44 KiB
Shadowed Realms - Complete Design Document (Updated)
Table of Contents
- Game Overview
- Technical Architecture
- Combat System
- Alliance System
- Kingdom vs Kingdom (KvK) Events
- Kingdom Management
- Alliance Territory System
- Dragon System
- Resource Economy
- PvE Content System
- Player Progression System
- Monetization Strategy
- Server Infrastructure
- Implementation Roadmap
Game Overview
Vision Statement
Create a production-ready multiplayer strategy MMO that addresses critical design flaws in existing King of Avalon-style games while maintaining commercial viability. Focus on preserving player agency, preventing pay-to-win dominance, and avoiding vendor lock-in through self-hosted infrastructure.
Core Objectives
- Preserve Player Agency: Field interception system allows defenders to meet attackers before castle sieges
- Prevent Pay-to-Win: Speed boost limitations and skill-based alternatives maintain competitive balance
- Strategic Depth: Multiple victory paths and sophisticated political systems
- Social Preservation: Alliance coalition system eliminates forced alliance merging
- Technical Independence: Self-hosted infrastructure avoids cloud vendor lock-in
Target Platform
- Primary: Mobile (iOS/Android) with Unity client
- Secondary: PC support with enhanced features
- Cross-Platform: Shared progression and multiplayer interaction
Launch Parameters
- Maximum Castle Level: Level 30 (expandable post-launch)
- Maximum Troop Tier: T10 at launch
- Post-Launch Expansion: T11 at Castle 35, T12 at Castle 40, T13 at Castle 44
Technical Architecture
Development Stack
Client Side:
- Engine: Unity 2023.3 LTS
- Networking: Unity Netcode for GameObjects (client-side only)
- UI Framework: UI Toolkit for scalable interfaces
- Platforms: iOS, Android, PC (Windows/Mac/Linux)
Server Side:
- Language: C# .NET 8 (for production)
- IDE: Visual Studio 2022
- Framework: ASP.NET Core Web API
- Database: PostgreSQL with Entity Framework Core
- Caching: Redis for sessions and real-time data
- Real-time: SignalR for WebSocket communication
- Hosting: Self-hosted, cross-platform (Linux/Windows)
Architecture Principles
- Server-Authoritative: All game logic validated server-side
- Cross-Platform Deployment: Identical operation on Linux and Windows
- Horizontal Scaling: Kingdom-based partitioning for growth
- Decoupled Design: Unity client communicates with independent server
Combat System
Core Combat Mechanics
Troop System
Four Main Troop Types:
- Infantry: Defensive tanks, absorb casualties
- Cavalry: High damage, mobile attackers
- Bowmen: Ranged damage dealers
- Siege: Anti-building specialists
Effectiveness Matrix:
Infantry > Cavalry > Bowmen > Siege > Infantry
Tier System:
- 10 tiers per troop type at launch (T1-T10)
- Higher tiers cost more but provide better effectiveness
- Mixed-tier armies often optimal due to resource constraints
Battle Resolution
Statistical Combat System:
Effective Damage = (Attacker Attack - Defender Defense) × Damage Multipliers
Casualties = Effective Damage / Troop Health
Key Modifiers:
- Dragon Skills: Significant damage and damage reduction bonuses
- Equipment Bonuses: Lord gear provides army-wide improvements
- Research Bonuses: University and Alliance research trees
- Terrain Effects: Different battlefield types affect troop effectiveness
Automatic Field Interception System
Revolutionary Defensive Innovation
Automatic Interceptor Formation:
- Pre-configured defensive army set by defender
- Automatically deploys against incoming attacks without manual intervention
- Toggle on/off - players can enable/disable the system
- 24/7 protection - works whether player is online or offline
Per-Attacker Trigger System
Smart Anti-Abuse Mechanics:
- First attack from Player A → Interceptor triggers
- Second attack from Player A → Goes directly to castle (no interception)
- First attack from Player B → Interceptor can trigger again
- Prevents ping-pong exploitation while maintaining defensive value
Hybrid Defense System
Multiple Attacker Management:
- Interceptor auto-engages largest incoming attack (by army size)
- 20% reserve force held back for potential second engagement
- Maximum 2 engagements per interceptor deployment
