80%. Unlocked at level 5. Costs 50
Tungsten. 3 day to research.
Stone pickaxe – increases speed of mining by 15%. Unlocked at level 2. Cost 75 stone. 1 and ¼
days to research.
Iron pickaxe – increases speed of mining by 30%. Unlocked at level 3. Costs 75 iron. 1 and ¾
days to research.
Steel pickaxe – increases speed of mining by 50%. Unlocked at level 4. Cost 75 steel. 2 days to
research.
Titanium pickaxe – increases speed of mining by 65%. Unlocked at level 5. Costs 75 titanium. 2
and ½ days to research.
Tungsten pickaxe – increases speed of mining by 80%. Unlocked at level 6. Costs 75 tungsten.
3 days to research.
Cranes – increases speed of building by 10%. Unlocked at level 3. Cost 150 steel. 3 days to
research.
Wheelbarrow – increases carrying of resources by 15%. Unlocked at level 1. Costs 100 iron. 2
days to research.
Dumper Truck – increases carrying of resources by 45%. Unlocked at level 3. Costs 150 steel. 3
days to research.
Machine warfare – Unlocks the factory at level 1. Cost 200 stone. 1 and ½ days to research.
Nautical – unlocks Navy Base at level 2. Cost 100 steel. 1 and ¾ days to research.
Wings of Flight – unlocks Airbase at level 4. Cost 100 Aluminium. 1 and ¼ days to research.
Eye in the Sky – unlocks the Radar Station at level 5. Costs 100 Titanium. 2 and ½ days to
research.
Time heals – Unlocks the Hospital at level 3. Cost 200 iron. 1 and ½ days to research.
Farm: -
Water ways – Unlocks at level 2 of the research lab. Cost 150 stone. 1 day to research.
Increases the speed and amount of crops by 15%.
Tractor – Unlocks at level 3 of the research lab. Cost 100 steel. 1 day to research. Increases the
speed and amount of crops by 15%.
Green house – Unlocks at level 3 of the research lab. Cost 50 iron. 1 day to research. Increases
the speed and amount of crops by 10%.
To build the solar power plant Sun Power – Amorphous Silicon costs 100 silicon. Unlocked at
level 2. 2 days to research.
The first upgrade increases the power output by 45% – polycrystalline silicon costs 250 silicon.
Unlocked at level 4. 2 and ½ days to research.
The second upgrade increases the power output by 100% - mono-crystalline silicon costs 500
silicon. Unlocked at level 6. 5 days to research.
Upgrading the drill – electric Drill – 10 circuit boards and 100 steel, increases output by 25%.
Unlocks at level 2. 2 and ½ days to research.
Steel drill – costs 100 steel, increases output by 15%. Unlocks at level 3. 1 and ½ days to
research.
Titanium drill – costs 100 titanium, increases output by 35%. Unlocks at level 5. 2 and ¼ days to
research.
Tungsten drill – costs 100 tungsten, increases output by 50%. Unlocks at level 7. 3 and ½ days
to research.
Diamond tipped drill – costs 10 diamonds, increases output by 25%. Unlocks at level 4. 2 and ½
days to research.
Coal, oil and gas Power plants output upgrades –
Thin piping - 100 iron –output increases by 10%. Unlocked at level 1. 1 day to research.
Pressure increase 100 steel – output increases by 10%. Unlocked at level 2. 1 and ½ to
research.
Bigger burner – 100 steel – output increases by 10%. Unlocked at level 3. 2 days to research.
Bigger Boiler – 150 steel – output increases by 15%. Unlocked at level 4. 2 and ½ days to
research.
Double Turbine 200 steel – output increase by 20%. Unlocked at level 5. 3 days to research.
Nuclear Power plant
Will be unlocked when the research lab reaches level 4.
Output upgrades:-
Lead shielding – 200 lead – increases by 10%. Unlocked at level 5.
Steel shielding – 300 steel – increases by 20%. Unlocked at level 6
Copper shielding- 400 copper – increases by 30%. Unlocked at level 7.
Aluminium shielding – 500 aluminium – increases by 40%. Unlocked at level 8.
Tantalum shielding – 400 Tantalum – increases by 55%. Unlocked at level 9.
Barracks: -
Anti-Tank Mines – 200 Steel – unlocked at level 5.
Anti-Aircraft rockets – 300 Steel – unlocked at level 6.
Eagle Vision – 100 steel – unlocked at level 4 – improves the accuracy by 10% and range by 100
meters. For the Snipers
Bipod – 20 steel – unlocked at level 3 – improves accuracy by 10% and stability by 15%. For the
Snipers
Hawkeye – 50 steel – unlocked at level 3 – improves accuracy by 10% and range by 50 meters.
For the Infantry.
Navy base and units: - all ships at the start are made of Iron.
Steel Hull – 250 steel – increases hit points by 50%, and defence by 25%. Unlocked at level 4.
Titanium Hull – 300 Titanium – increases hit points by 100% defence by 50%, speed by 40%.
Unlocked at level 8.
Sonar – allows the unit to see if any moving enemy units are one or under the water. 20 circuit
Board and 200 copper wire. Unlocked at level 3.
Stealth Ships – allows the player to build stealth ships that can’t been seen by enemies unit it fires.
Costs.
Sub Buildings: -
Lights:
Electric pylon: Costs 20 steel and can be placed four squares between each electric pylon on the
building grid.
Sound:-
There will be a man or a women talking to the player by telling them that a building is completed,
or a unit is under attack for the enemy.
The sound of bullets being shot.
The sound of hammers hitting steel.
The sound of pickaxes hitting stone, coal and metal ore.
The sound of an axe chopping a tree.
The diesel engine of a tank.
The sound of a tank, a ship and a Land turret firing.
The sound of missiles being fired from fighter jets, helicopter, navy destroyers.
Welding steel together as they are building.
Engines of jet fighters and helicopters.
Horns from ships has they stop and get close to land.
Fighter jets taking off and landing.
The sound of the submarine launch bay opening and closing.
The sound of rockets flying through the air and hitting their target of missing and hitting the
ground.
Environment Sounds:-
Building falling when destroyed.
Wind blowing thought the trees.
Tree rustling.
Rain fall hitting the leaves.
Bombs exploding and dirt hitting the ground and tree.
Joshua Cavanagh-Brierley will create the music for the game.
I would like to use the sound track Drill Sergeant by the Muse
Software: -
I will be going with the Unreal engine 4 as I can use their basic templets and then edit them as I
see fit.
I can use 3Ds Max modelling software Student version but I’ll be giving the game away for free.
Other 3D modelling software I could use is Blender it is free and means I can sell the game but I
would have to learn the software.
Controls
The order to move a unit/units will also command them to attack enemy units and buildings.
Colour:-
The colours are going to be greens, browns, greys, yellow, and oranges, white, black, as these are
the colours of grasslands, woods, deserts and snow covered lands and tundra, as the vehicles will
have to blend in with the landscape.
Resources Colours:-
Coal – Black
Iron – Grey/Orange
Uranium – Yellow/Green
Stone – Light Grey
Copper – Aqua/Green
Tin – Grey/Silver
Silicon – Grey
Lead – Grey/Brown
Aluminium – Orange/Yellow
Tantalum – Red/Brown
Silver – Silver
Gold – Gold
Titanium – Silver Blue
Tungsten – Black/silver
Diamond – Dark Grey
Menus: -
Pause menu options: -
Resume – allows the player to carry on playing.
Save – Allows the player to overwrite the last save or to create a new save file.
Load – Allows the player to load the games they have saved.
Options – Allows the player to change the graphic, sound, controls,
Exit to Main Menu – Returns the player to the main menu.
Exit Game – The player leaves the game.
Build menu – This will have tabs for the different build options along the top.
First Tab – Construction – This is where the player picks the building that they want to construct.
Second Tab – Barracks – This is where the player is given the option to create foot soldiers.
Third Tab – Land Vehicles – This is where the player can create custom land vehicles.
Forth Tab – Sea Vehicles – This is where the player can create custom Sea vehicles
Fifth Tab – Air Vehicles – This is where the player can create custom air craft.
Research Menu – This is where player can research new things and improve their building,
worker, vehicles, and soldiers. This will be shown in tabs.
First tab- Building – This is where the new building can be researched and also every building can
be improved.
Second tab – Workers – This one is where the player can improve the performance of the worker
units so that can build, mine, gather faster.
Third tab – Vehicles – This is where new vehicles bodies, engines, armour, weapons, wheels and
tracks are researched.
Forth tab – Soldiers – This is where new soldiers can be researched. Also their weapons, armour
can be improved.
Main Menu:
Story Mode/Campaign – This will allow the player to choose the nation that they want to play as.
Skirmish - This allows the player to generate they own maps and battle on them against AI’s.
Load Game – This allows the player to load the last saved game from where they left off.
Multiplayer – This allows the player to play against other players on set in game maps.
Tutorial – This is where the player can learn the controls and how to play the game.
Options – This will allow the player to change the graphic, audio and control setting.
Map Editor – This allows the player to create their own maps from the assets within the game.
They can choose how small or big the world is, how many resources there are in the map, and
create a village/town, rivers, mountains and canyons. Once the world has been generated the
player then can delete or add more to the map as they see fit.
Mods – This is an idea that could be put into the game where the player can create mods to
change the units look and sizes.
Exit Game – The player will close the game when that click on the icon and it will ask if they are
sure.
Vehicle History – This will give the player a choice to look at the history of the vehicles used within
the game of when they were built, when they were first used, how long they were in service for.
(This is just an idea that could be put in the main menu).
Options Menu:-
Interface – This menu will have auto save options in minutes from 5 minutes to 1 hour, scroll
speed options where 1 is slow and 5 and high.
Graphics – This menu will have the option to have the game in as window or full screen, the
resolution were the lowest will be 1024 by 768 and the highest being 1920 by 1080. The player
can change the brightness to the game. There will be setting for textures from low to high.
Audio – This part of the menu will have scroll bars for the music, ambient, sound effects, unit
voices, environment sounds. The will also be a channel option for Mono and Stereo.
Controls – This is where the player can change the settings for the controls of the game in terms
of the keyboard.
Network – This will allow the player to setup a network connection with their friends.
User Interface:-
The game will be in Top down view so the player gets to see everything within their field of view.
For the user interface the menus will be to the side of the screen go it gives the player the full
screen to use. Menus will show up when the key on the keyboard is pushed and the menu that
has been assigned to the key will slide in on the right side of the screen, when the player as
selected what they want or pushes the same key again the menu will slide out of view. The keys
are just for quick access to the menus, the player can also click on the tabs on the right side of the
screen for the menu they want. The tab at the top will be for construction of building, the second
tab with be for foot units, the third for land vehicles, the forth for navy vessels and the fifth for air
craft. If the player selects a unit the build menu will close and the custom menu will slide up from
the bottom of the screen with weapon options, vehicle type (jeep, light tank, medium tank, etc...),
whether the player wants the land vehicle to have wheels or tracks. On the left when the player
moves their cursor to the edge of the screen the formation option for battle will show up and the
player can select one of them to use.
To order troops to leave a vehicle there will be a HUD in the bottom left corner of the screen where
there will be two types of icons depending on what type of vehicle the troops are in... For example
if the plane is selected an icon showing a parachute will pop up and when the player clicks it the
paratroopers will jump from the plane and deploy their chutes. The HUD will only show is the
vehicle has troops in and is selected.
When the player is creating a vehicle there will be a menu for the ammo that the vehicle will use
and the player can change it to whatever they want in the list. For example a jet fighter will have
five sub menus for the weapons it can carry.
The first will be the wing tips for side missiles like sidewinders.
The second will be the primary weapons such as five Hellfire missiles on each side. They will be
placed next to the wing tips.
The Third will be secondary weapons to which the fighter jet will switch to automatically.
The forth will be under the plane and it can be the extra fuel cell or a Nuclear warhead.
The Fifth will be guns that the plane as at the front on the underneath.
Depending on the type of plane will depend on how many weapons menus there are.
I might place a mini-map in the top right hand corner of the screen and have it so the player can
turn it off and on.
At the top of the screen there will be a tab that when clicked on will show all the resources the
player has and how much they can store. The tab will say Resources on it so the player knows
what it is.
Animation: -
There will be a few animations one being the Drill bits spinning and going up and down.
The Workers moving their arms with mining, gathering and building. Moving their legs when going
to and from the storage building.
The soldiers moving their arms when they are aiming down the sight. Moving their legs when
walking and running.
The Helicopters rotator when it is up in the air it will spin as will at when it is ready to take off.
The tanks turret will turn to aim at enemies.
The turrets will turn to aim at on coming enemies.
The navy ships with turns the gun and missiles turrets when targeting an enemies.
Would like missiles flying through the air before it hit its target.
On the aircraft carriers the planes will be lifted from underneath the runway.
The launch bay on the submarine will open before they launch the missiles.
Weapons list:
Only the infantry, sniper, spy, grenadier, bazooka, Anti-tank unit and the paratroopers will have a
list of weapons they can use.
Each unit will have a list of weapons that the player will be able to pick from.
Each unit will have a primarily weapon and a secondary weapon for close combat.
Sniper rifles:-is a primary weapons.
Accuracy International Arctic Warfare
Alejandro Sniper Rifle
Armalite AR-50
AWC G2
Barrett M98
Blaser 93 Tactical
Bor Rifle
CZ 700 sniper rifle
Denel NTW-20
Falcon sniper rifle
Desert Tactical Arms Stealth Recon Scout
Dragunov SVU
Howa M1500
H-S Precision Pro Series 2000 HTS
MSSR Rifle
Assault Rifles:-is a primary weapons.
AK-47
AK-12
Colt CM901
FAMAS
FN F2000
Howa Type 89
IMI Galil
M16 rifle
MKEK MPT
QBZ-95
SAR-21
SS09
T97 Assault rifle
VHS – 2
Zastava M21
Sub Machine Guns: can be primary and/or a secondary weapons.
Arsenal Shipka
Bizon SMG
Borz
CF-05
CZ Scorpion Evo 3
FN P90
FAMAE SAF
Heckler & Koch MP7
PP-90
QCW-05
S&T Daewoo XK9
Saab Bofors Dynamics CBJ-MS
SIG Sauer MPX
Vityaz-SN
Carbon 15 Type 97S
PDW: can be a primary and/or a secondary weapon.
GA Personal Defence Weapon
PP-2000
VBR-Belgium PDW
ST Kinetics CPW
Brugger & Thomet MP9
Magpul PDR
Barrett REC7
Pistol: will be secondary weapon.
