                              "EXPERIMENT"

                       "The Experiment is the Experiment ". Strugatsky Brothers.

ATTENTION: THE MAP IS DESIGNED ONLY FOR MULTIPLAYER GAME!

GENERAL CHARACTERISTIC
Type: multiplayer, WoW, size M, 2 levels, 2 players

            RULES OF THE GAME (CONDITIONS OF THE EXPERIMENT:)

                          -- General concept --

In game  the concept "population" is entered which is submitted by the peasants. 
The  production of resources,  soldiers,  monster's  dwellings occurs in view of 
quantity of the population with the help of scripts.

                      --- Production of resources --

Any mines in game do not  produce  resources. In order that the mines have begun 
to work, it is necessary to enter the peasants in them. The gold  mine  produces 
1000 gold, if 50 peasants are entered into it. 100  peasants in  gold  mine will 
produce 2000 gold per turn. This is a limit. The  further  increase of peasants, 
will not result in increase of production. By the same principle all other mines 
work. The dependence of productivity of mines on number of the peasants is given 
below.

Type of the mine        standard productivity           maximum productivity
                        production   peasants           production  peasants

Gold 		        1000            50 	 	2000          100
Crystals                   1            25                 2           50
Sulfur 	                   1            25                 2           50
Mercury                    1            25                 2           50
Gems                       1            25                 2           50
Wood                       2            24                 4           48
Ore                        2            24                 4           48

Example:  basically,  suffices  for  work  of  mine  1  peasant. In gold mine he 
produces 20 gold per turn, in crystal mine (for example)  he  produces 1 crystal 
per 25 turns.

THE CITIES DO NOT PRODUCE GOLD!!!
The only method to produce it is gold mine.

                      --- Levels of the taxes --

For each city in game it is  possible to establish the level of the taxes. There 
are  three  levels: low, normal and high. In the  beginning of a game by default 
the normal level is established. (Now,  attention,  we come  nearer  to the main 
minus of the game - to the interface). The changing of a level of taxes is  made 
on  event  "entered"  in  the  castle.  For  establishing  of  a low level it is 
necessary  to enter into the castle 1 peasant, normal - two, high - three. Thus, 
probably,  the event will not be activated always (it is the trouble of Heroes). 
To  work  for certain, it is enough to remove the peasants on one crate from the 
castle and enter them again. The difference between levels is given below.

1. Low level: In city there is a growth of the population 1% per turn .
   Normal level: the population of city is stable.
   High  level: the  population  of  city decreases. The reduction makes 1 % per 
turn.

2. Low level: the amount of gold necessary for building of monster's dwelings is 
in 1,5 times more. The amount of other resources remains standart.
An example: building cost of Altar of Wishes - 9375 gold + 12 gems.

Normal level: building cost of dwellings at a normal level of the taxes is 
standard. An example: cost of Altar of Wishes - 6250 gold + 12 jems.

High level: the quantity(amount) of gold  necessary for construction , 
in 2 times is less. An example: cost of Altar of Wishes - 3125 gold + 12 jems.

All others resourses are similar.

3. Low level: each peasant in city produces 4 BP (Building Points) per turn.
   Normal level: each peasant in city produces 2 BP per turn.
   High level: each peasant in city produces 1 BP per turn.

To build 1-st level monster's dwelling it is necessary 200 BP, 2 level - 400 BP, 
3-rd level - 600 BP, 4-th level - 800 BP. Thus, at the population of city in 100 
peasants, 4-th level monster's dwelling will be is under construction 4, 2 and 8 
turnes,  accordingly.  During  construction  the  level  of  the taxes cannot be 
changed.  Well  and,  as  a joke:  one  peasant  will build 4-th level monster's
dwelling  in  normal  conditions  400  turns. If in city  there are no peasants, 
dwelling will not be constructed.

4. Low level: the gain of the monsters in 2 times is less. Each peasant produces
1 MP (Monster Point) per turn.
   Normal level:  a  gain  of the monsters is normal. Each peasant produces 2 MP 
per turn. At  the  population of the castle 100 peasant the gain of the monsters 
is equal to the standard of Heroes.
   High level:  the  gain  of  the  monsters  in 1,5 times is more. Each peasant 
produces 3 MP.

For  each  monster  there is a number of MP necessary for the manufacture. These 
numbers will be given below.

Summary:  at  normal  level  of taxes all parameters are average; at a low level  
there is a growth of the population, monsters are made twice less, the buildings 
are  under  construction  twice faster, but require in 1,5 times more gold. At a 
high level of taxes the population of the castle decreases, the gain of monsters 
in  1,5  times  is  higher,  buildings  in  2  times  are cheaper, but are under 
construction in 2 times longer.