- Priority target selection prevents overwhelming but maintains coverage
Strategic Risk/Reward Balance
Interceptor Advantages:
- Field initiative - meet enemies on neutral ground
- Tactical choice - prevent siege bonuses for attackers
- Always active - works even when offline
Interceptor Disadvantages:
- No home castle buffs - lose defensive research, trap support, wall bonuses
- Committed troops - can't use those armies for other activities
- Double jeopardy - lose interceptor battle AND still face castle attack
- March capacity based - interceptor size limited by march capacity and dragon presence
Attack Classification System
Lightning Raids (2-5 minutes) - UNRESTRICTED
- Targets: Resource gatherers, exposed armies
- Purpose: Fast resource acquisition
- Restrictions: None - full speed boost effectiveness
- Balance: Only works on small, exposed targets
Hit-and-Run Attacks (5-15 minutes) - LIGHTLY RESTRICTED
- Targets: Castle outskirts, economic buildings
- Restrictions: 5-minute minimum approach time
- Purpose: Quick tactical strikes without full siege commitment
Surgical Strikes (10-30 minutes) - MODERATELY RESTRICTED
- Targets: Specific strategic elements
- Restrictions: 10-minute minimums, reduced speed boost effectiveness
- Purpose: Strategic depth without slow pacing
Castle Sieges (30+ minutes) - FULLY RESTRICTED
- Targets: Complete base destruction
- Restrictions: All defensive mechanics apply
- Purpose: Epic strategic warfare with proper build-up
Speed Boost Limitations
Preventing Abuse:
- Minimum March Times: 5-30 minutes based on distance
- Diminishing Returns: Each successive speed boost less effective
- Detection Grace Periods: Mandatory warning times regardless of speed boosts
- Phase-Based Pricing: Speed boosts cost more in final approach
Stealth Attack System
Free Stealth Through Skill
Route Planning Mechanics:
- Forest Paths: 75% reduced detection range
- Mountain Passes: 60% reduced detection range
- River Valleys: 50% reduced detection range
- Timing Windows: Attack during target's offline hours for 90% stealth
Skill Requirements:
- 2-6 hours of route scouting and target analysis
- Learning defender patterns and offline schedules
- Terrain knowledge and route optimization
- Precise timing coordination
Premium Stealth Convenience
Gold-Based Alternatives:
- Instant Route Analysis: 200 gold for immediate scouting
- Intelligence Reports: 300 gold for defender activity analysis
- Stealth Enhancement: 500 gold for artificial stealth bonuses
Alliance System
Alliance Structure and Hierarchy
Leadership Roles
Alliance Leader (1) - Ultimate authority
├── Right Hand (1) - Co-leader with most permissions
├── Generals (3-5) - Military commanders and recruiters
├── Captains (8-12) - Mid-tier leaders and moderators
├── Veterans (20-30) - Experienced trusted members
└── Members (60-150) - Standard participants
Role-Based Permissions
- Send Mail, Kick Members, Accept Applications
- Initiate War, Manage Resources, Set Policy
- Promote Members, Alliance Research, Territory Management
Alliance Progression System
Alliance Levels (1-25)
Level Benefits Include:
- Member Capacity: 50 → 200 members
- Territory Slots: 1 → 20 controlled territories
- Research Slots: 2 → 15 simultaneous projects
- Rally Size: 500k → 3M total army capacity
Experience Sources
- Combat Victories: Battle wins and rally successes
- Territory Control: Daily XP for strategic locations
- Member Activity: Bonus based on participation rates
- Research Completion: Large XP for alliance projects
- Event Participation: Alliance-wide milestone achievements
Level Requirements
Multiple Advancement Paths:
- Activity-Based: Time and member engagement
- Investment-Based: Resource and gold contributions
- Achievement-Based: Strategic accomplishments and victories
Alliance Research System
Research Categories
Military Research:
- Army Effectiveness (+5% per level)
- Rally Capacity (+10k per level)
- March Speed (+3% per level)
- Reinforcement Efficiency (+2% per level)
Economic Research:
- Resource Production (+8% per level)
- Construction Speed (+5% per level)
- Trading Efficiency (+10% per level)
- Tax Collection Optimization (+3% per level)
Technology Research:
- Advanced Communications (coordination tools)