AA Arms AP-9
Armatix iP1
Beretta 87 Target
BUL Cherokee
Caracal Pistol
CZ vz. 2075RAMI
Desert Eagle
Fort-17
FN Five-Seven
Glock 39
Heckler &Koch MK23
Makarych
QSZ-06
TAURUS PT 24/7
Minebea PM-9
Shotgun: can be primary and/or a secondary weapon.
Remington Spartan 100
Benelli Supernova
M26 Modular Accessory Shotgun System
Remington 887
Akdal MKA 1919
Benelli Vinci
Sjogren shotgun
USAS-12
Browning Citori
RGA-86
MAUL (weapon)
MAG-7
Helicopters:
AH-1 Cobra – It will be have 3 weapons on board.
Primary list: -
 2 multi-barrel Miniguns
 2 M129 40mm Grenade Launchers
 1 Minigun and 1 M129 40 mm Grenade Launcher.
Secondary List
 7 rockets in a M158 Launcher
 19 rockets in a M200 Launcher
Third List
 M18 Minigun pod
 XM35 Armament subsystem with XM195 20mm cannon
UH-60/ S-70A Black Hawk
Primary
16 Hellfire Missiles.
Secondary
 7.62mm Machine gun
 50 Calibre Machine gun
The Black Hawk can carry 11 fully equipped troopers or 4 stretcher patients with a Medical officer.
Mil Mi-24
A-129/T-129
Eurocopter Tiger
MI-28H Havoc
AH-64D Apache Long Bow
Primary
 AGM-114D Longbow Hellfire air to surface
 Hellfire air to air
 CRV7
Secondary
 Stinger
 AIM-9 Sidewinder
 Mistral
 Sidearm
Third
 M230 Chain gun
Tanks and personal vehicle:
Light tanks
Cost to build – 150 steel and 35 titanium.
All light tanks are limited to 40 mph
2S25 (Sprut-SD) Tank.
CV90120 Tank.
Alvis Sabre Reconnaissance Tank.
NORINCO ZBD2000 (Z-Family).
BMD-4 (Boyevaya Mashina Desanta) tank.
Light tanks primary and secondary weapons list.
Each light tank can only have one primary and one secondary weapon.
Primary weapons.
 30mm Autocannon
 30mm L21 RARDEN autocannon
 120m L/50 Compact Tank Gun
 125mm 2A75 Main gun
 105mm Rifled Main gun
 100mm Main gun
Secondary Weapons.
 12.7mm Heavy anti-aircraft machine gun
 7.62mm Machine gun
 7.62mm Coaxial machine gun
 Smoke grenade dischargers
 30mm Cannon
 AT-5 Spandrel anti-tank guided missile launcher
 40mm automatic grenade launcher
 5.45mm general purpose machine gun
Main Battle Tanks:
Cost to build – 300 steel and 75 titanium.
All main battle tanks speed is limited to 35mph
Altay MBT
NORINCO MBT-3000(VT-4)
T-99 Armata
ROTEM K2 (Black Panther)
Type 10 MBT
T-90M Bhishma
Primary and Secondary weapons:
The tanks can have one primary and two secondary weapons.
Primary weapons.
 125mm 2A46M-5 Main Gun
 120mm L44 Smoothbore main gun
 125mm Smoothbore main gun
 120mm L/55 MKEK main gun
 105mm M68 Rifled main gun
Secondary Weapon
 7.62mm Coaxial machine gun
 7.62mm Anti-Aircraft machine gun
 Smoke grenade dischargers
 12.7mm Browning M2HB heavy machine gun
 7.62mm Type 74 co-axial machine gun
 12.7mm K6 AA heavy machine gun
 57mm Automatic grenade launcher
Heavy tanks:
Cost to build – 500 steel, 100 titanium.
These tanks can have one primary weapon and three secondary weapons.
These tank will have their speed limited to 30mph.
Leopard 2A7
M1A2 SEP
Challenger 2
T-90 Armata
Merkava Mk4
TK-X Hitomaru
Primary Weapons list
 120mm Smoothbore main gun
 120 L30A1 CHARM gun
 120mm Main gun
 2A46M 125mm Smoothbore gun
 2A46M-5 125mm Smoothbore gun
 120mm GM253 Smoothbore gun
 JSW 120mm Smoothbore cannon
Secondary Weapons list
 12.7mm Machine gun
 7.62mm Machine gun
 Co-axial 7.62mm L94A1 chain gun
 7.62mm GPMG
 L37A2 Machine gun
 12.7mm Kord heavy machine gun
 7.62mm PKMT
 60mm Internal Mortar
 Smoke Grenades
Mobile construction vehicle (MCV): - This vehicle allows the player to build more bases to that is
one base is destroyed they can carry on.
Cost to build - 1000 Steel, 100 rubber.
Armoured personally vehicle (APV): - This vehicle is heavily armoured with a machine gun on top
for defence. It can carry up to 25 troops.
Cost to build – 400 steel and 80 titanium.
Units Weakness:
Infantry: - Tanks, helicopters, Jets, snipers, ships.
Grenadier: - Tanks, helicopters, jets, sniper, ships.
Sniper: - Tanks, helicopters, jets, snipers, ships.

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Game Design Document

  • 1. Game Design Document Game Genre: Strategy/Military. Game Subgenre: RTS/Real Time Strategy Game References Command & Conquer Settlers Sir Meier’s Civilization Factorio Tropico 5 Dune 2000 Warzone 2100 Populous Black Hawk Down Top Gun Game name idea: - Total Command. World Conquest. Complete World Conquest Game Idea: The idea is based around a command and conquer type of game mixed with Sid Meier’s Civilization elements. Players have to defend, order and attack. They are in control of all their base’s assets from assigning products for the building, to create, to managing storage and units. The game will be displayed in a top down view like command and conquer and will give player the ability to zoom in and out like Factorio. The player will be able to play online or in single play modes. The player will start off with 1000 wood, stone, coal and iron and 10 workers to build, mine and gather. The player can assign armaments to each unit such as a tank with the type of turret and the ammo that the tank will use with that turret.
  • 2. The player can play against the AI or against other players. They can create maps themselves, play and share the map online with other players or have a map randomly generated for them by the choices they are given. During the main game play there will be two to five continents which would make use of the navy base. Vehicles will need fuel to run. Ships refuel at the navy base and the aircraft refuel at the air base or by a refuelling plane. Helicopters refuel at the helipad. The player will have to gather resources to construct buildings and for researching more buildings and upgrades for both units and buildings. There will be villages and towns with people living in them. The player can build a base anywhere in the world but runs the risk of being found by the enemy. The world will be set out in a grid of squares with each square being 50 metres by 50 metres. The grid will only appear when the player is constructing a building. There will be 20 real world nations. The player will have to make alliances with other nations in order to win against stronger attacking nations. In skirmishes will have the players nation and 4 other nation with in the mode, one nation will be randomly selected by the game AI to be the enemy and three nations to be neutral nation that have not picked a side to fight with. The world map will be randomly generated by the game engine using a folder of assets. Resources will use one model but will have a different texture depending on the nation, e.g. jeeps will be the same but have a different colours. I want to make the game as realistic as possible. I want the game world to be procedurally generated land. There will be a voice telling the player when something is complete e.g. building a unit and unit complete. This will be the same for the building for when the player starts construction and the building is finished. The age that the game is set in: - The game will be set in the year 2015. This will be equipment, building and vehicles such as the tanks, jeeps trucks planes and helicopters etc.…. Platform: - I will first have the game on the PC then port the game over to console Game Modes Skirmish: - This mode will allow the player to generate a world to their liking. It will allow them to pick the number of continents from 1 to 5, how high or low the resources are, how high or low the water level is or to have no water at all. The number of enemies that they want to compete against from 1 to 12.
  • 3. Multiplayer: - This mode will allow the player to create a server for themselves and their friends to battle it out, or they can play with people from around the world and to talk to them in an open world chat which will be an option to have. After the demo is released I may start to think of a story that allows each nations to be involved in a plot line. Campaign: - This mode will be created after the demo is released. System requirements: Idle Minimum requirements: - OS (Windows XP, Vista, 7, 8, 8.1 and 10, Macs ISO and Linux). CPU: - Intel duo 2 1.8GHz or AMD Athlon 64 1.9GHz RAM: - 1GB DDR2 Graphics: - 512MB DDR 2 HDD 1GB to 5GB Game Mechanics: The player will use the mouse to move around the world by moving the cursor on the screen to the edges. The player can also use the WASD keys on the keyboard to move around the game world. Holding the left mouse button and moving the cursor the player can select a group of units or by clicking the left mouse button once over a unit it will only select that unit. After selecting unit/units the player can move the cursor to where they want the unit/units to go and right click on that spot. The TAB key will bring up the build/research menu. The ECS key will bring up the pause menu. The build menu will have barracks, coal power plant, research lab, construction site, farm, drill, storage and works lodge at first Hovering the cursor over a unit and pressing the –i- key will bring up the units stats Vehicles will have two bars one green for hit points which will be above the vehicle and one yellow for the fuel in the tank which will be below the vehicle. When the fuel tank is empty the vehicle will not work until it is refuelled by a mobile fuel tanker. Helipads can only support one chopper at a time. Airbases can support five planes at once. Each building when constructed will have its own level and has to be levelled up to unlock units and research items. The repair and fuel station can support two units. Workers can only carry 10 items at any one time and has to take it to the storage building before gathering more. Workers can be set to gather and mine automatically.
  • 4. Workers can be upgraded to carry more items at once. Units can be told where to rally within the base. Units can have a set area to patrol. The world is covered in fog and will only reveal what’s at the location when a unit moves into the foggy area. Once the unit moves away from the area they have uncovered it will become shadow so that the player only see fixed resources and not enemy troops. Once the player has built a Radar station all the explored areas will no longer be in the shadows. Each unit can change targets once their first target is killed/destroyed. Resources will be randomly placed though out the game world like Civilization, but unlike Civilization the resources will be in groups like Factorio. Once resources have been cleared e.g. iron, it cannot return, but trees that are cleared can return after a set period of time. The player will be able to bring up a map of the areas they have explored. The enemy NPC: They will gather resources to build and research. They will only attack if they have more troops than the player and they think they will win. They will try to lure the player into a trap. They can only see where they have explored and the shadow covers when there is no unit or building in the area. The NPC build the base where they have entered the game world. I will have a rock, paper, scissors Mechanic where units have a weakness and strength. All foot units are weak against vehicle units and turrets. Even though the Anti-tank unit is weaker than the tank itself the anti-tank unit can still destroy the tank. Tanks are weak against air strikes, navy strikes, anti-tank mines, and mobile rocket launchers. Tanks are strong against most foot units. Aircraft carry anti-tank missiles but will be targeted by anti-aircraft missiles [if they get to close to a SAM site] and rocket turrets. They can also take out navy ships. Submarines are weak against depth charges, and if they move while the enemy is using their sonar the submarine will get picked up. Navy Ships will be weak against air strikes and land vehicles if the ship gets too close to land.
  • 5. The soldiers that have a firearm will aim down the sight before that pull the trigger. Before any research is done to improve all the weapons that are being carried the soldiers have a 50% chance of hitting their target. Before the foot soldiers fire they kneel down and aim down the sight. Soldiers will have a primary and a secondary weapon that they will switch between to two automatically. When the enemy is 50 meters away the soldier will then switch to their secondary weapon. When a grenade is thrown if the target sees it they will dive to the floor to take less damage. When a target is hit:- (This is based on before the player starts to do the research) When a foot unit is hit by a bullet at 100 metres: Headshots kill the target. Chance of a hit 10%. Chest shots kill the target. Chance of a hit 25% to 30%. Abdomen takes 3 shots to kill the target. Chance of a hit 25% to 30%. Arm shots don’t kill but the target can’t carry any weapons after being hit. Chance of a hit 15%. Shot to the spine will leave the target paralyzed but not dead. Chance of a hit 15%. Leg shots will not kill but leave the target unable to walk, run and jog. Chance of a hit 20%. When a foot unit is hit by explosives: Grenade will kill the target straight away unless they dive to the floor. Rockets from bazookas will kill the target straight away. Bombs when they have been planted will kill straight away. What damage can an anti-tank mine cause? It will takes two anti-tank mines to disable heavy tanks/armoured vehicles. It will take three anti-tank mines to destroy heavy tanks/armoured vehicles. It will take one AT mine to disable medium tanks/armoured vehicles. It will take two AT mines to destroy medium tanks/armoured vehicles. It will take only one AT mine to destroy a light tanks/armoured vehicles.
  • 6. Destroying navy vessels: Small class ships can take two torpedo hits before it is destroyed. Medium class ships can take three hits from torpedoes before being destroyed. Large class ships can take six torpedo hits before being destroyed. Submarines can take two torpedo hits before being destroyed. Destroying planes and helicopters. These can take three hits from hellfire missiles before being destroyed. How to tell who is friend or foe? To tell which units are on what side the player will have to hover their cursor over the unit for the coloured bar to show up. To tell if a unit belongs to the player the units will have a green bar over their head. To tell if a unit belongs to an allied nation the unit will have a blue bar over their head. To tell if a unit belongs to a neutral nation the unit will have a grey bar over their head. To tell if a unit belongs to an enemy nation the unit will have a red bar over their head. There will be a day and night cycle where day and night last for 6 minutes each. Ways to win: First way: - The player beats the enemy themselves. Second way: - The player can make alliances with neutral countries to beat the enemy. Third way: - Make peace with the enemy nation. Fourth way: - Control the Market to where everyone is buying the products you make for longer than 1 and ½ hours in real time. Ways to lose: First way: - The player’s base is destroyed. Second way: - The player’s control over the trade market drops below 25% for an hour in real time. Building times and progress: - The building times are based on one worker building alone the player can assign more worker to the construction site to double the speed of which the building it built. Has long as all the resources are there the player can construct multiple building at once. The progress of the construction can be viewed by a bar over the building as it changes from red to green.