                           --- Construction --

All  dwellings in cities are realized with the help of scripts. "Physically" (if 
it  is  possible  to tell so in relation to the virtual world of game:) they are 
not built. To build  dwelling  it is necessary to enter into city 4 peasants and 
then to choose the  necessary  dwelling.  The  construction  will be offered, if 
there  is  enough  of  resources,  at  the  current  moment there is no of other 
construction and, if the preliminary conditions are executed. (For  construction 
of 4-th level dwelling 3-td should be  constructed,  for 3-rd - second.) In each 
castle there are  6  places  for  construction of dwellings. On any place can be 
build  any  dwelling. At  filling  all  places, it  will  be  offered  to you to 
construct new dwelling on a place of old. Old thus disappears. Cost  of  various 
constructions is given below. Cost of standard constructions is not changed.

Type 		 	gold 	 wood 	 ore 	 crys. 	 sulfur  mercury  gems

LIFE

Squire's Guild 	 	1500 
Archer Range 	 	1500 
Ballista Works 	 	3000 	 6 
Guardhouse 	 	3000 	 3 	 3 
Monastery	 	6250 	 4 	 4 	 8 
Barracks 	 	6250 	 12 	 12
Knight's Chapter 	14000 	 40 	 32
Altar of Light	 	14000 	 12 	 10 	 15 			 12
Siege Workshop	 	14000	 20      20                        15 

Type 		 	gold 	 wood 	 ore 	 crys. 	 sulfur  mercury gems 	

THE ORDER

Dwarwen Mines	 	1500 
Halfling Burrow	 	1500 
Golem Factory	 	3000 		 6 
Mage Tower	 	2750 			 1 	 1 	 1 	 1 
Golden Pavilion	 	6250 	 8 	 8 	 4 
Altar of Wishes	 	6250 						 12 
Dragon Factory 	 	14000 	 12 	 30 	 4 	 4 	 4 	 4
Cloud Castle 	 	14000 	 16 	 16 				 20
Ward of Sorcery	 	14000 			 10 	 10 	 10 	 10

Type 		 	gold 	 wood 	 ore 	 crys. 	 sulfur	 mercury gems 	

DEATH

Torture Chamber	 	1500 
Cemetry		 	1500 
Desecrated Grave 	1500 
Barrow Mound 	 	3250 			 3 
Kennels		 	3000 	 4 			 1 
Embalmer's Lab	 	3000 		 4 		 1 
Parapet 	 	3000 		 6 
Ice Gate 	 	6250 		 	 10 
Spawning Pit 	 	6250 		 8 			 8 
Mansion		 	6250 	 8 		 8
Temple of the  Damned 	14000 	 6 	 8 		 20 		 10 
Dragon Graveyard 	14000 	 12 	 14 	 6 	 6 	 6 	 6 
Dark Knight's Sanctum 	14000 	 70

Type 		 	gold 	 wood 	 ore 	 crys. 	 sulfur	 mercury gems 	

CHAOS

Den of Thieves	 	1500 
Orc Towers	 	1500 
Warren  	 	1500 
Pirate's Cove	 	1500 
Labyrinth 	 	3000 						 3 
Statuary Garden	 	3000 		 6 
Pillar of Eyes 	 	3000 					 3 
Troll Cave	 	3000 				 3 
Volcanic Vent	 	6250 		 14 		 5 
Black Wood	 	6250 	 14 				 5 
Goblin Armory 	 	6250 	 14 	 10
Hydra Pond	 	14000 	 16 		 4 	 6 	 20 
Dragon Cave 	 	14000 	 6 	 6 		 30
Megacave                14000                            18      18

Type 			 gold 	 wood 	 ore 	 crys. 	 sulfur	 mercury gems 	

NATURE

Wolf Den	 	1500 
Fae Trees	 	1500 
Wine Keg 	 	1500 
Tiger Den	 	3000 		 6 
Treetop Lodge	 	3000 	 6 
Magic Rainbow 	 	3000 						 3 
Air Portal 	 	6250 						 6 
Fire Portal  	 	6250 					 6 
Earth Portal 	 	6250 				 6 
Water Portal 	 	6250 			 6
Unicorn Glade 	 	6250 	 12 					 6 
Griffin Cliffs 	 	6500 	 6 	 10 	 4 
Hothouse 	 	6250 	 12 		 6
Creature Portal* 	6500 		 10 				 5 
Magic Forest 	 	14000 	 14 	 6 	 7 	 7 	 7 	 7
Pyte	 	 	14000 	 16 			 10 	 20
Mantis Nest 	 	14000 	 20 		 4 			 20
Gargantuan Dell	 	14000 	 10 	 10 	 30

Creature Portal and Elemental Portals  require  for the construction presence of 
2-nd level dwelling, but they do not allow to build fourth. More in detail about 
Creature Portal is lower.

