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	<title>Wwc white paper - Revision history</title>
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	<updated>2026-05-14T04:05:47Z</updated>
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		<id>https://www.weweweb.net/wiki/index.php?title=Wwc_white_paper&amp;diff=235&amp;oldid=prev</id>
		<title>Willy: Created page with &quot;The is the white paper to describe the design of a the game &quot;wwc&quot; (WeWeWeb World Conqueror).  Game Type: Strategic Turn Based  Background: A fictitious world. Probably in the...&quot;</title>
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		<updated>2022-01-28T04:43:24Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;The is the white paper to describe the design of a the game &amp;quot;wwc&amp;quot; (WeWeWeb World Conqueror).  Game Type: Strategic Turn Based  Background: A fictitious world. Probably in the...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The is the white paper to describe the design of a the game &amp;quot;wwc&amp;quot; (WeWeWeb World Conqueror).&lt;br /&gt;
&lt;br /&gt;
Game Type: Strategic Turn Based&lt;br /&gt;
&lt;br /&gt;
Background: A fictitious world. Probably in the middle age in which non-human races exist.&lt;br /&gt;
&lt;br /&gt;
Conceptual Ideas:&lt;br /&gt;
&lt;br /&gt;
*Land&lt;br /&gt;
**Players play on an environment called &amp;quot;World&amp;quot;.&lt;br /&gt;
**The World consists of 100x100 &amp;quot;Zone&amp;quot;s. Total 10,000 Zone enough or too small/big?&lt;br /&gt;
**Each Zone is further divided in 100x100 &amp;quot;Land&amp;quot;s which is the basic land unit.&lt;br /&gt;
**Each Land has different type: Grass, Forest, Highland, Mountain etc which have different usages, resource provision rate....&lt;br /&gt;
&lt;br /&gt;
*Race&lt;br /&gt;
**Races fall in two alignment, Good vs Evil (Evil in here does not mean really evil, but it only shows the conflicting between the two group.)&lt;br /&gt;
**There is a neutral alignment which allows player to join temporarily to free themselves from attack.&lt;br /&gt;
&lt;br /&gt;
*Building&lt;br /&gt;
**Different types of building can be built on land. Eg. Farm, House, Mine, Barrack.&lt;br /&gt;
**Residential is used to host basic population unit.&lt;br /&gt;
**Production is used to produce resource and items.&lt;br /&gt;
**Military is used to produce military units and defense.&lt;br /&gt;
**Building can be upgraded.&lt;br /&gt;
&lt;br /&gt;
*Population&lt;br /&gt;
**Slave&lt;br /&gt;
**Citizen&lt;br /&gt;
**Solider (military types)&lt;br /&gt;
**military Officer (has experience level)&lt;br /&gt;
**Lord (the player)&lt;br /&gt;
**Hero?&lt;br /&gt;
&lt;br /&gt;
*Ally&lt;br /&gt;
**Lords with the same alignment can form ally. Ally is primarily used for defense purpose, so some limitation will be imposed on ally when attacking the opposite alignment.&lt;br /&gt;
&lt;br /&gt;
*Kingdom&lt;br /&gt;
**When a player is developed to a certain size, he can crown himself as a king. A king is honor to alignment and fight (defense/fight) against the opposite alignment.&lt;br /&gt;
**Smaller lord can ally with a kingdom for protection.&lt;br /&gt;
&lt;br /&gt;
*Empire&lt;br /&gt;
**When a player is developed to a certain size, he can crown himself as an emperor.&lt;br /&gt;
**An emperor is hostile to all players in the world. His aim is to conquer the world by taking over all the players land.&lt;br /&gt;
**Once crowned, the process is irreversible. In other words, the player may be wipe out by the join force of the other players.&lt;br /&gt;
**It is the ultimate goal of the game, but theoretically it is very difficult to achieve by various reasons.&lt;br /&gt;
&lt;br /&gt;
*Battle&lt;br /&gt;
**Battle is the most interesting yet different to design element. It needs to consider the balance!&lt;br /&gt;
**Battle will be either in real-time, when 2 players can play at the same time. Or automatically (based on statistical rules) when either one player is absent.&lt;br /&gt;
**The statistical rules may be based on military type composition, attributes of the solider and the officer, the strategy used by the commander.&lt;br /&gt;
**After a battle, the winner may earn so award. Gold, slave, officer level upgrade. While the loser will lose some Gold, building damage, etc.&lt;br /&gt;
**Basically, the effect of a single battle is too small and cannot wipe out the loser.&lt;br /&gt;
**Battle Type&lt;br /&gt;
***Battleground: When one player declare a war on another (hostile) player. Troops will move to battleground for game.&lt;br /&gt;
***Invasion/Defense: When one player attack another player's territory. However, the player need to send his troop to the opponent's land which will impose an advantage to the defender.&lt;br /&gt;
*Trading&lt;br /&gt;
**Auction House is the only place for trading. Players cannot do private trade in the game.&lt;br /&gt;
*Economic&lt;br /&gt;
**The monetary unit in the game is gold.&lt;br /&gt;
**Since players gather resource from the world, the wealth level in the game will rise continuously. There must be a mechanism to stabilize the wealth level in game. So the inflation concept will be introduced.&lt;/div&gt;</summary>
		<author><name>Willy</name></author>
	</entry>
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