  • 7. Red = not started. Orange = ¼ is built. Yellow = ½ way. Blue = ¾ is built. Green = finished building. Damage indicator: The damage indicator will be placed above the unit/building. Full health will be a green bar. Half health will be a yellow bar. The last 20% to 0% will be a red bar. Resources within the worlds. Each resource model will contain 500,000 units of that resources colour and once the units reach 0 of each resource model will then be deleted from the world map. 55% of the resources throughout out the world are coal, iron, copper, wood, stone, oil, gas, gold, silver, lead. 25% of the resources thought out the world are silicon, tin, aluminium. 10% of the resources thought out the world are titanium, tungsten, diamond. 7.5% of the resources thought out the world are uranium. 2.5% of the resources thought out the world are tantalum. Energy Mechanic: - There will be two bars at the top of the screen; the green bar will be for the power which is produced by the power plants and a white bar which will show the usage of the building compared to the output. When the power level is low the green bar will turn yellow and the AI will tell the player about it. When the power runs out the bar at the top will turn red and the buildings that need power will stop working. Pollution Mechanic: - I will introduce a pollution bar just under the energy bar that tracks the levels of CO2 released into the air for the player’s power plants and factories. The pollution bar will be coloured grey Range of all the units: Foot units: Infantry’s firing range is between 1 meter and 200 meters. Grenadiers throwing range is between 10 meters and 45 meters. Snipers firing range is between 50 meters and 600 meters.
  • 8. Spy firing range is between 1 meter and 50 meters. Bazooka firing range is between 15 meters and 100 meters. Anti-tank unit secondary weapon range is between 1 meter and 50 meters. Land Vehicles: Light tanks firing range is between 50 meters to 500 meters. Medium tanks firing range is between 50 meters to 1km. Heavy tanks firing range is between 50 meters to 1 mile. APV’s firing range is between 10 meters to 300 meters. Jeep firing range is between is 5 meters to 150 meters. Missiles Launchers firing range is between 100 missiles to 900 meters. Air units: Fighter Jets firing range is between 25 meters to 200 meters for machine guns, 100 meters to 3km’s for missiles. Stealth Jets firing range is between 100 meters to 3km’s for missiles. Helicopters firing range is between 25 meters to 150 meters for machine guns, 100 meters to 500 meters for rockets. Sea Units: Gunboats firing range is between 15 meters to 200 meters. Corvettes firing range is between 15 meters to 200 meters for machine guns, 50 meters to 450 meters for rockets and 100 meters to 900 meters for missiles. Frigates firing range is between 15 meters to 200 meters for machine guns and 25 meters to 500 meters for defence missiles. Destroyers firing range is between 15 meters to 225 meters for machine guns, 20 meters to 450 meters for defence rockets and 5 meters to 1km for missiles. Cruisers firing range is between 15 meters to 225 meters for machine guns, 25 meters to 500 meters for rockets and 200 meters to 1 mile missiles. Stealth Vessels firing range is between 100 meters to 900 for missiles. Submarines firing range is between 200 meters to 700 meters for missiles and 200 meters to 1 mile for cruise missiles. Battleships firing range is between 15 meters to 200 meters for machine guns, 50 meters to 550 meters for missiles and 200 meters to 5kms for cruise missiles.
  • 9. Graphic Style: - The graphic style will be Vector graphics because I can make text clear and models textures look better than using bit map images. I want to use is realistic texture style so the player feels like they are in command of real units as they tell the units what to do. The Units will all look the same the only way to tell them apart is by the colour of the band on their arm. I will also use isometric graphics for a top-down perspective the same as Command and Conquer but allows the player to zoom in and out. Nations and their specialist units. The nations on this list have come from the Business Insider UK website about the world’s strongest militaries in 2015. All nations start out with the same things and have to build their base the way their want. The nations will use the same armour and uniform as each other. The only way the player can tell is they are friendly or not is to hover their cursor over the unit and see what colour show up then the player will have to make a choose whether to attack, lay into a trap or run and fight another day. To train these unit it will cost 100 food and150 steel and will take 10 days to train. USA – Navy Seals: - Army Night Stalkers: - Russia – 3rd Guards Spetsnaz Brigade: - Russian Marine Commando Frogmen China – Special Marine Operations Battalion: - Army Special Operations Forces: - . Canada - Canadian Special Operations Regiment: - 427 Special Operations Aviation Squadron: - Indonesia – Special Forces Kopassus: - Frogman Kopaska: - Germany - Special Operation Force Air Rotary Wing: - Kommando Spezialkrafte Marine Poland - Special Troop Command Thailand – Army 1st Special warfare Division. Australia – Special Air Service Regiment: - 1st commando Regiment:- Israel - Air Force Shaldag Unit 5101 Sayeret Maglan Taiwan - ROC Egypt – Egyptian paratroopers: - Navy Special Operation Brigade: -
  • 10. Pakistan – Army Special Service Group: - Air Special Service Wing: - Turkey – Builds tank units 10% faster. United Kingdom – SAS: - 7 Squadron (RAF) Italy – 17o Stormo Incursori: - 3rd Special Operations Helicopter Regiment: - South Korea – Navy Special Warfare Flotilla 1st Battalion: - Oversea Deployment Group: - France – 4th Special Forces Helicopters Regiment: - Commandos Marine: - India – Ghatak Force: - Garud Commando Force: - Japan – Ground Special Forces Group: - Maritime Special Boarding Unit: - Game World: - There will be a wide range of trees within the game and they will be effected by explosions and fall to the ground. There will also be canyons that foot units and vehicle units can move along through. There will be mountain regions that can’t be passed by land units and Helicopters but fighter jets can pass over the mountains. There will also be rivers and the player will have to either find a bridge or create a transport hovercraft or build a bridge themselves. There will be some ruins within each battle maps maximum 20 ruins and there will be a research artifact that will quicken the speed of the item that is being researched by 50%. Ruins will be placed in deserts, jungle, plains, canyons and tundra’s.  Small battle map of 10 miles will have 7 ruins and 1 will have the research artifact.  Medium battle maps of 20 miles will have 11 ruins and 2 will have the research artifact.  Large battle maps of 35 miles will have 15 ruins and 3 will have the research artifact.  Extra-large battle maps of 50 miles will have 20 ruins and 4 will have the research artifact. Each map size will have a range in miles. The smallest map will be 10 miles in size to the largest map being 50 miles in size. Buildings Barracks. Power plants. (Coal, oil, gas, solar, wind, Nuclear.)
  • 11. Research Lab. Farm. (Corn, peas, cow, pig, sheep, wheat, apple, pear, orange, potato, carrot, Rubber) Construction site. Factory. (Food, iron works, vehicle assembly plant, plastics, circuit board, copper wire) Refinery. (Oil, gas, uranium, Silicon, aluminium, silver, gold, iron, copper, tin, titanium, tungsten, tantalum, lead, steel). Helipad. Worker Lodges. Drills (coal, iron, uranium, stone, copper, tin, Silicon, lead, tantalum, Aluminium, Silver, gold, titanium, tungsten diamond) Navy base. (Destroyer, battleship, gunboat, submarines, hovercraft, transports) (Refuels and repairs all navy ships). Storage (food, wood, stone, iron, steel, uranium, plastics, ECT...). Waste plant (rubbish, nuclear) Hospital. Turrets (Gun, Flame, anti-tank Rockets, Tesla) SAM sites. Missile silo. Airbase (Bombers, fighter jets, aerial transport) (it refuels and repairs all the aircraft) Walls (wood, stone, steel) Fort Oil Rig (oil, gas) Repair and fuel station (for land vehicles) Radar Station Saw mill Helipad Command centre Trade Center. Sub building list: Lights Electric pylon Types of environments:- There will be a few types of environments with in the game.
  • 12.  Forests  Woodland  Deserts  tundra’s  Jungle  Grasslands  Mountain ranges  Canyons  Ice: - there are very little resources in this type of environment. The only thing the player will find is oil and will have to use an oil well to drill it out.  Old dried up salt lake: - It will be difficult for land vehicles and foot units to move thought. Types of trees:- The common Hazel – 5 Metres tall. Rowan - 15 Metres tall. Silver Birch – 25 Metres tall. English Elm - 40 Metres tall. Scots Pine – 30 Metres tall. Ash – 30 Metres tall. Beech – 25 Metres tall Spruce – 60 Metres tall – northern winter Forest. Barracks: - Types of Soldier, cost and abilities: – Level 1 – Infantry - 10 food and 2 steel. The Unit as a range of about 150 metres. 2 days to train. Level 2 – Grenadier - 20 food and 4 steel. The unit can throw grenades at 50 metres. 3 days to train. Level 3 – Engineer - 15 food and 5 steel. This unit repairs building and captures enemy buildings. 2 days to train. Level 4 – Sniper - 40 food and 10 steel. This unit is able to kill enemy units at 300 metres away but it takes two shots. 5 days to train. Level 5 – Spy - 50 food and 2 steel. This unit is able to steal plans from the command centre and the research lab. 6 days to train. Level 6 – Bazooka - 100 food and 20 steel. Used for anti-air defence and offence on other ground foot units. 3 days to train. Level 7 – Mining Unit - 125 food and 50 steel. This has no offence weapons but it does have mines which it takes four to destroy a heavy tank. The anti-tank mines will not go off until an enemy tank is over them. They also lay down mines that kill infantry. It takes to two mines to kill. 5 days to train.
  • 13. Level 8 – Medical Unit – 150 food and 25 steel. This unit can’t attack enemy units. It can only heal the units on the same side as itself. 3 days to train. This unit is unlocked when the Hospital has been built. Level 9 – Paratrooper – 50 food and 10 steel. This unit jumps out of planes on command and uses a parachute to slowly decade to the ground. They would then be told to go to the air base to board a plane, then the plane to take off and fly to the place the player as ordered it to go then would fly around in a circle until the player orders the paratroopers to jump out. 4 days to train. This unit will be unlocked when the air base has been built. Level 10 – Diplomats – 50 food and 2 steel. This unit travels to other bases controlled by other Nations and opens up communication between the player and the leader of the other country. They will not be attacked by turrets or by other units as their role is peace maker. 5 days to train. This unit will be unlocked when the command center has been built. Levelling up effects and cost Level 1 – 1 tent, 10 soldiers - 100 wood. 1 day to build. Electric usage 150 watts per hour. Level 2 – 2 tents, 20 soldiers - 200 wood. 1 and 1/4 days to upgrade. Electric usage 300 watts per hour. Level 3 – 2 tents, 1 dummy, 30 soldiers - 350 wood. 1 and ½ days to upgrade. Electric usage 450 watts per hour. Level 4 – 2 tents and dummies, 40 soldiers - 500 wood and 150 iron. 2 days to upgrade. Electric usage 600 watts per hour. Level 5 – 3 tents, 2 dummies, 70 soldiers - 740 wood and 375 iron. 2 and ½ days to upgrade. Electric usage 750 watts per hour. Level 6 – 4 tents, 2 dummies, 100 soldiers - 1000 wood and 836 iron. 3 days to upgrade. Electric usage 900 watts per hour. Level 7 – 4 tents, 3 dummies, 130 soldiers - 1484 wood and 1000 steel. 3 and ¼ days to upgrade. Electric usage 1050 watts per hour. Level 8 – 4 tents and dummies, 160 soldiers - 2389 wood and 1795 steel. 3 and ½ days to upgrade. Electric usage 1200 watts per hour. Level 9 – 4 tents and dummies, 190 soldiers - 3483 wood and 2475 steel. 4 days to upgrade. Electric usage 1350 watts per hour. Level 10 – 4 tents and dummies, 220 soldiers - 4825 wood and 3861 steel. 4 and ½ days to upgrade. Electric usage 1500 watts per hour. Does not need power. This will be 3 by 3 square. Worker Lodges: - Workers: - The workers will operate machinery such as hand drills, welders, dumper trucks, diggers and cranes. They will take resources to the storage building first then other worker will take the resources to where they need to be such as iron to the refinery then to the factory to be turned into steel. Workers will also use hand held tools like pickaxes, axes and hammers. The
  • 14. workers will be created from the workers lodge though the unit creation tab. The workers will leave the lodges once they had been completed. Worker: - 20 food and 20 wood. They well construct buildings, gather wood and metals. 1 day to train. Level 1 – 100 wood. Houses 25 workers. Creates 1 worker every game hour. One lodge are built. ½ a day to build. Electric usage 100 watts per hour. Level 2 – 250 wood. Houses 65 workers. Creates 3 workers every game hour. Two lodges are built. 1 day to upgrade. Electric usage 200 watts per hour. Level3 – 635 wood. Houses 105 workers. Creates 7 workers every game hour. Three lodges are built. 1 and ½ days to upgrade. Electric usage 300 watts per hour. Level 4 – 1046 wood and 279 stone. Houses 147 workers. Creates 13 workers every game hour. Four lodges are built. 2 days to upgrade. Electric usage 400 watts per hour. Level 5 – 1403 wood and 683 stone. Houses 194 workers. Creates 18 workers every game hour. Five lodges are built. 2 and ½ days to upgrade. Electric usage 500 watts per hour. Level 6 – 1974 wood and 1035 stone. Houses 234 workers. Creates 24 workers every game hour. Six lodges are built. 3 days to upgrade. Electric usage 600 watts per hour. Level 7 – 2477 wood and 1598 stone. Houses 272 workers. Creates 29 workers every game hour. Seven lodges are built. 3 and ¼ days to upgrade. Electric usage 700 watts per hour. Level 8 – 2931 wood and 2003 stone. Houses 313 workers. Creates 35 workers every game hour. Seven lodges are build and a road. 3 and ½ days to upgrade. Electric usage 800 watts per hour. Level 9 – 3395 wood and 2691 stone. Houses 359 workers. Creates 39 workers every game hour. 4 days to upgrade. Electric usage 900 watts per hour. Level 10 – 4107 wood and 3349 stone. Houses 402 workers. Creates 46 workers every game hour. 4 and ¼ days to upgrade. Electric usage 1000 watts per hour. This will be a 3 by 3 square Power Plants: - Coal – This power plant needs coal to run. For every 5 resource unit of coal used in an hour the plant will generate the power within each levels specifications. Level 1 - 100 wood and 100 stone. Produces 10,000 watts per game hour. 1 and ¼ days to build. Level 2 – 150 wood and 150 stone. Produces 20,000 watts per game hour. 1 and ½ days to upgrade. Level 3: - 200 wood and stone. Produces 30,000 watts per game hour. 1 and ¾ days to upgrade. Level 4: - 250 wood and stone. Produces 40,000 watts per game hour. 2 days to upgrade. Level 5: - 250 wood and stone and 100 steel. Produces 70,000 watts per game hour. 2 and ½ to upgrade.