Type 		 	gold 	 wood 	 ore 	 crys. 	 sulfur	 mercury gems 	

POWER

Longhouse 	 	1500 
Centaur Stables	 	1500 
Nomad Tents 	 	3000 	 6 
Harpy Peak	 	3000 		 4 			 1 
Ogre Fort 	 	6250 	 8 	 8 	 1 	 1 	 1 	 1 
Cyclops Cave	 	6500 		 4 				 10
Behemoth Crag 	 	14000 	 6 	 20 	 24 
Cliff Nest 	 	14000 	 20 		 6 	 6 	 16
Beast Pen		14000
Breeding Pen* 	 	15000 	 10 	 30

Breding Pen can be constructed only in the barbarian castle. For this purpose it 
is necessary  to enter into it 5 peasants. Thus productivity of the peasants (in 
) varies  as  follows: at a low level of the taxes changes are not present; at 
normal each peasant instead of 2  produces 3  (gain  above in 1,5 times), at 
high  instead  of  3   - 5   (the  gain is higher 40 %). Breeding Pen do not 
requires the place for construction.

                        --- Gain of the monsters --

The  gain of the monsters, as was already told, depends on number of peasants in 
the  castle  and  the level of taxes. The important feature is that the produced 
monsters  AT ONCE  are  placed  in the garrison of the castle, and the resources 
(their cost) are  taken away from the player. If resources does not suffice, the 
new  monster  will not appear. Thus any "accumulation" will not be. For example, 
at  the  population  100  peasants  and  normal level of taxes black dragon are 
produced  7  days.  If at  7-th  day  the  player  will not have 8000 gold and 4 
sulfurs,  dragon  will not appear, it will be necessary again to wait 7 days for 
the next  gragon. If you will construct too much dwellings, you always will have 
zero (or  nearly  zero:) gold. To  fill  up  treasury, it is possible to lower a 
level  of taxes (thus a gain of the monsters will decrease), to remove a part or 
all peasants from  castle (if there are no peasants, a gain of the monsters will 
not be), to destroy  superfluous dwellings (about it below). The monsters, their 
cost and gain are given in the table. The gain per one week is given for a case, 
when  a  level  of  taxes  is  normal,  and  the population of the castle is 100 
peasants.

 Productivity  by the peasant:  
 	Low taxes:  	1  per turn.
	Normal taxes: 	2  per turn.
	High taxes: 	3  per turn.


Type 		 cost 		necessary number MP      a gain per week

LIFE

Squire	 	 26 			 67 			 21
Crossbowman 	 32 			 88 			 16
Ballista 	 190 		 	200 			 7
Pikeman 	 150 		 	156 			 9
Monk		 550 		 	234 			 6
Crusader 	 650 		 	280 			 5
Champion 	 2000+2wood+2ore 	350 			 4
Angel	 	 4000+2jems 	 	700 			 2
Catapult         3000+6wood+2ore        700			 2

Type 		 cost 	 	necessary number  	 a gain per week

THE ORDER

Dwarf 		 28 			78 			 18
Halfling 	 22 			60 			 23
Gold Golem	 240 			234 			 6
Mage 		 160 			175 			 8
Naga	 	 850 			350 			 4
Genie 		 550 			234 			 6
Dragon Golem 	 4000+4ore 		700 			 2
Titan 		 4000+2jems 	 	700 			 2
Evil Sorceress 	 4000+2mercury 	 	700 			 2

Type 		 cost 	 	necessary number  	 a gain per week 	

DEATH

Imp 		 18 		 	50 			 28
Skeleton	 22 		 	56 			 25
Zombie 		 36 		 	100 			 14
Ghost	 	 140 		 	156 			 9
Cerberus 	 190 		 	200 			 7
Mummie	 	 160 		 	175 			 8
Gargoyle 	 160 		 	175 			 8
Ice Demon 	 850 		 	350 			 4 
Venom Spawn	 1100 		 	467 			 3
Vampire		 1100 		 	467 			 3
Devil 		 4000+2sulfur 	 	700 			 2
Bone Dragon 	 4000+2crystal 	 	700 			 2 
Dark Champion	 4000+4ore 	 	700 			 2

Type 		 cost 		 necessary number  	 a gain per week 	

CHAOS

Bandit		 20 			 53 			 26
Orc 		 34 			 88 			 16
Troglodyte 	 28 			 78 			 18
Pirate		 22 			 60 			 23
Minotaur 	 230 			 234 			 6
Medusa 		 220 			 234 			 6
Evil Eye 	 220 			 234 			 6
Troll 		 230 			 234 			 6
Efreet 		 850 			 350 			 4
Nightmare 	 800 			 350 			 4
Goblin Knight 	 1000 			 350 			 4
Hydra 		 4000+2mercury 		 700 			 2
Black Dragon 	 8000+4sulfur 		 1400 			 1
Megadragon       8000+2sul+2mer