- Intelligence Networks (enemy detection)
- Logistics Mastery (reduced march costs)
- Defensive Strategies (fortification bonuses)
Alliance Economy
Treasury System
Revenue Sources:
- Member Donations: Voluntary contributions
- Territory Income: Automatic from controlled areas
- Tax Collection: Percentage of member generation
- War Spoils: Resources from successful battles
- Trade Commissions: Fees from facilitated trades
Resource Sharing
- Member-to-Member Trading: With alliance commission
- Emergency Assistance: Support for attacked members
- Bulk Purchasing: Collective buying power discounts
- Research Funding: Pooled resources for advancement
Kingdom vs Kingdom (KvK) Events
KvK Scheduling and Timing
Kingdom Creation and First KvK
- New Kingdom Creation Trigger: When current newest kingdom reaches ~1,200 players
- First KvK Delay: 1 month after kingdom creation
- Realistic Timeline: First KvK typically occurs months 2-4 depending on population growth
- Age-Based Matching: Kingdoms matched with similar creation dates when possible
KvK Frequency
- Standard Schedule: Once per month (configurable)
- Frequency Adjustments: Based on player feedback and engagement metrics
- Population Considerations: May adjust timing based on kingdom development rates
3-Kingdom KvK Format
Enhanced Political Complexity
Triangle Dynamic:
- Kingdom A vs Kingdom B vs Kingdom C
- No permanent alliances - any two can ally against the third
- Dynamic alliance shifts throughout the 6-hour battle
- Trust becomes strategic resource with long-term consequences
Real-Time Political Alliance System
Alliance Proposal Framework:
- Formal proposals between kingdom Host Alliances during KvK
- Example: "Kingdom A + Kingdom B eliminate Kingdom C first, then 1v1 finale"
- Accept/Reject/Counter-propose options for strategic negotiation
- Betrayal mechanics - either kingdom can attack their "ally" instantly breaking alliance
Active Alliance Benefits:
- Cross-kingdom reinforcements - Kingdom B can help defend Kingdom A's castles
- Coordinated attacks - Joint rallies against common enemy
- Shared intelligence - Both kingdoms see each other's strategic information
- Joint victory bonuses - Shared rewards if target kingdom eliminated
Betrayal Consequences:
- Instant alliance termination when ally attacks ally
- All reinforcements recalled immediately upon betrayal
- Public announcement of betrayal visible to all kingdoms
- Reputation impact affecting future KvK negotiation credibility
Alliance Coalition System (Revolutionary Feature)
Preserving Alliance Independence
Core Innovation:
- No forced alliance merging - all alliances maintain independence during KvK
- Coalition cooperation - temporary coordination without structural changes
- Shared kingdom objectives while preserving alliance identity
- Cross-alliance participation in rallies and reinforcements
Democratic Host Selection
Democratic Process:
- 24-48 hours before KvK: Kingdom-wide voting period
- One vote per alliance (not per player) - prevents large alliance dominance
- Alliance leaders cast votes on behalf of their members
- Host alliance responsibilities: Strategic coordination, diplomacy, King/Queen appointment
Rally System Across Alliances
Cross-Alliance Rally Participation
Merit-Based Leadership:
- Any player can start a rally regardless of alliance membership
- Rally participants inherit leader's stats - encourages following strongest leaders
- Natural coordination - players gravitate toward most effective commanders
- Alliance research bonuses: Only rally leader's alliance research applies (prevents host alliance favoritism)
Rally Mechanics:
- Rally leader limit: Can only host 1 rally at a time
- No cooldowns: Can start new rally immediately after previous concludes
- Rally capacity: Based on Hall of War level + Alliance Mega Rally research
- Timing coordination: Multiple strong leaders can launch simultaneous rallies for "double whammy" attacks
Rally Formation Rules:
- 5-minute standard formation time (shorter rallies possible but limited)
- Troops must reach rally castle before departure (geography matters)
- No army composition changes once rally launches
- March speed affects participation ability