  • 15. Level 6: - 300 wood and stone and 150 steel. Produces 100,000 watts per game hour. 3 days to upgrade. Level 7: - 350 wood and stone and 200 steel. Produces 160,000 watts per game hour. 3 and ½ days to upgrade. Level 8: - 400 wood and stone and 300 steel. Produces 240,000 watts per game hour. 4 days to upgrade. Level 9: - 450 wood and stone and 400 steel. Produces 320,000 watts per game hour. 4 and ½ days to upgrade. Level 10: - 500 wood, stone and steel. Produces 550,000 watts per game hour. 5 days to upgrade. Needs coal to work. This will be 4 by 4 square. This is the basic output before the upgrades Solar power plant: - This power plant needs sun light to generate the power within each levels specifications. It can’t generate power when the sun is down. Level 1 - 50 silicon, aluminium and 25 steel, and produces 1,000 watts per hour. One solar panel on each square. 2 days to build. Level 2 – 100 silicon, aluminium and 50 steel, produces 2,500 watts per hour. Two solar panels on each square. 2 and ¼ days to upgrade. Level 3 – 150 silicon, aluminium and 75 steel, produces 5,000watts per hour. Three solar panels on each square. 2 and ½ to upgrade. Level 4 – 200 silicon, aluminium and 100 steel, produces 10,000 watt per hour. Four solar panels on each square. 2 and ¾ days to upgrade. Level 5 – 250 silicon, Silver and 125 steel, produces 20,000 watts per hour. Five solar panels on each square. 3 days to upgrade. Level 6 – 400 silicon, silver and 150 steel, produces 40,000 watts per hour. 3 and ¼ days to upgrade. Level 7 – 650 silicon, silver and 175 steel, produces 70,000 watts per hour. 3 and ¾ days to upgrade. Level 8 – 850 silicon, silver and 200 steel, produces 105,000 watts per hour. 4 and ½ days to upgrade. Level 9 – 1370 silicon, silver and 225 steel, produces 210,000 watts per hour. 5 and ¼ days to upgrade. Level 10 - 2400 silicon, silver and 250 steel, produces 350,000 watts per hour. 6 day to upgrade. Basic output with amorphous silicon. This will be 3 by 3 square.
  • 16. Wind farm: - They gather energy from the wind. This will only generate power when wind is blowing. There will be a wind speed indicator to tell the player when the wind farm is generating power within each levels specifications. Level 1 – 100 wood, stone and aluminium, produces 750 watts per hour. One Wind turbine per square. 1 day to build. Level 2 – 150 wood, stone and aluminium, produces 2,150 watts per hour. Two wind turbines per square. 1 and ½ days to upgrade. Level 3 - 200 wood, stone and aluminium, produces 4,650 watts per hour. Three wind turbines per square. 2 days to upgrade. Level 4 – 300 wood stone and aluminium, produces 9,475 watts per hour. Four wind turbines per square. 2 and ½ days to upgrade. Level 5 – 400 aluminium and 100 steel, produces 19,000 watts per hour. Five wind turbines per square. 3 days to upgrade. Level 6 – 550 aluminium and 200 steel, produces 37,250 watts per hour. 3 and ½ days to upgrade. Level 7 – 845 aluminium and 355 steel, produces 64,465 watts per hour. 4 days to upgrade. Level 8 – 1195 aluminium and 637 steel, produces 98,850 watts per hour. 4 and ½ days to upgrade. Level 9 – 1574 aluminium and 1027 steel, produces 189,350 watts per hour. 5 days to upgrade. Level 10 – 2285 aluminium and 1475 steel, produces 335,740 watts per hour. 6 days to upgrade. This will be 3 by 3. Oil Power Plant – This will produce less energy than the Coal power plant but more than the Gas power plant. Level 1: - 250 stone and 127 iron. Produces 8,000 watts per hour. 1 and ¼ days to build. Level 2: - 735 stone and 496 iron. Produces 17,250 watts per hour. 1 and ¾ days to upgrade. Level3: - 1274 stone and 989 iron. Produces 26,730 watts per hour. 2 and ½ days to upgrade. Level 4: - 1893 stone and 1486 iron. Produces 37,830 watts per hour. 3 days to upgrade. Level 5: - 2447 stone and 1847 iron. Produces 49,020 watts per hour. 3 and ¾ days upgrade. Level 6: - 3017 stone and 1486 steel. Produces 89,480 watts per hour. 4 and ¼ days to upgrade. Level 7: - 3682 stone and 2048 steel. Produces 118,690 watts per hour. 4 and ½ days to upgrade. Level 8: - 4193 stone and 2598 steel. Produces 194,920 watts per hour. 5 days to upgrade. Level 9: - 4876 stone and 3184 steel. Produces 301,090 watts per hour. 5 and ¾ days to upgrade. Level 10: - 5967 stone and 3975 steel. Produces 514,280 watts per hour. 6 and ¼ days to upgrade.
  • 17. This will be 4 by 4. Gas Power Plant - This will produce less energy than the oil power plant but more than the solar power plant. Level 1: - 200 wood, stone and 50 iron. Produces 5,000 watts per hour. 1 day to build. Level 2: - 479 wood, stone and 127 iron. Produces 14,000 watts per hour. 1 and ½ days to upgrade. Level 3: - 1105 wood, stone and 345 iron. Produces 22,500 watts per hour. 2 days to upgrade. Level 4: - 1846 stone and 797 iron. Produces 34,670 watts per hour. 2 and ½ day to upgrade. Level 5: - 2385 stone and 1285 iron. Produces 47,340 watts per hour. 3 days to upgrade. Level 6: - 2969 stone and 1394 steel. Produces 81,900 watts per hour. 3 and ½ days to upgrade. Level 7: - 3528 stone and 1967 steel. Produces 109,390 watts per hour. 4 days to upgrade. Level 8: - 4038 stone and 2406 steel. Produces 186,940 watts per hour. 4 and ½ days to upgrade. Level 9: - 4895 stone and 3294 steel. Produces 295,670 watts per hour. 5 days to upgrade. Level 10: - 6384 stone and 4792 steel. Produces 504,230 watts per hour. 6 days to upgrade. This will be 4 by 4. Nuclear power plant: - The nuclear power plant will produces massive amounts of energy. Level 1: - 470 stone, iron and 100 lead. Produces 25,000 watts per hour. 2 days to build. Level 2: - 1286 stone, iron and 396 lead. Produces 47,000 watts per hour. 2 and ½ days to upgrade. Level 3: - 1958 stone, iron and 764 lead. Produces 73,000 watts per hour. 3 days to upgrade. Level 4: - 2693 stone, iron and 1395 lead. Produces 120,000 watts per hour. 3 and ½ days to upgrade. Level 5: - 3265 stone, iron and 1957 lead. Produces 190,000 watts per hour. 4 days to upgrade. Level 6: - 4364 stone, 2894 steel and 2745 lead. Produces 280,000 watts per hour. 4 and ½ days to upgrade. Level 7: - 5195 stone, 3964 steel and 3592 lead. Produces 420,000 watts per hour. 5 days to upgrade. Level 8: - 6442 stone, 4760 steel, 4384 lead and 100 tantalum. Produces 740,000 watts per hour. 5 and ½ days to upgrade. Level 9: - 7529 stone, 5496 steel, 5264 lead and 200 tantalum. Produces 970,000 watts per hour. 6 days to upgrade. Level 10: - 9867 stone, 7103 steel, 6923 lead and 300 tantalum. Produces 1,350,000 watts per hour.
  • 18. This will be 4 by 4. Drill – The drill platform will produce metals in ore form first which will then need to be refined. The drill at first can only mine for coal, iron, copper, stone, tin and silicon. It will be a burner drill then can be upgraded automatically to electric drill once researched. The burner Drill can use wood or coal to make it work. Level 1 – 25 wood, stone and iron. Produces 50 units per hour. Can drill coal and Iron. ½ a day to build. Electric usage 50 watts per hour. Level 2 – 75 wood, stone and iron. Produces 125 units per hour. Can drill stone and copper. 1 day to upgrade. Electric usage 100 watts per hour. Level 3 – 150 wood, stone and iron. Produces 496 units per hour. Can drill tin and silicon. 1 and ½ days to upgrade. Electric usage 150 watts per hour. Level 4 – 275 wood, stone, iron. Produces 936 units per hour. 2 days to upgrade. Electric usage 200 watts per hour. Level 5 – 350 wood and stone and 100 steel. Produces 1,556 units per hour. 2 and ½ days to upgrade. Electric usage 250 watts per hour. Level 6 – 400 wood and stone and 150 steel. Produces 3,649 units per hour. 3 days to upgrade. Electric usage 300 watts per hour. Level 7 – 450 wood and stone and 200 steel. Produces 7,294 units per hour. 3 and ½ days to upgrade. Electric usage 350 watts per hour. Level 8 – 500 wood and stone and 250 steel. Produces 11,686 units per hour. 4 days to upgrade. Electric usage 400 watts per hour. Level 9 – 550 wood and stone and 300 steel. Produces 18,687 units per hour. 4 and ½ days to upgrade. Electric usage 450 watts per hour. Level 10 – 600 wood and stone and 400 steel. Produces 37,932 units per hour. 5 days to upgrade. Electric usage 500 watts per hour. This will be 2 by 2 square. This is before being upgraded. Farm: - The farm will have a list of produce that the player can pick from a list and select which one that want the farm to make. The farm will start off with one list of items and every three levels the player gain an extra list of the same items. Fruit and Veg take 2 days to grow and ripen. The fruit and veg that will be on the in a list are: - corn, peas, wheat, apple, pear, orange, potato, carrot. Animals take 3 days to grow and mature.
  • 19. The animals that will be on a list are: - cows, sheep, and pigs. The farm house will take up 1 square on the building grid. The farms barn will take up 1 square on the building grid. There will be 10 fields which each one will be unlocked on every level. Each field will have a list of fruit, veg and animals for the player to pick from for the field, the player can a have a farm to produce just one item or different items in each field. Level 1 – 150 wood. Is given full access to the list of products to produce. Farmer’s house and a barn. Produces 296 units per hour. 1 day to build. Level 2 – 348 wood. Produces 794 units per hour. 1 and ½ days to upgrade. Level 3 – 702 wood. Produces 1368 units per hour. 2 day to upgrade. Level 4 – 1204 wood. Produces 1902 units per hour. 2 and ½ days to upgrade. Level 5 – 1957 wood and 496 stone. Produces 2495 units per hour. 3 days to upgrade. Level 6 – 2416 wood and 986 stone. Produces 3017 units per hour. 3 and ½ days to upgrade. Level 7 – 3025 wood and 1692 stone. Produces 3704 units per hour. 4 days to upgrade. Level 8 – 3694 wood and 2284 stone. Produces 4386 units per hour. 4 and ½ to upgrade. Level 9 – 4183 wood, 2793 stone and 303 iron. Produces 5089 units per hour. 5 days to upgrade. Level 10 – 4820 wood, 3582 stone and 893 iron. Produces 6106 units per hour. 6 days to upgrade. This will be 3 by 4. Construction Site: - This allows the player to construct all types of buildings within a set range based on the level of the site. Level 1 – 100 wood. Allows the player to construct buildings. 1 day to build. Level 2 – 306 wood. The speed of construction increases by 10%. 1 and ½ days to upgrade. Level 3 – 795 wood. The speed of construction increases by 15%. 2 days to upgrade. Level 4 – 1387 wood and 385 stone. The speed of construction increases by 20%. 2 and ½ to upgrade. Level 5 – 1856 wood and 865 stone. The speed of construction increases by 25%. 3 days to upgrade. Level 6 – 2384 wood and 1294 stone. The speed of construction increases by 30%. 3 and ½ days to upgrade. Level 7 – 2953 wood, 1967 stone and 406 iron. The speed of construction increases by 35%. 3 and ¾ days to upgrade.
  • 20. Level 8 – 2475 stone and 978 iron. The speed of construction increases by 45%. 4 days to upgrade. Level 9 – 3048 stone and 1378 iron. The speed of construction increases by 50%. 4 and ¼ to upgrade. Level 10 – 3984 stone and 1846 steel. The speed of construction increases by 55%. 4 and ½ days to upgrade. This will be 3 by 3. Factory: - The Factory can be assigned to different tasks from a list of factory types. Each factory types creates different products. With every upgrade a new factory is added and that factory can create the same product or a different product. Level 1: - 100 wood, stone. Unlocks Food and Assembly Plant. 1 and ½ days it takes to build. Electric usage 500 watts per hour. 1 factory is built. Level 2: - 275 wood, stone. Unlocks Iron works. Improves building time by 10%. 2 days to upgrade. Electric usage 1000 watts per hour. Level 3: - 538 wood, stone. Unlocks Vehicle parts. 2 and ¼ days to upgrade. Electric usage 1500 watts per hour. 2 factories are built. Level 4: - 795 stone and 300 iron. Improves building time by 20%. 2 and ½ days to upgrade. Electric usage 2000 watts per hour. Level 5: - 1049 stone and 503 iron. Improves building time by 30%. 2 and ¾ days to upgrade. Electric usage 2500 watts per hour. 3 factories are built. Level 6: - 1367 stone and 836 iron. Unlocks plastic. (Also has to be researched.) 3 days to upgrade. Electric usage 3000 watts per hour. Level 7: - 1253 iron and 346 steel. Improves building time by 40%. 3 and 1/2 days to upgrade. Electric usage 3500 watts per hour. 4 factories are built. Level 8: - 1684 iron and 803 steel. Improves building time by 50%. 4days to upgrade. Electric usage 4000 watts per hour. Level 9: - 1349 Steel. Unlocks assemble plant. 4 and ½ days to upgrade. Electric usage 4500 watts per hour. Level 10: - 2194 Steel. Improves building time by 60%. 5 days to upgrade. Electric usage 5000 watts per hour. This will be 4 by 4 Refinery: - This refines oil, iron, and a load of other metals that the player mines. The player can also set and change the refinery to which ever resources they want it to refine.1 unit of each used to refine will produce 1 unit that has been refined. Each refinery will have a list of resources to pick from to refine. The player can change the resource that is being refined for another at any time.
