Kui's Battle Dimension: Architecture & Species Attributes

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Hi there, this post features KBD: Kui’s Battle Dimension, and it is recommended to check out the introductory post before furthering this read.

KBD Features two new mechanics that have been overhauled to meet a modernization process that left some elements from previous versions alone. Although some of these mechanics have been discussed previously, these changes will significantly shift in-game and out-of-game experiences. Architecture & Species Attributes will enable both a more quality stricken RP environment as well as additional strategic steps in order to enable a plethora of diversity. By allowing extraordinary diversity, a lack of buffs and nerfs will allow an easy to breath atmosphere that demands players shift and respond to player decisions rather than sticking to a meta. Let’s explore Attributes to start.

Species Attributes is a point system determined at the very start of the game, typically by the team leaders, or a democratic system determined by the leaders of the team. Like other point systems, you only start with a certain amount of points, 20. (This is optional. Not all teams will allow this type of system. Speak to your team leaders about this matter.) A game will not, and will never start with an undetermined Species Attributes section. This is because Species Attributes the metagame, as well as the in-game. There are 4 different traits to talk about, and those 4 traits produce 4 secondary traits that cannot be manually controlled like the primary traits. The reason why Species Attributes exist is to offer a sense of diversity in the game beyond perk, slots, governments, events, economic decisions and political decisions. While it gives both strength to people who want to be powerful in-game, it also gives power to people who want to focus more on the metagame aspect.

To start, the first and equally important Attribute to discuss includes Hitpoints. Like most games, Hitpoints promotes the amount of health a person has. At base level, this will be 100, or the equivalent to Hytales base health. This can be increased by an additional 10% for every point put into the Attribute. Like the other Attributes, this impacts player base health, entity base health of the same race, and the campaign map base health. (For attacks not held in-game.)

This is relatively self explanatory, and it’s abbreviation will be referred to as HP, and represented by the color red. HP is one of the two Species Attributes that can be negative, taking away stats but gaining additional stat numbers that can be put elsewhere. Later, this can be used as a form of strategy to impact Secondary Attributes.

Second, Armor, or AR, is the second Species Attribute. AR is represented by the color Blue, and gives a reduction to physical damage. For every point in Armor, gain a 10% damage reduction, a maximum of total immunity to physical damage by gaining 100% damage reduction. Like HP, this impacts the secondary attribute, and can cause major consequences for going this extreme route. Keep in mind, this is natural armor of the species, not the armor that the individual is wearing.

The next Primary Species Attribute is Stamina, or ST, which is the only Attribute in the game that does not have a direct impact on the game itself. (May be reworked in the future.) Though it is highly valuable for the people who want to have a more focused power on the metagame. Stamina determines how fast each unit of the main species will gain a new turn. High stamina units will be able to strike multiple times before low stamina units can strike even once, for example. (This perk will remain in an alpha stage as of now.)

And finally, the final but equally important Species Attributes is known as Ferocity, or FE, which determines the amount of damage caused by physical attacks. A base stat will starts at 100%, and is increased by an additional 10% for every point in FE. Keep in mind, FE does not increase magic damage or any other damage not caused by a melee or physically reliant weapon; such as a firearm.

Before moving onto the Secondary Attributes, it is important also to note that strategic choices are nullified by Species Choices. An example being that a squishy, fleshy pink and naturally defenseless species should not have high amounts of armor nor HP. In the same way, a species such as an armored turtle like people will have high HP & AR, but might also have low Stamina and low Ferocity. If there is no justification for your species to have a certain Attribute, when it is quite obvious that it isn’t a fitting trait according to their perks and game style choices; it might be declined and demanded to be reworked. This effect will continue throughout the game.

Moving on, the Secondary Attributes should always be considered for the Species Attributes. A combination of two Primaries make up a Secondary, making a total of 4 Secondary Species Attributes. These include Dim, Attrition, Chaka and Speed.

To start, Dim is the combination of HP & AR. Like another Secondary Attribute, Dim is better when less of it is accumulated. The higher the Dim, the higher the consequences. Dim is essentially the intelligence of the species, and the higher the value decreases the productivity of the civilization. Having high amounts of Dim will cause hidden effects for the civilization, such as being unable to participate or unable to create certain types of governments and even forcing the species to remain in a certain age. Alternatively, a player can have negative Dim, and will have reverse effects. Like the hidden effects of positive dim, a species with high negative dim will be forced to specific choices as well.

Next, a combination of AR & ST is known as the Secondary Species Attribute known as Attrition. Attrition is a periodic advantage or disadvantage because of its reliance on the campaign map and the beginning of each match. Suffering high amounts of attrition will cause percentage based loss of troops on the campaign map, and can occur because of many factors that are environmentally focused. This loss is based on a 10% value per number. Stamina will increase the attrition number, while armor will decrease the attrition number. As with all Attributes, these must reflect the Species, and will have hidden effects.

The combination of ST & FE produces the Secondary Species Attribute known as Chaka, which enables magic. Unlike other stats, at least one point in Chaka is required in order to unlock the assets associated with the Attribute. Though it isn’t recommended because one point in Chaka is only 10% of the original 100% value, a full 10 points into the Attribute will enable a full 100% magical capacity. (This will remain in an alpha stage until months after game launch.) Additionally, each point in this attribute gives an additional 10% of Production and Ferocity numbers. Unlike other Secondary Attributes, only 50% of ST & FE numbers will contribute to Chaka. Like all perks, a justification is required to have high amounts of Chaka.