KvK Event Structure
Event Duration
6-Hour Base Battle:
- Continuous competition without artificial phases
- Dynamic extensions if victory margins are close (<10%)
- Maximum 8-10 hours including potential overtime
- Optimal timing for multiple time zones
24-Hour Preparation Period
Pre-Battle Activities:
- Strategy Declaration: Choose kingdom focus (Military/Economic/Diplomatic/Technological)
- Treaty Negotiations: Form alliances, non-aggression pacts, trade agreements
- Coalition Planning: Alliance coordination and resource preparation
- Diplomatic Maneuvering: Target selection and partnership building
Multi-Path Victory System
Victory Types
Military Domination: Traditional conquest and territory control Economic Supremacy: Resource control and infrastructure development Diplomatic Victory: Coalition building and alliance success Technological Advancement: Research leadership and innovation Hybrid Strategies: Adaptive multi-path approaches
Victory Point Distribution
- 25% Military actions and conquest
- 25% Economic development and resource control
- 25% Diplomatic achievements and alliance success
- 15% Technological progress and innovation
- 10% Participation bonuses and engagement
Advanced KvK Features
Forest Barrier Mechanics
High-Risk Zone Around Center Castle:
- 50% movement speed reduction in forest zone
- Castle banishment consequence for losing forest battles
- All reinforcements recalled when castle is banished
- Strategic isolation from kingdom support during forest approach
Castle Control Victory
Cumulative Time System:
- Victory Condition: Hold center castle for 3+ hours cumulative
- Any coalition alliance holding castle counts for kingdom
- Rotation strategies allow different alliances to defend
- Last-hour drama as kingdoms race to threshold
Matchmaking and Balance
Multi-Dimensional Analysis
Beyond Raw Power:
- Active Player Count (25% of matching weight)
- Alliance Coordination Score (20% weight)
- Spending Distribution (10% weight)
- Recent Activity Trends (5% weight)
Age-Based Competition Brackets
Month 1-3 Kingdoms: First-time KvK participants, learning-focused Month 4-8 Kingdoms: Developing strategies and competitive meta Month 9+ Kingdoms: Mature competitive play with established politics
Dynamic Balance Mechanisms
Mid-Event Adjustments:
- Underdog bonuses if early results show severe imbalance
- Multiple victory paths beyond pure domination
- Participation rewards ensure meaningful engagement for all
Kingdom Management
Kingdom Population Strategy
Optimal Kingdom Size
Target Population: 1,200-1,500 active players
- Alliance Distribution: 8-12 alliances × 100-150 members
- KvK Balance: Sufficient for competitive 3-kingdom battles
- Social Dynamics: Large enough for politics, not overwhelming
- Resource Competition: Adequate nodes and strategic locations
New Kingdom Creation
Triggers:
- Population Threshold: Current kingdom reaches ~1,200 active players
- Age Requirement: Kingdom minimum 14 days old
- Automatic Process: New kingdoms open when conditions met
Kingdom Selection System
Player Choice with Smart Defaults
Default Selection:
- Newest kingdom accepting players (recommended for new players)
- Population balance consideration
- Language and time zone optimization
Available Information:
- Player count and activity levels
- Kingdom age and competitive level
- Primary language and time zones
- Recent KvK performance and community rating
Personalized Recommendations
Matching Factors:
- Language preference alignment
- Time zone compatibility
- Competitive level (Casual/Moderate/Competitive/Hardcore)
- Community culture fit
Castle Teleportation System
Balanced Teleportation Mechanics
Post-Teleport Combat Restrictions:
- 0-30 minutes: Cannot launch attacks
- 30-60 minutes: 50% army effectiveness
- 1-2 hours: 25% army effectiveness
- 2-4 hours: Normal combat capability
Teleportation Limitations
Proximity Blocks (REMOVED):
- Previous 100km restriction removed to allow legitimate castle sieges and farming
Escalating Costs:
- 1st teleport: 1000 gold, 24-hour cooldown
- 2nd teleport: 2500 gold, 48-hour cooldown
- 3rd+ teleport: 5000+ gold, 72+ hour cooldowns
Territory-Based Pricing
- Friendly territory: 500 gold