  • 21. Level 1 – 235 stone. Unlocks oil, gas and iron. 1 and ¼ days to build. Electric usage 750 watts per hour. Produces 258 of each resource per hour. 1 refinery built. Level 2 – 695 stone. Unlocks Silicon and aluminium. 1 and ½ days to upgrade. Electric usage 1500 watts per hour. Produces 937 of each resource per hour. Level 3 – 1274 stone. Unlocks copper and tin. 1 and ¾ days to upgrade. Electric usage 2250 watts per hour. Produces 1482 of each resource per hour. Level 4 - 1647 stone and 496 iron. Unlocks silver and gold. 2 and 1/2 days to upgrade. Electric usage 3000 watts per hour. Produces 2184 of each resource per hour. 2 refineries built. Level 5 – 2106 stone and 847 iron. Unlocks steel and lead. 3 and ¼ days to upgrade. Electric usage 3750 watts per hour. Produces 2863 of each resource per hour. Level 6 – 2547 stone and 1305 iron. Unlocks tungsten and titanium. 3 and 3/4 days to upgrade. Electric usage 4500 watts per hour. Produces 3720 of each resource per hour. Level 7 - 2918 stone and 479 steel. Unlocks tantalum. 4 and ½ days to upgrade. Electric usage 5250 watts per hour. Produces 4927 of each resource per hour. 3 refineries built. Level 8 – 3624 stone and 1204 steel. Unlocks Uranium. 5 days to upgrade. Electric usage 6000 watts per hour. Produces 5692 of each resource per hour. Level 9 – 4164 stone and 1793 steel. Improves the speed of refining by 25%. 5 and ½ days to upgrade. Electric usage 6750 watts per hour. Produces 7968 of each resource per hour. Level 10 – 4929 stone and 2493 steel. Improves the speed of refining by 50%. 6 days to upgrade. Electric usage 7500 watts per hour. Produces 9493 of each resource per hour. 4 refineries built. This will be 4 by 4 Storage: - The storage building will be used to store resources, parts equipment. They will be moved to the places that they are needed automatically with the player have to deal with it manually. Level 1 – 100 wood. Allows the player to store 10,000 units of each resource. 1 day it take to build. Electric usage 100 watts per hour. Level 2 – 237 wood. Allows the player to store 15,000 units of each resource. 1 and ½ days to upgrade. Electric 200 watts per hour. Level 3 - 496 wood. Allows the player to store 20,000 units of each resource. 2 days to upgrade. Electric 300 watts per hour. Level 4 – 848 wood and 148 stone. Allows the player to 40,000 units of each resource. 2 and ½ days to upgrade. Electric 400 watts per hour. Level 5 – 1347 wood and 486 stone. Allows the player to store 65,000 units of each resource. 3 and ¼ days to upgrade. Electric 500 watts per hour. Level 6 – 1873 wood and 867 stone. Allows the player to store 100,000 units of each resource. 4 days to upgrade. Electric 600 watts per hour. Level 7 – 1305 stone and 204 iron. Allows the player to store 150,000 units of each resource. 4 and ¾ days to upgrade. Electric 700 watts per hour.
  • 22. Level 8 – 1964 stone and 617 iron. Allows the player to store 200,000 units of each resource. 5 and ½ days to upgrade. Electric 800 watts per hour. Level 9 – 2484 stone and 1184 iron. Allows the player to store 250,000 units of each resource. 6 days to upgrade. Electric 900 watts per hour. Level 10 – 3027 stone and 1408 steel. Allows the player to store 500,000 units of each resource. 7 days to upgrade. Electric 1000 watts per hour. This will be 2 by 2. Waste plant: - This building removes rubbish like food waste, nuclear waste and reduce the CO2 that the other buildings produce. Level 1 – 350 wood, stone. Reduces the CO2 by 5% per hour. 1 and ½ days to build. Level 2 – 827 wood, stone. Reduces the CO2 by 7% per hour. 2 days to upgrade. Level 3 – 1507 wood, stone. Reduces the CO2 by 9% per hour. 2 and ½ days to upgrade. Level 4 – 2018 stone and 467 iron. Reduces the CO2 by 14% per hour. 3 days to upgrade. Level 5 – 2636 stone and 1038 iron. Reduces the CO2 by 19% per hour. 3 and ½ days to upgrade. Level 6 – 3485 stone and 1749 iron. Reduces the CO2 by 24% per hour. 4 days to upgrade. Level 7 – 4251 stone and 2108 steel. Reduces the CO2 by 33% per hour. 4 and ½ days to upgrade. Level 8 – 4972 stone and 2891 steel. Reduces the CO2 by 37% per hour. 5 days to upgrade. Level 9 – 5638 stone and 3597 steel. Reduces the CO2 by 41% per hour. 5 and ½ days to upgrade. Level 10 – 6328 stone and 4964 steel. Reduces the CO2 by 46% per hour. 6 days to upgrade. This will be 2 by 2. Hospital: - This allows the player to heal to foot units. It will take 3 hours to heal with in the game. Level 1 - 479 wood, stone. Take 3 hour to heal if health is red. Can heal 15 foot units. 1 and ¼ days to build. Electric usage 150 watts per hour. Level 2 - 1024 wood, stone. Improves speed by 10% on healing time. Can heal 35 foot units. 1 and ½ days to upgrade. Electric usage 300 watts per hour. Level 3 – 1697 wood, stone. Improves speed by 15% on healing time. Can heal 90 foot units. 1 and ¾ days to upgrade. Electric usage 450 watts per hour. Level 4 – 2103 stone and 602 iron. Improves speed by 25% on healing time. Can heal 145 foot units. 2 days to upgrade. Electric 600 watts per hour. Level 5 – 2838 stone and 1194 iron. Improves speed by 30% on healing time. Can heal 200 foot units. 2 and ¼ days to upgrade. Electric 750 watts per hour.
  • 23. Level 6 – 3365 stone and 1783 iron. Improves speed by 35% on healing time. Can heal 265 foot units. 2 and ½ days to upgrade. Electric 900 watts per hour. Level 7 – 3972 stone and 1864 steel. Improves speed by 40% on healing time. Can heal 335 foot units. 3 days to upgrade. Electric 1050 watts per hour. Level 8 – 4593 stone and 2356 steel. Improves speed by 45% on healing time. Can heal 390 foot units. 3 and ½ days to upgrade. Electric 1200 watts per hour. Level 9 – 5028 stone and 2967 steel. Improves speed by 50% on healing time. Can heal 440 foot units. 4 days to upgrade. Electric 1350 watts per hour. Level 10 – 6275 stone and 4159 steel. Improves speed by 55% on healing time. Can heal 505 foot units. 5 days to upgrade. Electric 1500 watts per hour. This will be 3 by 3. Turrets: - This building will defend the player base from attacking units. The turrets will not attack diplomats. The view range of the turret will be up to 150 meters and the hit range will be between 0 to 125 meters. There will be four types of turret heads in the build menu. The first on is a gun turret head, then the rocket turret head, then the flamethrower turret head and last the tesla coil turret head. The turrets will not target friendly units or neutral units. The only enemy units the turrets will not attack are the diplomats. Turrets target enemies automatically. Gun turret: - range 0 to 125 meters. Level 1 will have 1 barrel on the turret, level 5 will have 2 barrels on the turret and level 10 will have 3 barrels on the turret. Flamethrower turret: - range 0 to 30 meters. Level 1 will able to fire 1 stream of flames at the target. Level 6 will able to fire 2 streams of flames at the target. Rocket launcher turrets: - range 10 to 125 meters. Level 1 can fire 5 rockets at once. Level 5 can fire 10 rockets at once. Level 10 can fire 15 rockets at once. Tesla coil: - range 2 to 25 meters. Level 1 recharge time 1 game hour. Level 4 recharge time 45 game minutes. Level 7 recharge time 30 game minutes. Level 10 recharge time 15 game minutes. Level 1 – 50 wood and 25 iron. 40% chance of hitting the target. ¼ of a day to build. Electric usage 50 watts per hour. Level 2 – 97 wood and 63 iron. 45% chance of hitting the target. ½ a day to upgrade. Electric usage 100 watts per hour. Level 3 – 146 wood and 107 iron. 50% chance of hitting the target. ¾ of a day to upgrade. Electric usage 150 watts per hour. Level 4 – 203 wood and 163 iron. 55% chance of hitting the target. 1 day to upgrade. Electric usage 200 watts per hour. Level 5 – 278 stone and 204 iron. 60% chance of hitting the target. 1 and a ¼ days to upgrade. Electric usage 250 watts per hour.
  • 24. Level 6 – 339 stone and 269 steel. 65% chance of hitting the target. 1 and a ½ days to upgrade. Electric usage 300 watts per hour. Level 7 – 391 stone and 316 steel. 70% chance of hitting the target. 1 and a ¾ days to upgrade. Electric usage 350 watts per hour. Level 8 – 448 stone and 378 steel. 75% chance of hitting the target. 2 days to upgrade. Electric usage 400 watts per hour. Level 9 – 502 stone and 432 steel. 80%chance of hitting the target. 2 and a ¼ days to upgrade. Electric usage 450 watts per hour. Level 10 – 615 stone and 523 steel. 85% chance of hitting the target. 2 and ½ days to upgrade. Electric usage 500 watts per hour. This will be 1 by 1. SAM Sites: - The SAM Sites attack incoming airplanes and helicopters automatically. Level 1 – 50 stone, iron. Chance of hitting the target 30%. Fires 1 missile at a time. Electric usage 75 watts per hour. ½ a day to build. Level 2 – 103 stone, iron. Chance of hitting the target 35%. Electric usage 153 watts per hour. 1 day to upgrade. Level 3 – 227 stone, iron. Chance of hitting the target 40%. Electric usage 278 watts per hour. 1 and ½ days to upgrade. Level 4 – 313 stone, iron. Chance of hitting the target 45%. Fires 2 missiles at a time. Electric usage 393 watts per hour. 2 days to upgrade. Level 5 – 492 stone, iron. Chance of hitting the target 50%. Electric usage 502 watts per hour. 2 and ½ days to upgrade. Level 6 – 638 stone and 136 steel. Chance of hitting the target 55%. Electric usage 782 watts per hours. 3 days to upgrade. Level 7 – 829 stone and 383 steel. Chance of hitting the target 60%. Fires 3 missiles at a time. Electric usage 964 watts per hour. 3 and ½ days to upgrade. Level 8 – 1293 stone and 692 steel. Chance of hitting the target 65%. Electric usage 1194 watts per hour. 4 days to upgrade. Level 9 – 1746 stone and 937 steel. Chance of hitting the target 70%. Electric usage 1569 watts per hour. 4 and ½ days to upgrade. Level 10 – 2467 stone and 1482 steel. Chance of hitting the target 75%. Fires 4 missiles at a time. Electric usage 1937 watts per hour. 5 days to upgrade. This will be 2 by 1
  • 25. Missile silo: - This building houses a 1 missile at a time once launched there will be a set time before the player can launch again. For each level the cool down will get shorter. Level 1 – 485 stone, iron. Launches 1 Missile every 3 days. Launch silo and firing center build. Electric usage 1000 watts per hour. 1 day to build. Level 2 – 946 stone, iron. Launches 2 missiles every 3 days, built two missiles silos. Electric usage 1350 watts per hour. 1 and ½ days to upgrade. Level 3 – 1328 stone, iron. Launchers 2 missiles every 2 and ¾ days. Electric usage 1790 watts per hour. 2 days to upgrade. Level 4 – 1748 stone, iron. Launches 2 missiles every 2 and ½ days. Electric usage 2380 watts per hour. 2 and ½ days to upgrade. Level 5 - 2157 stone, iron. Launches 2 missiles every 2 and ¼ days. Electric usage 2740 watts per hour. 3 days to upgrade. Level 6 – 2683 stone and 1295 steel. Launches 3 missiles every 2 and ¼ days. 3 missiles silo have been built. Electric usage 3020 watts per hour. 3 and ½ days to upgrade. Level 7 – 3034 stone and 1693 steel. Launches 3 missiles every 2 days. Electric usage 3370 watts per hour. 4 days to upgrade. Level 8 – 3486 stone and 2038 steel. Launches 3 missiles every 1 and ¾ days. Electric usage 3680 watts per hour. 4 and ½ days to upgrade. Level 9 – 3973 stone and 2464 steel. Launches 3 missiles every 1 and ½ days. Electric usage 4010 watts per hour. 5 days to upgrade. Level 10 – 4385 stone and 2947 steel. Launches 3 missiles every 1 day. Electric usage 4390 watts per hour. 6 days to upgrade. This will be 2 by 2. Wall: - They will join together when built next to each other and turrets can fire over the walls. Level 1 – 100 wood. Defence at 25%. ½ a day to build. Level 2 – 358 wood. Defence increases to 30%. 1 day to upgrade. Level 3 – 904 wood, stone. Defence increases to 35%. 1 and ½ days to upgrade. Level 4 – 1395 stone and 400 iron. Defence increases to 45%. 2 days to upgrade. Level 5 – 1863 stone and 1038 iron. Defence increases to 55%. 2 and ½ days to upgrade. Level 6 – 2495 stone and 1693 iron. Defence increases to 60%. 3 days to upgrade. Level 7 – 3048 stone and 2167 steel. Defence increases to 70%. 3 and ½ days to upgrade. Level 8 – 3729 stone and 2840 steel. Defence increases to 75%. 4 days to upgrade. Level 9 – 4538 stone and 3728 steel. Defence increases to 80%. 4 and ½ days to upgrade. Level 10 – 6296 stone and 5952 titanium. Defence increases to 100%. 5 days to upgrade.
  • 26. This will be 1 by 1 Fort: - The fort will protect resources from raids from enemies by having underground vaults. Level 1 - 350 Stone, iron. Keeps 2,000 units of resources each from raids. 2 and ½ days to build. Electric usage 100 watts per hour. Level 2 – 976 Stone, iron. Keeps 8,000 units of resources each from raids. 2 and ¾ days to upgrade. Electric usage 200 watts per hour. Level 3 – 1368 Stone, iron. Keeps 12,000 units of resources each from raids. 3 days to upgrade. Electric usage 300 watts per hour. Level 4 – 1839 stone iron. Keeps 23,000 units of resources each from raids. 3 and ¼ days to upgrade. Electric usage 400 watts per hour. Level 5 – 2641 stone iron. Keeps 45,000 units of resources each from raids. 3 and ½ days to upgrade. Electric usage 500 watts per hour. Level 6 – 3427 stone and 1406 steel. Keeps 92,000 units of resources each from raids. 3 and ¾ days to upgrade. Electric usage 600 watts per hour. Level 7 – 4013 stone and 2073 steel. Keeps 117,000 units of resources each from raids. 4 days to upgrade. Electric usage 700 watts per hour. Level 8 – 4794 stone and 2836 steel. Keeps 145,000 units of resources each from raids. 4 and ¼ days to upgrade. Electric usage 800 watts per hour. Level 9 – 5682 stone and 3491 steel. Keeps 203.000 units of resources each from raids. 4 and ½ days to upgrade. Electric usage 900 watts per hour. Level 10 – 6895 stone and 4148 steel. Keeps 265,000 units of resources each from raids. 5 days to upgrade. Electric usage 1000 watts per hour. This will be 3 by 3. Oil Rig: - This has to be placed over oil to drill it up. Level 1 – 200 wood, stone and 50 iron. Produces 100 units of oil. Electric usage 1,000 watts per hour. 1 day to build. Level 2 – 630 wood, stone and 78 iron. Produces 250 units of oil. Electric usage 1,500 watts per hour. 1 and ½ days to upgrade. Level 3 – 1176 wood, stone and 134 iron. Produces 479 units of oil. Electric usage 2,150 watts per hour. 2 days to upgrade. Level 4 – 1796 wood, stone and 279 iron. Produces 1253 units of oil. Electric usage 2,940 watts per hour. 2 and ½ days to upgrade. Level 5 – 2459 wood, stone and 527 iron. Produces 1947 units of oil. Electric usage 3760 watts per hour. 3 days to upgrade.