Lastly, the one and final Species Attribute is Speed. Self explanatory, speed is how fast a Species can move both in-game and on the campaign map. For every point a 10% bonus in movement speed is gained in-game and on the campaign map in the form of 1 additional movement point. Although Speed is the least complex of any of the Species Secondary Attributes, it is one of the most decisively strong of them; which explains the lack of complexity and buffs. For every 2 points in Speed, gain an Independent Attrition Number. (This adds to the final value of attrition without increasing the actual attrition number. Simply for clarity.) And like all Attributes, a species justification is a requirement.

This was a lot to digest! And thankfully, the large player base is not required to know this by heart. Team leaders will pick up the slack and educate their team according to the willingness of the party members to contribute or enable their leader to make decisions for them. This is part one of a two part blog post. The next topic will be about Architecture, enjoy!

Architecture will be an important part of KBD Games because of the buffs and effects Architecture can have on civilization. Not only is it RP friendly, but it can offer strategic buffs like economic bonuses and even civilization wide bonuses. The Architecture type is separated into two different categories, Cultural Architecture and Architecture. Let’s discuss the differences and importances each of these things hold.

First and foremost, Cultural Architecture (CA) is based solely on the culture of the civilization. Sometimes a faction is limited in the things that they can build based on intelligence and culture. For example, nomadic hordes that rely on migration and warfare will find it extremely difficult to benefit at all from these types of buffs. Additionally, unintelligent mobs might simply have a lack of intelligence to understand how to make complex structures. Civilizations that benefit most are the intelligent and the organized that tend to already plan on creating production facilities and buildings that rely on production buffs. An example of this civilization is a Kingdom of mages that are not only intelligent but also have a reliance on production. Or alternatively an AI Civilization of Androids. Cultural Architecture has 4 Tiers, let’s discuss them briefly.

Tier 1 CA is the lowest tier and offers the lowest percentile buff. Only requiring one culturally specific block and one set of building rules, a Tier 1 building offers a 25% increase in production. A culturally specific block must be a block that is considered cultural specific, and after locking in that selection, can no longer be used as a core building block for Architecture bonuses. An example of this being that Architecture Tier 1 requires 2 building blocks to get a 25% bonus. However, if 1 of those 2 blocks are also in the Culturally Specific blocks, it will not be counted towards an Architecture bonus. A set of building rules must be described as a way that the building appears. This includes anything that impacts it’s appearance to make it culturally unique, such as the use of pillars for example, or the stylization of the roof, or even limitations such as being carved out of trees. A Tier 1 building must be at least small.

Tier 2 CA is the semi lowest tier and offers a 50% increase in production. A tier 2 building must consist of 2 sets of building rules and 1 culturally specific blocks. A tier 2 CA gains 1 minor effect on all tier 2 buildings, and only tier 2 buildings. A tier 2 building must be at least medium.

Tier 3 CA is the semi-final tier and offers a 75% increase in production. A tier 3 building must consist of 3 sets of building rules and 2 culturally specific blocks. Like Tier 1, Tier 3 is considered to be a stepping stone to the next major tier; and in itself does not provide major bonuses. A tier 3 building must be at least large.

Finally, the final tier for CA is Tier 4, giving a whopping 100% increase in production. A tier 4 building must consist of 4 sets of building rules, 2 sets of culturally specific blocks, and be composed of 1 culturally specific monument. This building gives 1 major faction wide bonus and must be considered massive. Since there are 2 different categories, it is possible to achieve a 200% bonus to production with the second category combined with the first. Though Architecture (A) alone will only give a maximum of 100% efficiency. Rather than focusing on the Cultural aspect of Architecture, this focuses on the beauty and appearance of efficiency.

First, Tier 1 A offers a 25% bonus to production. It must consist of 2 resources, anything less will not receive this buff. To prevent confusion, yes, different types of wood can be considered the same resource, but brick and stone are considered to be different. Thus, basic and advanced blocks should be considered separately. If something is unclear, confront a staff member to offer clarification. This will be further developed once game launch has happened. A Tier 1 building must be at least small.

Second, a Tier 2 A offers a 50% bonus to production, and must be considered at least medium in size; while also consisting of 3 different types of resources.

The Tier 3 A offers a 75% bonus to production, and must be built up of 3 different types of resources, as well as 1 luxury resource that is either in tandem with the building's structure, or built as a monument. (This must not overlap with CA.) A luxury resource must not be a part of the production facilities production (Cannot use marble if it is a marble mine) and must not be a biological derivative. This building must be considered at least large.

And lastly, Tier 4 A, which offers a 100% bonus to production. The Tier 4 A must be considered Massive, as well as being made up of 4 types of resources as well as a luxury resource either in tandem with the buildings structure or an exterior structure. (Like Tier 4.) Because Architecture is by far a simpler buff to achieve by most factions, it does not offer additional effects. It is also important to realize that deliberately creating an ugly and representative building of an unintelligent or alien species can achieve the same amount of buffs as a faction with pretty and beautiful buildings.

This was a lot to go over, and KBD does not expect its entire participating population to memorize this. This is why people who specialize are an important factor to take into account while making your team. Leaders are expected to be both educated and responsible, but sometimes it’s a good idea to allow the player base to allow some weight off of their leaders shoulders by memorizing only specific parts of the metagame. In this sense, an organized advisor system is officially recommended by KBD, and staff will ask each leader if they would like to bring in an advisor during planning, conversation, and decision making. Advisors do not maintain any official power, and cannot make decisions without the presence of the leader, or leaders.