- Neutral territory: 1500 gold
- Enemy territory: 5000 gold
- Active war zones: 10000+ gold
Kingdom Merger System
Voluntary Merger Framework
Democratic Process:
- 48-hour proposal period with kingdom-wide voting
- 60% approval threshold required
- Weighted voting based on activity and contribution
- Alliance leader consultation and coalition input
Merger Eligibility
Quality-Based Assessment:
- Competitive viability over raw population numbers
- Coordination quality and strategic execution
- KvK performance and win rates
- Player retention and community health
Compatibility Matching
Multi-Factor Analysis:
- Population balance (neither kingdom > 70% of merged total)
- Alliance structure compatibility
- Economic and technological balance
- Cultural and language compatibility
- Time zone overlap optimization
Alliance Territory System
Core Alliance Buildings
Fortress - Territory Control Hub
- Largest territory claim - major strategic footprint
- Alliance stronghold - heavily defended, high-value target
- Command center - hub for alliance-wide coordination
- Limited quantity - 1-2 per alliance to maintain strategic value
- Upgradeable - Level 1-10 with scaling territory and benefits
Tower - Expansion Points
- Smaller territory bubbles - fill strategic gaps
- Flexible placement - control resource nodes, chokepoints, borders
- Faster construction - easier to build than fortresses
- Contested zones - "first tower up wins" in prime locations
- Upgradeable - Enhanced territory radius and alliance benefits per level
Resource Buildings - Economic Infrastructure
- Alliance-wide resource generation boosts for members
- Specialized buildings for different resource types
- Strategic vulnerability - enemies benefit from destroying these
- Collective investment - alliance funds construction and upgrades
Alliance Hospital - Military Support
- Reduced healing costs for alliance members within territory
- Faster healing times - accelerated troop recovery
- Capacity scaling - handle more wounded troops as alliance/building levels increase
- Strategic military infrastructure enabling more aggressive alliance warfare
Trade Route Buildings - Economic Networks
- In-kingdom alliance commerce - no cross-kingdom trading
- Alliance specialization - some alliances become economic powerhouses
- Farm alliance strategy - dedicated resource generation alliances
- Economic warfare - rival alliances can target trade infrastructure
- Trade route vulnerability - buildings can be attacked and disrupted
Territory Benefits and Scaling
Dynamic Territory System
Alliance Level + Building Level Synergy:
- Territory bonuses scale with both alliance level and individual building level
- Maximum benefits require investment in both alliance advancement AND building upgrades
- Example: Level 20 Alliance + Level 5 Fortress = major bonuses
- Resource allocation strategy - balance alliance research vs building investment
Territory Benefits:
- Resource generation boost for members within territory
- March speed bonus for alliance members in own territory
- Troop training speed improvements near alliance buildings
- Healing cost reduction within alliance medical buildings' territory
Forest Competition Strategy
Prime Territory Around Forest
- Highest tier resource nodes concentrated near forest border
- Strategic positioning for KvK castle approach routes
- Limited prime spots - intense competition during expansion
- Risk/reward balance - better resources but more vulnerable during KvK
Contested Zone Resolution
- "First tower up wins" creates land rush dynamics
- Multiple alliances racing to claim forest-adjacent locations
- Tower construction speed becomes competitive advantage
- Territory wars - destroy enemy construction to claim contested spots
Building Progression System
Upgrade Framework
Building Levels 1-10:
- Exponential resource costs - higher levels require massive investment
- Extended construction times - weeks or months for maximum level buildings
- Collective alliance effort - multiple members contribute to upgrades
- Alliance level gates - advanced building levels require advanced alliance levels
Strategic Investment Decisions:
- Quality over quantity - upgrade existing buildings vs building new ones