  • 27. Level 6 – 3186 stone, 1285 iron and 497 steel. Produces 3694 units of oil. Electric usage 4590 watts per hour. 3 and ½ days to upgrade. Level 7 – 3958 stone, 1893 iron and 974 steel. Produces 4592 units of oil. Electric usage 5760 watts per hour. 4 days to upgrade. Level 8 – 4895 stone, 2596 iron and 1487 steel. Produces 5783 units of oil. Electric usage 7180 watts per hour. 4 and ½ days to upgrade. Level 9 – 5386 stone, 3194 iron and 2138 steel. Produces 7696 units of oil. Electric usage 8970 watts per hour. 5 days to upgrade. Level 10 – 7952 stone, 4278 iron and 3258 steel. Produces 11,764 units of oil. Electric usage 9960 watts per hour. 6 days to upgrade. This will be 2 by 2 Repair and Refuelling Station This building will refuel the vehicle and repair if it made to be. Level 1 – 350 wood, stone. Allows the player to repair and refuel land vehicles. 1 and ½ days to build. Takes 3 game hour to repair and refuel. Electric usage 1,250 watts per hour. Level 2 – 793 wood, stone. Improves the speed of repair and refuel by 10%. 2 days to upgrade. Electric usage 2500 watts per hour. Level 3 – 1203 wood, stone. Improves the speed of repair and refuel by 15%. 2 and ½ days to upgrade. Electric usage 3750 watts per hour. Level 4 – 1927 wood, stone. Improves the speed of repair and refuel by 20%. 3 days to upgrade. Electric usage 5000 watts per hour. Level 5 – 2414 stone and 406 iron. Improves the speed of repair and refuel by 25%. 3 and ½ days to upgrade. Electric usage 6250 watts per hour. Level 6 – 2996 stone and 1034 iron. Improves the speed of repair and refuel by 30%. 4 days to upgrade. Electric usage 7500 watts per hour. Level 7 – 3427 stone and 1693 iron. Improves the speed of repair and refuel by 35%. 4 and ½ days to upgrade. Electric usage 8750 watts per hour. Level 8 – 4031 stone and 2339 iron. Improves the speed of repair and refuel by 40%. 5 days to upgrade. Electric usage 10,000 watts per hour. Level 9 – 4674 stone and 2593 steel. Improves the speed of repair and refuel by 45%. 5 and ½ days to upgrade. Electric usage 11,250 watts per hour. Level 10 – 5385 stone and 3186 steel. Improves the speed of repair and refuel by 50%. 6 days to upgrade. Electric usage 12,500 per hour. This will be 3 by 2. Radar station: - The radar station allows player to see the areas that they have uncovered without the shadows going over them areas.
  • 28. Level 1 – 326 stone and 104 iron. Allows the player to use the Map. Maps show the players base and the neutral countries bases and enemy/enemies base or bases. 1 and ½ days to build. Level 2 – 857 stone and 367 iron. Allows the player to see the iron, coal and stone on the map. The people can see enemy movement on the map. 2 and ¼ days to upgrade. Level 3 – 1394 stone and 852 iron. Allows the player to see tin, lead and copper on the map. 3 days to upgrade. Level 4 – 1935 stone and 1297 iron. Allows the player to see silver, gold and titanium on the map. 3 and ¾ days to upgrade. Level 5 – 2496 stone and 1773 iron. Allows the player to see silicon and aluminium on the map. 4 and ½ days to upgrade. Level 6 - 3104 stone and 1247 steel. Allows the player to see uranium on the map. 5 and ¼ days to upgrade. Level 7 – 3826 stone and 1836 steel. Allows the player to see tantalum on the map. 6 days to upgrade. Level 8 - 4283 stone and 2396 steel. Allows the player to see titanium on the map. 6 and ¾ days to upgrade. Level 9 – 4902 stone and 2973 steel. Allows the player to see tungsten on the map. 7 and ½ days to upgrade. Level 10 – 5397 stone and 3617 steel. Allows the player to see diamond on the map. 8 and ¼ days to upgrade. This will be 3 by 3. Saw mill: - The saw mill allows the player to produce wood faster than the workers can gather in and then gets transferred to the storage automatically. 1 tree produces 10 planks of wood. Level 1 – 258 wood, stone. Produces 100 units of wood. Electric usage 100 watts per hour. 1 day to build. Level 2 – 826 wood, stone. Produces 250 units of wood. Electric usage 200 watts per hour. 1 and ½ days to upgrade. Level 3 – 1437 wood, stone. Produces 500 units of wood. Electric usage 300 watts per hour. 2 days to upgrade. Level 4 – 1984 wood, stone. Produces 800 units of wood. Electric usage 400 watts per hour. 2 and ½ days to upgrade. Level 5 – 2669 wood, stone. Produces 1200 units of wood. Electric usage 500 watts per hour. 3 days to upgrade. Level 6 – 3148 stone and 1294 iron. Produces 1600 units of wood. Electric usage 650 watts per hour. 3 and ½ day to upgrade. Level 7 – 3796 stone and 1967 iron. Produces 2300 units of wood. Electric usage 900 watts per hour. 4 days to upgrade.
  • 29. Level 8 – 4252 stone and 2683 iron. Produces 2800 units of wood. Electric usage 1200 watts per hour. 4 and 1/2 days to upgrade. Level 9 – 4946 stone and 2979 steel. Produces 4500 units of wood. Electric usage 1500 watts per hour. 5 days to upgrade. Level 10 – 5823 stone and 3792 steel. Produces 6700 units of wood. Electric usage 2000 watts per hour. 6 days to upgrade. This will be 3 by 2 Trade Center: - This building allows the player to trade with other nations. The player will have to use gold and silver to buy resources. Level 1 – 497 wood, stone. Can trade 10,000 of resources within 1 day. 1 and ½ days to build. Electric usage 200 watts per hour. Level 2 – 1024 wood, stone. Can trade 25,000 of resources within 1 day. 2 days to upgrade. Electric usage 400 watts per hour. Level 3 – 1836 wood, stone. Can trade 62,000 of resources within 1 day. 2 and ½ to upgrade. Electric usage 600 watts per hour. Level 4 – 2682 wood, stone. Can trade 107,000 of resources within 1 day. 3 days to upgrade. Electric usage 800 watts per hour. Level 5 – 3255 wood, stone. Can trade 149,000 of resources within 1 day. 3 and ½ to upgrade. Electric usage 1000 watts per hour. Level 6 – 3894 stone and 1485 iron. Can trade 348,000 of resources within 1 day. 4 days to upgrade. Electric usage 1200 watts per hour. Level 7 – 4573 stone and 2394 iron. Can trade 576,000 of resources within 1 day. 4 and ½ to upgrade. Electric usage 1400 watts per hour. Level 8 – 5945 stone and 3596 iron. Can trade 693,000 of resources within 1 day. 5 days to upgrade. Electric usage 1600 watts per hour. Level 9 – 7239 stone and 5274 Steel. Can trade 957,000 of resources within 1 day. 5 and ½ to upgrade. Electric usage 1800 watts per hour. Level 10 – 9783 stone and 7037 Steel. Can trade 1,368,000 of resources within 1 day. 6 days to upgrade. Electric usage 2000 watts per hour. Every 1000 units of silver will equal 1 gold unit. Trade list values. Food – 5 silver to 40 silver Wood – 10 silver to 50 silver. Stone – 25 silver to 100 silver. Oil – 60 silver to 300 silver.
  • 30. Gas – 70 silver to 325 silver. Coal – 30 silver to 120 silver. Iron – 50 silver to 200 silver. Copper – 45 silver to 180 silver. Tin – 55 silver to 210 silver. Lead – 70 silver to 260 silver. Silicon – 90 silver to 300 silver. Aluminium – 125 silver to 400 silver. Titanium – 200 silver to 700 silver. Tungsten – 300 silver to 900 silver. Diamond – 500 silver to 1 gold and 100 silver. Uranium – 550 silver to 1 gold and 50 silver Tantalum – 700 silver to 1 gold and 250 silver. This will be 3 by 3 Command centre: - The menu’s name will be the formation creator. The player will get to create their own battle formations from scratch. They get to select the percentage of units to perform a manoeuvre and to create an icon for each formation that they create. They choose how the unit will move, how far before they are ordered to stop. The player can use the formation creator to setup traps for the enemies to run into. When the player opens the battle formation creator menu the game pauses. The player can also move the units as they are in the formation. The player can also create Diplomats which will travel to a base that the player has found and the diplomat will create a channel for which the player will have to make an alliance. The formation created by the player in the campaign part of the game will be kept saved for every game that the player has. The formation created by the player in the multiplayer part will have to create everytime since every player will have different strategies from player to player. Level 1 – 200 stone and 100 iron. Creates Diplomats and allows the player to open a channel between the player and another nation to create an alliance. Chance of an alliance 25%. 2 days to build. Electric usage 2000 watts per hour. Level 2 – 345 stone and 186 iron. Improves the chance of an alliance to 30%. 3 days to upgrade. Electric usage 4000 watts per hour. Level 3 – 492 stone and 263 iron. Improves the chance of an alliance to 35%. 4 days to upgrade. Electric usage 6000 watts per hour.
  • 31. Level 4 – 627 stone and 395 iron. Improves the chance of an alliance to 40%. 5 days to upgrade. Electric usage 8000 watts per hour. Level 5 – 943 stone and 593 iron. Improves the chance of an alliance to 45%. 6 days to upgrade. Electric usage 10000 watts per hour. Level 6 – 1393 stone and 845 steel. Improves the chance of an alliance to 50%. 7 days to upgrade. Electric usage 12000 watts per hour. Level 7 – 1547 stone and 1039 steel. Improves the chance of an alliance to 55%. 8 days to upgrade. Electric usage 14000 watts per hour. Level 8 – 1804 stone and 1297 steel. Improves the chance of an alliance to 60%. 9 days to upgrade. Electric usage 16000 watts per hour. Level 9 – 2567 stone and 1694 steel. Improves the chance of an alliance to 65%. 10 days to upgrade. Electric usage 18000 watts per hour. Level 10 – 3179 stone and 2856 steel. Improves the chance of an alliance to 75%. 11 days to upgrade. Electric usage 20000 watts per hour. This will be 2 by 2. Navy Base:- This will create the navy vessels, repair and refuel them. To build the navy base it must have 1 square on land within the grid. When a ship needs repairs and refuelling the ship will enter the navy base and disappear from the screen and return once completed. Level 1 – 100 wood and stone, can support and build two ships. 1 and ½ days to build. Electric usage 1000 watts per hour. Level 2 – 200 wood and stone, can support and build four ships. 2 days to upgrade. Electric usage 1500 watts per hour. Level 3 – 250 wood and stone, can support and build six ships. 2 and ½ days to upgrade. Electric usage 2000 watts per hour. Level 4 – 300 stone and 100 iron, can support and build ten ships. 3 days to upgrade. Electric usage 2500 watts per hour. Level 5 – 400 stone and 200 iron, can support and build thirteen ships. 3 and ½ days to upgrade. Electric usage 3000 watts per hour. Level 6 – 500 stone and 300 iron, can support and build seventeen ships. 4 days to upgrade. Electric usage 3500 watts per hour. Level 7 – 600 stone and 200 steel, can support and build twenty three ships. 4 and ½ days to upgrade. Electric usage 4000 watts per hour. Level 8 – 800 stone and 450 steel, can support and build twenty eight ships. 5 days to upgrade. Electric usage 4500 watts per hour. Level 9 – 1100 stone and 825 steel, can support and build thirty one ships. 5 and ½ days to upgrade. Electric usage 5000 watts per hour.
  • 32. Level 10 1700 stone and 1300 steel, can support and build forty five ships. 6 days to upgrade. Electric usage 5500 watts per hour. This will be 4 by 3 Navy Units: - Each unit can be customized with missile launchers, gun turrets, radar and sonar surface to air torpedoes, standard torpedoes, Depth Charges, armour piercing shells. The player also selects the type of missiles that the navy vessel will carry. Small Vessels: Gunboat: - This vessel is very quick on the water. It can support 2 guns and deep depth charges. Cost 100 food and 300 steel. 5 days to build. Primary and secondary weapons lists:  Bofors 40 mm Gun  OTO Melara 3 inch compact gun  20mm guns Corvettes: - The navy vessel can carry 1 missile launcher and 1 gun turret, 2 missiles launches or 2 Gun turrets. Costs 120 food and 550 steel. 7 days to build. Primary and secondary weapons.  2 – Cell YJ-83 anti-ship missiles.  8 – Shot FL – 3000N surface to air missile launcher.  76mm AK-176 deck gun.  2 Torpedo tubes.  76mm OTO – Breda Dual – Purpose Naval Gun.  27mm MLG autocannons.  RBS – 15 Mk3 anti-ship missiles.  Mk 50 Torpedoes.  12.7mm Heavy Machine Guns.  RIM – 116 Rolling Airframe Missiles (RAMs). Frigate: - Costs 250 food and 600 steel. Medium Vessels Destroyer: - The destroyer can move fast though the water and can be mounted with 1 gun and 1 missile launcher, 2 guns, 2 missile launchers or 1 gun or missile launcher with a Helipad. Costs 1000 food and 1500 Steel. 13 days to build. Primary and Secondary Missiles lists  Tomahawk cruise missiles  RIM-66M Standard medium range SAMs  RIM-161 Standard Ballistic missile defence
  • 33.  RIM-162 ESSM SAM  RUM-139 Vertical Launch  RIM-174A Standard ERAM  Mk 141 Harpoon Missiles Launcher SSM  48-cell Sylver A50 VLS Primary and Secondary Guns Lists  54 Mk-45 Mod Lightweight Gun  62 Mk-45 mod 4 lightweight Gun  DDG -85 Phalanx CIWS  M242 Bushmaster Cannons  BAE 4.5 inch Mk8 Naval gun  Oerlikon 30 mm gun  Miniguns Hovercraft: - The hovercraft have travel on water and land and can transports troops and vehicles as well. The hovercraft has no weapon but can move fast. Cost 900 food and 1300 steel.11 days to build. Number of troops it can carry is 30 Number of vehicles it can carry is 10 Cruiser: - This ship can carry 4 missile launchers or 4 Gun turrets or 2 missile launchers and gun turrets. The cruiser can also carry two Seahawk LAMPS 3 helicopters with 2 missile launchers or 2 gun turret. Costs 1750 food and 2900 steel. Takes 18 days to build. Primary and Secondary weapons:  Mk 26 missile launchers  RIM-66 SM-2  RUR-5 ASROC  Mk 45 Mod 2 5-in/54-cal light weight gun  Rim 66M-5 Standard SM-2MR  RIM-161 SM-3  BGM – 109 Tomahawk  RUM-139a VL-ASROC  RGM -84 Harpoon Missiles  25mm Mk 38 Gun  Mk 32 12.75-in triple torpedo tubes Stealth Vessel: - Even when this vessel is moving the enemy can’t see it unit the ship fire and gives away its position and then it has to move to regain it stealth ability. Costs 900 food and 800 steel. Takes 18 days to build. Submarine: - This vessel can only be seen when it as fire one of it missiles. When below the surface and a ship above uses it sonar there is a 50% chance it will be spotted. The submarines and fire 4 missiles at once at different targets. Costs 600 food and 700 steel. Takes 10 days to build.