Type 		 cost 		 necessary number  	 a gain per week

NATURE

Wolf		 36 			 94 			 15
Sprite 		 22 			 60 			 23
Leprechaun 	 24 			 60 (180) 		 23
White Tiger 	 220 			 234 			 6
Elf 		 190 			 200 			 7
Satyr		 170 			 175 (525) 		 8
Air Elemental 	 350 			 156 (467) 		 9 
Fire Elemental 	 350 			 156 (467) 		 9 
Earth Elemental	 375 			 156 (467) 		 9 
Water Elemental	 350 			 140 (420) 		 10
Unicorn 	 650 			 280 			 5
Griffin 	 800 			 350 			 4
Waspwort 	 550 			 200 (600) 		 7
Faerie Dragon 	 4000+2jems 		 700 			 2
Phoenix 	 4000+2mercury 		 700 			 2
Mantis		 4000+2jems 		 700 (2100) 		 2
Gargantuan 	 4000+2crystal		 700 			 2

*Creature Portal can be constructed only in the castle of a Nature. It is under 
construction as well as dwelling. It also works too as , which 
production, however, can be switched. For this purpose it is necessary to enter 
into the castle 5 peasants. In comparison with usual dwellings Creature Portal 
has three times smaller gain. (Three Creature Portals will have the same gain, 
as one dwelling. Thus they can be switched.) All Creature Portals constructed in 
one castle are switched simultaneously.

Type 		 cost 		 necessary number  	 a gain per week 	

POWER

Berserker 	 20 			 74 			 19
Centaur 	 40 			 156 			 9
Nomad	 	 150 			 234 			 6
Harpy 		 110 			 175 			 8
Ogre Mage 	 350 			 234 			 6
Cyclops		 750 			 467 			 3
Behemoth 	 2750+2jems 		 700 			 2
Thunderbird 	 1800+2mercury 		 467 			 3
Frenzied Gnasher 4000+2crystal		 700			 2
 
Example:  the  population  of  the castle is 80 peasants. There is constructed 2 
cyclop's  dwellings  in the castle. A level of the taxes is normal. Breeding pen 
is constructed.

Number of cyclpos =
=80(peasants)*[2+1]()*2(two dwellings)*7(days)/467( of cyclop) =
= 7,2 Ceclops per one week. (That requires 5250 gold per one week.)

// 2+1 - number of   per  one peasant. At a normal level of taxes each peasant 
produces 2  and 1  add Breeding Pen.

                      --- Destruction of dwellings ---

Superfluous  dwellings  can  be  destroyed.  For this purpose it is necessary to 
enter into city 6 peasants.

                       FEATURES OF THE MAP "EXPERIMENT"

On  the  map  there  is  a  set of quest gates, through which can be passed only 
armies without any hero.

Under ground there is one  standard gold mine, which works without the peasants. 
Only armies without heroes can go there, but they will not return.

On  the  territory  of  each  player  there are 4 fourth level guarded monsters, 
appropriate  to him.  If to kill the security guards, the monsters will join the 
player. (to the one who has killed the security guards).

There are three types of quest hats.

"High tower". For 5000 gold it is possible to buy unknown random dwelling of the 
monster. Dwelling  will  be constructed on the next turn, if in the castle there 
is even one peasant.

"Cave".  It  is  possible  free-of-charge one of time to construct in the castle 
dwelling of  the  third  level  on  a  choice from: crusaders, genies, vampires, 
nightmares,  griffins,  cyclops.  The  construction  will last in 2 times longer 
usual.

"Dark Temple".  For  5000  gold  it  is possible once per turn to blow up random 
dwelling  in  the  castle  of  the opponent. Probability of success 50 % (if the 
opponent has occupie) all six places). If the quantity of dwellings is less than
six,  in  a  case  the  success  is possible to blow up an empty place (actually 
miss:)

On  the  map  are  switched - off useless artifacts (sea and raising passability 
on absent types of ground).

The  skill  "Nobility"  in  game  does  not work, therefore it switched off. The 
opportunity   of   occurrence  of  starting  hero  -  lord  is  excluded.  Skill 
"Navigation" also is switched - off.

Attack  the  enemy  peasants,  destroy  his economic power, and do not forget to 
protect yours.

The last change: new game mode is available in which all monsters  are  produced 
without any resources. You will need resources only to buy dwellings. 

Author's e-mail: rimid1024@mail.ru 

Rimid.