- Territorial expansion vs territorial consolidation strategies
- Specialization paths - focus on military buildings vs economic buildings
Dragon System
Dragon Acquisition and Basic Progression
Initial Dragon Acquisition
- Automatic unlock at Castle Level 2 - ensures players understand basic mechanics first
- No equipment system - dragons provide benefits through skills only
- Single dragon per player - maintains strategic choice and balance
Dragon Leveling System
Primary Progression:
- Building level correlation - dragon level tied to castle development
- Activity bonuses - additional XP from completing various in-game actions
- Future expansion potential - gold-based acceleration items in later updates
Dragon Skill Categories
Offensive Skills:
- Flaming Arrows I/II/III: Bowmen damage bonuses against other troop types
- Cavalry Claw I/II/III: Cavalry damage bonuses against other troop types
- March of Fury: Increases army size capacity for larger forces
Defensive Skills:
- Infantry Backbone I/II/III: Damage reduction bonuses for infantry units
- Dragon Blessing: Reduces overall troop casualties in battle
- Smokescreen: Increases trap health for castle defense scenarios
Utility Skills:
- Beast of Burden: Increases resource carrying capacity for gathering
- Winged Heels: Increases march speed for faster army movement
- Trap Wrecker: Anti-trap damage bonuses for siege units
Shadow Dragon System (Premium)
Time-Limited Dragon Support
Revolutionary Multi-March Solution:
- Purchase Shadow Dragons with gold for temporary use
- Every march can have dragon support while Shadow Dragon is active
- Time-limited duration - hours or days depending on purchase tier
- Strategic timing - save Shadow Dragons for crucial battles or KvK events
Balance Considerations:
- Temporary boost rather than permanent advantage
- Strategic resource management - when to use limited Shadow Dragons
- Maintains single permanent dragon as core progression system
- Premium convenience without breaking free-to-play viability
Shadow Dragon Mechanics
- Same skill effects as permanent dragon
- Applies to all marches simultaneously while active
- Countdown timer visible to player
- Cannot be extended - must purchase new Shadow Dragon when expired
- Stacks with permanent dragon for enhanced effects during Shadow Dragon periods
Resource Economy
Resource Types and Uses
Five Core Resources
Traditional Resources:
- Food: Troop training, troop upkeep, building construction
- Wood: Building construction, research projects, equipment crafting
- Iron: Troop training, equipment crafting, advanced buildings
Advanced Resources:
- Silver: Premium currency for advanced items and acceleration
- Mithril: Rare resource for high-end equipment and upgrades
Resource Applications
- Construction: All buildings require specific resource combinations
- Military: Troop training costs scale with tier and quantity
- Research: University and Alliance research consume resources over time
- Equipment: Crafting and upgrading gear requires material combinations
- Alliance: Territory buildings and upgrades require massive resource investment
Dynamic Resource Node System
Node Mechanics
Tier-Based Resource Nodes:
- T1-T10 nodes corresponding to different resource quantities and quality
- Higher tier nodes contain more resources per gathering session
- Troop efficiency scaling - T10 troops gather significantly faster than T1 troops
- Capacity based on node tier - higher tier nodes support more simultaneous gatherers
Node Spawning and Competition
Dynamic Map System:
- Node depletion - nodes disappear when fully harvested
- Random respawn locations - prevents territory monopolization
- Balanced spawn algorithms - ensure adequate resource availability across kingdom
- Geographic distribution - higher tier nodes more likely to spawn near strategic locations
Resource Competition:
- No permanent resource control - nodes move to prevent static advantages
- Gathering speed advantages reward military investment in higher tier troops
- Alliance coordination for securing high-value nodes
- Territory benefits enhance gathering within alliance-controlled areas
Storage and Protection System
Alliance Storage Integration