  • 34. Torpedo: -  Mark 48  Whitehead  8-shi  A244-S  APSET-95  Barracuda  Baek Sang Eo  Black Shark  ET34 Missiles  UGM-133 Trident II  RSM-56 r-30 Bulava  M51 Missile  JL-2  K-15 Sagarika  KN-11 Large Vessels Aircraft Carrier:-This vessel can carry 80 planes at a time to refuels and rearms the planes. Once the planes are refuelled and rearmed the player then can order them to take off and attack an enemy. The aircraft carrier will be 1:10 of the size compared to the Nimitz Class or super carriers. Planes will be stored within the aircraft carrier and will be lifted up on to the runway from underneath and take off straight away. Cost 1800 food and 2100 steel. Takes 24 days to build. Battleship: - The battleship can attack buildings 3kms inland Costs 2000 food and 2500 steel. Takes 20 days to build. Weapons -  BGM-109 Tomahawk  RGM-84 Harpoon Missile  M61 Vulcan 6-barreled Gatling Cannon  FIM-92 Stinger MPADS Airbase The airbase will be a 6 by 8 square. (After doing some research on runways of airbases and airports I found out that the runways are almost 2.5km long so after thinking about it I have made a decision that I am not going to change the grid scale but I’ll have the planes take off before they reach the end of the runway.)
  • 35. Level 1 – 100 iron and aluminium – one control tower, one runway and one hanger can support up to ten planes at any one time. 1 and ¾ days to build. Electric usage 900 watts per hour. Level 2 – 150 iron and aluminium – one control tower, one runway, two hangers and can support up to 25 planes at any one time. 2 days to upgrade. Electric usage 1800 watts per hour. Level 3 - 200 iron and aluminium – one control tower, one runway, three hangers and can support up to 80 planes at any one time. 2 and ¼ days to upgrade. Electric usage 2700 watts per hour. Level 4 – 300 iron and aluminium – one control tower, one runway, and four hangers and can support 110 planes at any one time. 2 and ½ days to upgrade. Electric usage 3600 watts per hour. Level 5 – 450 iron and aluminium – one control tower, two runways, and four hangers and can support up to 190 planes at any one time. 2 and ¾ days to upgrade. Electric usage 4500 watts per hour. Level 6 – 500 aluminium and 100 steel – one control tower, two runways, five hangers and can support up to 235 planes at any one time. 3 days to upgrade. Electric usage 5400 watts per hour. Level 7 – 750 aluminium and 250 steel – one control tower, two runways, six hangers and can support up to 275 planes at any one time. 3 and ¼ days to upgrade. Electric usage 6300 watts per hour. Level 8 – 1125 aluminium and 475 steel – one control tower, two runways, seven hangers and can support up to 365 planes at any one time. 3 and ½ days to upgrade. Electric usage 7200 watts per hour. Level 9 – 1585 aluminium and 735 steel – one control tower, two runways and eight hangers and can support up to 415 planes at any one time. 3 and ¾ days to upgrade. Electric usage 8100 watts per hour. Level 10 – 2395 aluminium and 1382 steel – one control tower, two runways, nine hangers and can support up to 475 planes at any one time. 4 days to upgrade. Electric usage 9000 watts per hour. The planes will be built in the factories then transported to the airbase. Airbase Units Jet fighters: - 200 aluminium F18 Harrier Jump jet MIG 28 F14 TomCat Bombers: - 250 aluminium Tupolev Tu-95 A10 Troop carrier plane: - 400 aluminium Antonov An-124-Ruslan: - This aircraft can carry 70 troops
  • 36. Stealth Jets: - 175 aluminium F-117 F-35B Refueling Plane: - 500 aluminium. KC-135 Stratotanker Airbus A330 MRTT/ troop carrier: - This aircraft can carry 300 troops/ 100 Stretchers. Weapons: Air to air- Sidewinder Skyflash AMRAAM Air to ground 1000 Ib General purpose bomb 540Ib bomb Paveway III LGB Cluster bomb Aircraft Guns- Mauser BK-27 cannon Aden 30mm cannon Helipad:- The helipad will be a 3 by 3 square, when maxed levelled there will be 6 helipads and a control center and two barracks for the pilots to rest in before the player commands them to get into the gunships, troop transporters, black hawks. Each square grid will have 2 helipads on them. Level 1 – 268 wood, stone. 2 helipad in 1 grid square allowing the player to control 2 helicopters, 1 control tower and 1 pilots’ barracks. Electrics usage 395 watts per hour. 1 day to build. Level 2 – 639 wood, stone. 4 helipads allowing the player to control 4 helicopters. Electric usage 762 watts per hour. 1 and ¼ days to upgrade. Level 3 – 1485 wood, stone. 6 helipads allowing the player to control 6 helicopters. Electric usage 1583 watts per hour. 1 and ½ days to upgrade. Level 4 – 1845 stone and 375 iron. Electric usage 2017 watts per hour. 1 and ¾ days to upgrade. Level 5 – 2412 stone and 846 iron. 2 pilots barrack. Electric usage 2492 watts per hour. 2 days to upgrade.
  • 37. Level 6 – 2944 stone and 1497 iron. 8 helipads allowing the player to control 8 helicopters. Electric usage 2885 watts per hour. 2 and ½ days to upgrade. Level 7 – 3264 stone and 1937 steel. Electric usage 3282 watts per hour. 3 days to upgrade. Level 8 – 3865 stone and 2346 steel. 10 helipads allowing the player to control 10 helicopters. Electric usage 3739 watts per hour. 3 and ½ days to upgrade. Level 9 – 4174 stone and 2683 steel. Electric usage 3956 watts per hour. 4 days to upgrade. Level 10 – 4519 stone and 2997 steel. 12 helipads allowing the player to control 12 helicopters. Electric usage 4378 watts per hour. 5 days to upgrade. Research Lab: – The upgrade will be placed on a technology tree. Each upgrade unlocks more of the technology tree. Level 1 – 150 wood and stone. Electric usage 1,000 watts per hour. 1 and ½ days to build. Level 2 – 200 wood and stone. Electric usage 5,000 watts per hour. 1 and ¾ days to upgrade. Level 3 - 300 wood and stone. Electric usage 13,000 watts per hour. 2 days to upgrade. Level 4 – 450 stone and 100 iron. Electric usage 33,000 watts per hour. 2 and ¼ days to upgrade. Level 5 – 650 stone and 150 iron. Electric usage 56,000 watts per hour. 2 and ½ days to upgrade. Level 6 - 900 stone and 250 steel. Electric usage 79,000 watts per hour. 2 and ¾ days to upgrade. Level 7 – 1,200 stone and 400 steel. Electric usage 93,000 watts per hour. 3 days to upgrade. Level 8 – 1,600 stone and 650 steel. Electric usage 104,000 watts per hour. 3 and ¼ days to upgrade. Level 9 - 3,200 stone and 1,300 steel. Electric usage 117,000 watts per hour. 3 and ½ days to upgrade. Level 10 – 6,400 stone and 2,600 steel. Electric usage 132,000 watts per hour. 4 days to upgrade. Takes up a 3 by 3 square. Researcher – 50 food and 10 steel. There go to ruins to try and discover artefacts. The artefacts will be used to speed up the research on one item in the lab. Unlocked at level 1. Research lab upgrades - Scholars - increases the speed by 10%. Unlocked at level 1 Associate Degree – increases the speed by 15%. Unlocked at level 2 Associate of Science – increases the speed by 20%. Unlocked at level 3
  • 38. Bachelor’s Degree - increases the speed by 25%. Unlocked at level 4 Master’s Degree – increases the speed by 30%. Unlocked at level 5 Master of Science – increases the speed by 35%. Unlocked at level 6 Doctoral Degree – increases the speed by 40%. Unlocked at level 7 Doctor of Science – increases speed by 50% Unlocked at level 8 Advance Science: - Carbon Nanotube: - light and stronger then steel can be used in the construction of Buildings, vehicles, body armour, unit weapons and tools. This will increase the hit points for buildings, vehicles, foot units by 50%. This will also increases the speed of the construction of building by 25%. Costs 100 coal. Takes 15 days to research. Will be unlocked when the research lab is level 9 and as Doctor of Science. General upgrades:- Workers start off with wooden working tools Stone hammer – increases speed of building by 15%. Unlocked at level 1. Costs 50 stone. 1 day to research. Iron Hammer – increases speed of building by 25%. Unlocked at level 2. Costs 50 iron. 1 and ½ days to research. Steel hammer – increases speed of building by 40%. Unlocked at level 3. Costs 50 steel. 2 days to research. Titanium hammer – increases speed of building by 60%. Unlocked at level 4. Cost 50 titanium. 2 and ½ days to research. Tungsten Hammer – increases speed of building by 80%. Unlocked at level 5. Costs 50 Tungsten. 3 day to research. Stone pickaxe – increases speed of mining by 15%. Unlocked at level 2. Cost 75 stone. 1 and ¼ days to research. Iron pickaxe – increases speed of mining by 30%. Unlocked at level 3. Costs 75 iron. 1 and ¾ days to research. Steel pickaxe – increases speed of mining by 50%. Unlocked at level 4. Cost 75 steel. 2 days to research. Titanium pickaxe – increases speed of mining by 65%. Unlocked at level 5. Costs 75 titanium. 2 and ½ days to research. Tungsten pickaxe – increases speed of mining by 80%. Unlocked at level 6. Costs 75 tungsten. 3 days to research. Cranes – increases speed of building by 10%. Unlocked at level 3. Cost 150 steel. 3 days to research. Wheelbarrow – increases carrying of resources by 15%. Unlocked at level 1. Costs 100 iron. 2 days to research.
  • 39. Dumper Truck – increases carrying of resources by 45%. Unlocked at level 3. Costs 150 steel. 3 days to research. Machine warfare – Unlocks the factory at level 1. Cost 200 stone. 1 and ½ days to research. Nautical – unlocks Navy Base at level 2. Cost 100 steel. 1 and ¾ days to research. Wings of Flight – unlocks Airbase at level 4. Cost 100 Aluminium. 1 and ¼ days to research. Eye in the Sky – unlocks the Radar Station at level 5. Costs 100 Titanium. 2 and ½ days to research. Time heals – Unlocks the Hospital at level 3. Cost 200 iron. 1 and ½ days to research. Farm: - Water ways – Unlocks at level 2 of the research lab. Cost 150 stone. 1 day to research. Increases the speed and amount of crops by 15%. Tractor – Unlocks at level 3 of the research lab. Cost 100 steel. 1 day to research. Increases the speed and amount of crops by 15%. Green house – Unlocks at level 3 of the research lab. Cost 50 iron. 1 day to research. Increases the speed and amount of crops by 10%. To build the solar power plant Sun Power – Amorphous Silicon costs 100 silicon. Unlocked at level 2. 2 days to research. The first upgrade increases the power output by 45% – polycrystalline silicon costs 250 silicon. Unlocked at level 4. 2 and ½ days to research. The second upgrade increases the power output by 100% - mono-crystalline silicon costs 500 silicon. Unlocked at level 6. 5 days to research. Upgrading the drill – electric Drill – 10 circuit boards and 100 steel, increases output by 25%. Unlocks at level 2. 2 and ½ days to research. Steel drill – costs 100 steel, increases output by 15%. Unlocks at level 3. 1 and ½ days to research. Titanium drill – costs 100 titanium, increases output by 35%. Unlocks at level 5. 2 and ¼ days to research. Tungsten drill – costs 100 tungsten, increases output by 50%. Unlocks at level 7. 3 and ½ days to research. Diamond tipped drill – costs 10 diamonds, increases output by 25%. Unlocks at level 4. 2 and ½ days to research. Coal, oil and gas Power plants output upgrades – Thin piping - 100 iron –output increases by 10%. Unlocked at level 1. 1 day to research.
  • 40. Pressure increase 100 steel – output increases by 10%. Unlocked at level 2. 1 and ½ to research. Bigger burner – 100 steel – output increases by 10%. Unlocked at level 3. 2 days to research. Bigger Boiler – 150 steel – output increases by 15%. Unlocked at level 4. 2 and ½ days to research. Double Turbine 200 steel – output increase by 20%. Unlocked at level 5. 3 days to research. Nuclear Power plant Will be unlocked when the research lab reaches level 4. Output upgrades:- Lead shielding – 200 lead – increases by 10%. Unlocked at level 5. Steel shielding – 300 steel – increases by 20%. Unlocked at level 6 Copper shielding- 400 copper – increases by 30%. Unlocked at level 7. Aluminium shielding – 500 aluminium – increases by 40%. Unlocked at level 8. Tantalum shielding – 400 Tantalum – increases by 55%. Unlocked at level 9. Barracks: - Anti-Tank Mines – 200 Steel – unlocked at level 5. Anti-Aircraft rockets – 300 Steel – unlocked at level 6. Eagle Vision – 100 steel – unlocked at level 4 – improves the accuracy by 10% and range by 100 meters. For the Snipers Bipod – 20 steel – unlocked at level 3 – improves accuracy by 10% and stability by 15%. For the Snipers Hawkeye – 50 steel – unlocked at level 3 – improves accuracy by 10% and range by 50 meters. For the Infantry. Navy base and units: - all ships at the start are made of Iron. Steel Hull – 250 steel – increases hit points by 50%, and defence by 25%. Unlocked at level 4. Titanium Hull – 300 Titanium – increases hit points by 100% defence by 50%, speed by 40%. Unlocked at level 8. Sonar – allows the unit to see if any moving enemy units are one or under the water. 20 circuit Board and 200 copper wire. Unlocked at level 3. Stealth Ships – allows the player to build stealth ships that can’t been seen by enemies unit it fires. Costs.
