TFC: The Fertile Crescent
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About the Game
TFC is a classic base-building RTS inspired by the struggles of growth, advancement, and conquest in the cradle of civilization. Establish your village near fertile lands, and balance your food surplus against the size of your civilian and military might, as you build your village.
Food is responsible for more than just feeding your troops. It determines the rate your population grows, and how quickly you can gain Knowledge Points. Keeping your village fed will ensure your prosperous expansion, but allowing your farms to be compromised can bring even the strongest economies to their knees.
Inspired by the real history of the Near East Bronze Age era, TFC utilizes classic RTS elements while offering a unique perspective for the genre. Taking technological limitations and advancements into account, players will need to carefully consider how to spend their precious Knowledge Points, as they explore the Village Improvements that are designed to enable players to quickly counter an opponent’s strategy.
Strategic Options From The Beginning
Heavily inspired by the giants of the genre, TFC looks to expand on the mechanics of its contemporaries in interesting ways, giving players multiple strategic actions to explore from the very beginning of a match. There are multiple paths to victory, and players can quickly adapt their strategy to respond to enemy actions. How well players leverage this freedom will determine whether they experience glorious victory, or crushing defeat.Consequential Fertility Mechanic
Food is the foundation of every successful village. Locate fertile ground and build your village around it to ensure that there is enough to sustain your growing population. Balancing your food surplus against your villagers and growing military is important, and protecting your farms is critical if you want to keep your village alive. Likewise there’s no better way to demoralize your opponents’ populations than by destroying their farms, and decimating their economy.Advance Your Village
Increase the strength of your village as you explore Village Improvements. TFC features a collection of powerful improvements that allow commanders to spend points to quickly react to their enemy’s advancements, or perhaps create a window of opportunity to strike. With various ways to boost your economy and military, your strategic options are always clear to understand, and easy to implement.Play Online With Up To 4 Players
An AI can be quite the challenge, but nothing can replace a real player. Available at launch, battle it out with up to three other commanders in order to prove who is the best at managing their village, army and food supplies. Challenge your friends or complete strangers, and visit our Discord to find new rivals. May the most prosperous village win, or perhaps the smarter commander? Everything is in your hands!
Steam User 2
1.很好玩,这个机制甚至可以完全复刻到帝国时代2的编年史文明中去,强烈建议两个游戏联动一下~!
2.期待增加更多民族,比如苏美尔、赫梯、埃兰(波斯)、迦南、海上民族等等。
3.期待增加港口与海战系统!(舰队可以设计为缓慢消耗木头,毕竟舰船需要用木头修,如果木头耗尽,舰船就会缓慢掉生命值)
4.期待加入贸易系统,包含陆上、海上商队的贸易,获得是青铜,甚至能为盟友极为缓慢地传播学识。
5.强烈建议地图上中立的神殿占领之后除了增加学识获取速度,还能招募祭司或者神谕者,可以为部队回复血量和招降敌人,设计为只能通过占领中立建筑招募,而不能自己招募(很合理呀,青铜时代宗教传承都是有数的,是垄断阶级)。
6.如果舰队系统引入,就可以新增中立建筑林场,可以增加木头获取速度。
7.占领村庄还能增加大约10-20的人口容量(具体数值看平衡性)。
8.也可以增加中立建筑天然矿山或者矿井、渔场等。
9.引入英雄系统,通过宫殿招募,有且仅有1个,各文明形象不同,技能不同,模型比一般单位略大。
10.极难模式引入灾难系统(瘟疫、虫害、暴雨洪水、干旱、火山喷发、海啸、邪神入侵等)
1. It's very fun! This mechanism can even be completely replicated into the chronicle civilization of Age of Empires 2. I strongly recommend a collaboration between the two games!
2. We look forward to adding more ethnic groups, such as Sumerian, Hittite, Elamite (Persian), Canaanite, Sea Peoples, and so on.
3. Looking forward to adding a port and naval combat system! (The fleet can be designed to consume wood slowly, as ships need wood for repairs. If the wood runs out, the ships will slowly lose health points)
4. Looking forward to joining the trade system, which includes trade via land and sea caravans, gaining access to bronze, and even being able to disseminate knowledge to allies at a very slow pace.
5. It is strongly recommended that after occupying neutral temples on the map, in addition to increasing the speed of acquiring knowledge, players can also recruit priests or oracles, who can heal troops and recruit enemies. The design should be such that only by occupying neutral buildings can players recruit these characters, rather than being able to recruit them themselves (this makes sense, as religious traditions in the Bronze Age were limited and monopolized by certain classes).
6. If the fleet system is introduced, a neutral building, the forest farm, can be added to increase the speed of wood acquisition.
7. Occupying a village can also increase the population capacity by approximately 10-20 (specific numbers subject to balance).
8. Neutral buildings such as natural mines, mines, and fishing grounds can also be added.
9. Introduce a hero system, recruitable through palaces, with only one available, each having a distinct civilization image and unique skills, and featuring a slightly larger model compared to regular units.
10. Extreme difficulty mode introduces a disaster system (plague, pest infestation, rainstorm floods, drought, volcanic eruption, tsunami, invasion of evil gods, etc.)
Steam User 0
非常的nice,值得推荐