- Alliance storage buildings provide shared resource pools
- Individual storage houses protect percentage of personal resources
- Protection scaling based on storage house level and alliance storage access
- Raidable resources - unprotected resources can be stolen in attacks
- Strategic resource management - balance protection vs accessibility
Resource Security Balance
- Protected resource percentage requires careful balance testing
- Too much protection reduces raid incentives and economic warfare
- Too little protection frustrates casual players and new accounts
- Dynamic protection scaling based on player activity and development level
PvE Content System
Monster and Barbarian Progression
Sequential PvE Content
Monster Hunting System:
- Level-gated progression - must kill Level 1 monsters before accessing Level 2
- Random map spawning - monsters appear throughout kingdom territory
- Solo engagement - individual players hunt monsters for personal rewards
- Geographic difficulty - higher level monsters spawn near forest and strategic areas
Barbarian Camp System:
- Rally requirement - barbarian camps require coordinated alliance attacks
- Progressive difficulty - must clear lower level camps before accessing higher tiers
- Alliance cooperation - encourages teamwork and strategic coordination
- Proximity to forest - higher level barbarian camps spawn closer to strategic forest areas
PvE Reward Scaling
- Experience and resources from monster kills
- Alliance XP bonuses from barbarian camp victories
- Unique materials available only through PvE content
- Equipment crafting components from higher tier PvE encounters
Raid Mob Kingdom Events
Dynamic Kingdom-Wide Events
Raid Mob Spawn System:
- Completely random timing - no predictable schedule
- Minimum 48+ hour respawn after successful kill
- Random location spawning - cannot be camped or predicted
- Kingdom-wide notification when raid mob appears (optional feature)
Raid Mob Engagement Rules
First-Come, First-Served System:
- First alliance to reach and engage locks the encounter for 10 minutes
- 10-minute exclusive window - sufficient time for organized assault
- Teleport on failure - raid mob relocates if not defeated within time limit
- Defeated army restriction - armies that lose cannot re-engage the same raid mob
Alliance Level Scaling Rewards
Dynamic Reward System:
- Rewards scale with alliance level - ensures value for both new and mature alliances
- Unique materials only available through raid mob encounters
- Alliance-wide benefits - entire alliance receives rewards upon successful completion
- Strategic coordination requirement - encourages alliance teamwork and planning
Player Progression System
Hero and Lord Development
Hero Star System
- Fragment-based progression - collect hero fragments to increase star rating
- Long-term advancement - provides sustained progression goals
- Star-based power scaling - clear milestones with meaningful power increases
- Multiple acquisition methods - events, purchases, achievements
Talent Point Progression
- Activity-based advancement - talent points earned through gameplay actions
- Diversified XP sources - building, researching, fighting, gathering all contribute
- Skill tree specialization - players choose focus areas for character development
- Respec availability - ability to redistribute talent points (potentially premium feature)
Equipment and Crafting System
Material-Based Crafting
- Resource requirements - equipment requires specific material combinations
- Crafting within castle - no separate alliance crafting buildings needed
- Tier-based materials - higher tier equipment requires rare materials from advanced content
- Enhancement system - upgrade existing equipment rather than replacing
Equipment Sources
- PvE content - monsters and raids provide crafting materials
- Resource conversion - basic resources can be processed into crafting materials
- Event rewards - special materials available through competitions and achievements
- Trading system - alliance members can exchange materials and components
University Research System
Individual Research Paths
- Personal advancement separate from alliance research