  • 41. Sub Buildings: - Lights: Electric pylon: Costs 20 steel and can be placed four squares between each electric pylon on the building grid. Sound:- There will be a man or a women talking to the player by telling them that a building is completed, or a unit is under attack for the enemy. The sound of bullets being shot. The sound of hammers hitting steel. The sound of pickaxes hitting stone, coal and metal ore. The sound of an axe chopping a tree. The diesel engine of a tank. The sound of a tank, a ship and a Land turret firing. The sound of missiles being fired from fighter jets, helicopter, navy destroyers. Welding steel together as they are building. Engines of jet fighters and helicopters. Horns from ships has they stop and get close to land. Fighter jets taking off and landing. The sound of the submarine launch bay opening and closing. The sound of rockets flying through the air and hitting their target of missing and hitting the ground. Environment Sounds:- Building falling when destroyed. Wind blowing thought the trees. Tree rustling. Rain fall hitting the leaves. Bombs exploding and dirt hitting the ground and tree. Joshua Cavanagh-Brierley will create the music for the game. I would like to use the sound track Drill Sergeant by the Muse
  • 42. Software: - I will be going with the Unreal engine 4 as I can use their basic templets and then edit them as I see fit. I can use 3Ds Max modelling software Student version but I’ll be giving the game away for free. Other 3D modelling software I could use is Blender it is free and means I can sell the game but I would have to learn the software. Controls
  • 43. The order to move a unit/units will also command them to attack enemy units and buildings. Colour:- The colours are going to be greens, browns, greys, yellow, and oranges, white, black, as these are the colours of grasslands, woods, deserts and snow covered lands and tundra, as the vehicles will have to blend in with the landscape. Resources Colours:- Coal – Black Iron – Grey/Orange Uranium – Yellow/Green Stone – Light Grey Copper – Aqua/Green Tin – Grey/Silver Silicon – Grey Lead – Grey/Brown Aluminium – Orange/Yellow Tantalum – Red/Brown Silver – Silver Gold – Gold Titanium – Silver Blue Tungsten – Black/silver Diamond – Dark Grey Menus: - Pause menu options: - Resume – allows the player to carry on playing. Save – Allows the player to overwrite the last save or to create a new save file. Load – Allows the player to load the games they have saved. Options – Allows the player to change the graphic, sound, controls, Exit to Main Menu – Returns the player to the main menu.
  • 44. Exit Game – The player leaves the game. Build menu – This will have tabs for the different build options along the top. First Tab – Construction – This is where the player picks the building that they want to construct. Second Tab – Barracks – This is where the player is given the option to create foot soldiers. Third Tab – Land Vehicles – This is where the player can create custom land vehicles. Forth Tab – Sea Vehicles – This is where the player can create custom Sea vehicles Fifth Tab – Air Vehicles – This is where the player can create custom air craft. Research Menu – This is where player can research new things and improve their building, worker, vehicles, and soldiers. This will be shown in tabs. First tab- Building – This is where the new building can be researched and also every building can be improved. Second tab – Workers – This one is where the player can improve the performance of the worker units so that can build, mine, gather faster. Third tab – Vehicles – This is where new vehicles bodies, engines, armour, weapons, wheels and tracks are researched. Forth tab – Soldiers – This is where new soldiers can be researched. Also their weapons, armour can be improved. Main Menu: Story Mode/Campaign – This will allow the player to choose the nation that they want to play as. Skirmish - This allows the player to generate they own maps and battle on them against AI’s. Load Game – This allows the player to load the last saved game from where they left off. Multiplayer – This allows the player to play against other players on set in game maps. Tutorial – This is where the player can learn the controls and how to play the game. Options – This will allow the player to change the graphic, audio and control setting. Map Editor – This allows the player to create their own maps from the assets within the game. They can choose how small or big the world is, how many resources there are in the map, and create a village/town, rivers, mountains and canyons. Once the world has been generated the player then can delete or add more to the map as they see fit. Mods – This is an idea that could be put into the game where the player can create mods to change the units look and sizes. Exit Game – The player will close the game when that click on the icon and it will ask if they are sure.
  • 45. Vehicle History – This will give the player a choice to look at the history of the vehicles used within the game of when they were built, when they were first used, how long they were in service for. (This is just an idea that could be put in the main menu). Options Menu:- Interface – This menu will have auto save options in minutes from 5 minutes to 1 hour, scroll speed options where 1 is slow and 5 and high. Graphics – This menu will have the option to have the game in as window or full screen, the resolution were the lowest will be 1024 by 768 and the highest being 1920 by 1080. The player can change the brightness to the game. There will be setting for textures from low to high. Audio – This part of the menu will have scroll bars for the music, ambient, sound effects, unit voices, environment sounds. The will also be a channel option for Mono and Stereo. Controls – This is where the player can change the settings for the controls of the game in terms of the keyboard. Network – This will allow the player to setup a network connection with their friends. User Interface:- The game will be in Top down view so the player gets to see everything within their field of view. For the user interface the menus will be to the side of the screen go it gives the player the full screen to use. Menus will show up when the key on the keyboard is pushed and the menu that has been assigned to the key will slide in on the right side of the screen, when the player as selected what they want or pushes the same key again the menu will slide out of view. The keys are just for quick access to the menus, the player can also click on the tabs on the right side of the screen for the menu they want. The tab at the top will be for construction of building, the second tab with be for foot units, the third for land vehicles, the forth for navy vessels and the fifth for air craft. If the player selects a unit the build menu will close and the custom menu will slide up from the bottom of the screen with weapon options, vehicle type (jeep, light tank, medium tank, etc...), whether the player wants the land vehicle to have wheels or tracks. On the left when the player moves their cursor to the edge of the screen the formation option for battle will show up and the player can select one of them to use. To order troops to leave a vehicle there will be a HUD in the bottom left corner of the screen where there will be two types of icons depending on what type of vehicle the troops are in... For example if the plane is selected an icon showing a parachute will pop up and when the player clicks it the paratroopers will jump from the plane and deploy their chutes. The HUD will only show is the vehicle has troops in and is selected. When the player is creating a vehicle there will be a menu for the ammo that the vehicle will use and the player can change it to whatever they want in the list. For example a jet fighter will have five sub menus for the weapons it can carry.
  • 46. The first will be the wing tips for side missiles like sidewinders. The second will be the primary weapons such as five Hellfire missiles on each side. They will be placed next to the wing tips. The Third will be secondary weapons to which the fighter jet will switch to automatically. The forth will be under the plane and it can be the extra fuel cell or a Nuclear warhead. The Fifth will be guns that the plane as at the front on the underneath. Depending on the type of plane will depend on how many weapons menus there are. I might place a mini-map in the top right hand corner of the screen and have it so the player can turn it off and on. At the top of the screen there will be a tab that when clicked on will show all the resources the player has and how much they can store. The tab will say Resources on it so the player knows what it is. Animation: - There will be a few animations one being the Drill bits spinning and going up and down. The Workers moving their arms with mining, gathering and building. Moving their legs when going to and from the storage building. The soldiers moving their arms when they are aiming down the sight. Moving their legs when walking and running. The Helicopters rotator when it is up in the air it will spin as will at when it is ready to take off. The tanks turret will turn to aim at enemies. The turrets will turn to aim at on coming enemies. The navy ships with turns the gun and missiles turrets when targeting an enemies. Would like missiles flying through the air before it hit its target. On the aircraft carriers the planes will be lifted from underneath the runway. The launch bay on the submarine will open before they launch the missiles. Weapons list: Only the infantry, sniper, spy, grenadier, bazooka, Anti-tank unit and the paratroopers will have a list of weapons they can use. Each unit will have a list of weapons that the player will be able to pick from. Each unit will have a primarily weapon and a secondary weapon for close combat.
  • 47. Sniper rifles:-is a primary weapons. Accuracy International Arctic Warfare Alejandro Sniper Rifle Armalite AR-50 AWC G2 Barrett M98 Blaser 93 Tactical Bor Rifle CZ 700 sniper rifle Denel NTW-20 Falcon sniper rifle Desert Tactical Arms Stealth Recon Scout Dragunov SVU Howa M1500 H-S Precision Pro Series 2000 HTS MSSR Rifle Assault Rifles:-is a primary weapons. AK-47 AK-12 Colt CM901 FAMAS FN F2000 Howa Type 89 IMI Galil M16 rifle MKEK MPT QBZ-95 SAR-21 SS09 T97 Assault rifle VHS – 2 Zastava M21
  • 48. Sub Machine Guns: can be primary and/or a secondary weapons. Arsenal Shipka Bizon SMG Borz CF-05 CZ Scorpion Evo 3 FN P90 FAMAE SAF Heckler & Koch MP7 PP-90 QCW-05 S&T Daewoo XK9 Saab Bofors Dynamics CBJ-MS SIG Sauer MPX Vityaz-SN Carbon 15 Type 97S PDW: can be a primary and/or a secondary weapon. GA Personal Defence Weapon PP-2000 VBR-Belgium PDW ST Kinetics CPW Brugger & Thomet MP9 Magpul PDR Barrett REC7 Pistol: will be secondary weapon. AA Arms AP-9 Armatix iP1 Beretta 87 Target BUL Cherokee Caracal Pistol CZ vz. 2075RAMI
  • 49. Desert Eagle Fort-17 FN Five-Seven Glock 39 Heckler &Koch MK23 Makarych QSZ-06 TAURUS PT 24/7 Minebea PM-9 Shotgun: can be primary and/or a secondary weapon. Remington Spartan 100 Benelli Supernova M26 Modular Accessory Shotgun System Remington 887 Akdal MKA 1919 Benelli Vinci Sjogren shotgun USAS-12 Browning Citori RGA-86 MAUL (weapon) MAG-7 Helicopters: AH-1 Cobra – It will be have 3 weapons on board. Primary list: -  2 multi-barrel Miniguns  2 M129 40mm Grenade Launchers  1 Minigun and 1 M129 40 mm Grenade Launcher. Secondary List  7 rockets in a M158 Launcher  19 rockets in a M200 Launcher Third List
  • 50.  M18 Minigun pod  XM35 Armament subsystem with XM195 20mm cannon UH-60/ S-70A Black Hawk Primary 16 Hellfire Missiles. Secondary  7.62mm Machine gun  50 Calibre Machine gun The Black Hawk can carry 11 fully equipped troopers or 4 stretcher patients with a Medical officer. Mil Mi-24 A-129/T-129 Eurocopter Tiger MI-28H Havoc AH-64D Apache Long Bow Primary  AGM-114D Longbow Hellfire air to surface  Hellfire air to air  CRV7 Secondary  Stinger  AIM-9 Sidewinder  Mistral  Sidearm Third  M230 Chain gun Tanks and personal vehicle:
  • 51. Light tanks Cost to build – 150 steel and 35 titanium. All light tanks are limited to 40 mph 2S25 (Sprut-SD) Tank. CV90120 Tank. Alvis Sabre Reconnaissance Tank. NORINCO ZBD2000 (Z-Family). BMD-4 (Boyevaya Mashina Desanta) tank. Light tanks primary and secondary weapons list. Each light tank can only have one primary and one secondary weapon. Primary weapons.  30mm Autocannon  30mm L21 RARDEN autocannon  120m L/50 Compact Tank Gun  125mm 2A75 Main gun  105mm Rifled Main gun  100mm Main gun Secondary Weapons.  12.7mm Heavy anti-aircraft machine gun  7.62mm Machine gun  7.62mm Coaxial machine gun  Smoke grenade dischargers  30mm Cannon  AT-5 Spandrel anti-tank guided missile launcher  40mm automatic grenade launcher  5.45mm general purpose machine gun Main Battle Tanks: Cost to build – 300 steel and 75 titanium. All main battle tanks speed is limited to 35mph Altay MBT NORINCO MBT-3000(VT-4) T-99 Armata
  • 52. ROTEM K2 (Black Panther) Type 10 MBT T-90M Bhishma Primary and Secondary weapons: The tanks can have one primary and two secondary weapons. Primary weapons.  125mm 2A46M-5 Main Gun  120mm L44 Smoothbore main gun  125mm Smoothbore main gun  120mm L/55 MKEK main gun  105mm M68 Rifled main gun Secondary Weapon  7.62mm Coaxial machine gun  7.62mm Anti-Aircraft machine gun  Smoke grenade dischargers  12.7mm Browning M2HB heavy machine gun  7.62mm Type 74 co-axial machine gun  12.7mm K6 AA heavy machine gun  57mm Automatic grenade launcher Heavy tanks: Cost to build – 500 steel, 100 titanium. These tanks can have one primary weapon and three secondary weapons. These tank will have their speed limited to 30mph. Leopard 2A7 M1A2 SEP Challenger 2 T-90 Armata Merkava Mk4 TK-X Hitomaru Primary Weapons list  120mm Smoothbore main gun  120 L30A1 CHARM gun  120mm Main gun  2A46M 125mm Smoothbore gun  2A46M-5 125mm Smoothbore gun
  • 53.  120mm GM253 Smoothbore gun  JSW 120mm Smoothbore cannon Secondary Weapons list  12.7mm Machine gun  7.62mm Machine gun  Co-axial 7.62mm L94A1 chain gun  7.62mm GPMG  L37A2 Machine gun  12.7mm Kord heavy machine gun  7.62mm PKMT  60mm Internal Mortar  Smoke Grenades Mobile construction vehicle (MCV): - This vehicle allows the player to build more bases to that is one base is destroyed they can carry on. Cost to build - 1000 Steel, 100 rubber. Armoured personally vehicle (APV): - This vehicle is heavily armoured with a machine gun on top for defence. It can carry up to 25 troops. Cost to build – 400 steel and 80 titanium. Units Weakness: Infantry: - Tanks, helicopters, Jets, snipers, ships. Grenadier: - Tanks, helicopters, jets, sniper, ships. Sniper: - Tanks, helicopters, jets, snipers, ships.