- Multiple specialization trees - military, economic, technological focus options
- Long-term progression - months of advancement available in each tree
- Strategic choices - cannot max all trees simultaneously, requires focus
Research Integration
- Stacks with alliance research - personal and alliance bonuses combine
- Prerequisites and gates - certain research requires building levels or achievements
- Resource investment - significant resource costs for advanced research
- Time investment - days or weeks for high-level research projects
Monetization Strategy
Revenue Model Framework
Free-to-Play Foundation
Core Gameplay Accessibility:
- All essential features available without payment
- Skill-based alternatives to premium conveniences
- Daily allowances for competitive participation
- Alliance support systems for resource sharing and progression assistance
Premium Convenience Options
Speed Boost System:
- Graduated effectiveness with diminishing returns after multiple uses
- Phase-based pricing - more expensive during final approach phases
- Daily usage caps to prevent pure pay-to-win scenarios
- Emergency reserves available at premium costs for critical situations
Shadow Dragon System:
- Time-limited dragon support for multiple marches simultaneously
- Strategic resource - when to use limited Shadow Dragons for maximum effect
- Maintains balance - temporary boost rather than permanent advantage
- Premium convenience without breaking free-to-play competitive viability
Skill vs. Convenience Balance
Multiple Paths to Success
Free Skill-Based Options:
- Route planning stealth - 2-6 hours of scouting for maximum stealth effectiveness
- Timing coordination - precise attack timing for optimal results
- Alliance cooperation - teamwork and coordination competitive with individual spending
- Strategic planning - long-term progression through smart resource management
Premium Convenience Alternatives:
- Instant route analysis - immediate scouting results for gold
- Intelligence reports - defender activity analysis for premium currency
- Speed boost options - reduced travel time with diminishing returns
- Shadow Dragon support - temporary multi-march dragon bonuses
Tax and Tribute System
Victory-Based Resource Benefits
Conquest Rewards:
- 0% tax on domestic gathering for victorious kingdoms in KvK
- 4% tax on conquered kingdoms' resource collection
- Royal treasury management by democratically elected King/Queen
- Merit-based reward distribution rather than spending-based favoritism
Democratic Resource Distribution
- Elected leadership manages kingdom resources and rewards
- Alliance contribution tracking for fair reward allocation
- Player activity consideration in benefit distribution
- Transparent resource flow with visible contribution and reward metrics
Anti-Pay-to-Win Measures
System Safeguards
- Minimum march times prevent instant attacks regardless of spending level
- Detection grace periods ensure defender response opportunities exist
- Diminishing returns on excessive speed boost usage
- Democratic systems prevent single-player kingdom dominance through spending
Balanced Progression
- Time investment paths can achieve premium-equivalent results
- Strategic skill valued over pure monetary investment
- Alliance cooperation provides competitive advantages beyond individual spending
- Multiple victory conditions prevent single-strategy dominance
Server Infrastructure
Production-Ready Architecture
Self-Hosted Design
Cross-Platform Server:
- C# .NET 8 for identical Linux/Windows operation
- Visual Studio 2022 development environment
- Single binary deployment with minimal runtime dependencies
- Auto-scaling capability for unpredictable growth patterns
Database Strategy
Multi-Kingdom Database:
- PostgreSQL with kingdom-based partitioning
- Redis caching for real-time data and session management
- Automated sharding when kingdom count exceeds server thresholds
- Read replica support for query distribution and performance optimization
Scalability Framework
Kingdom Distribution
Dynamic Assignment:
- Load balancing across server instances based on kingdom activity
- Maximum kingdoms per server with automatic overflow to new instances
- Server health monitoring and capacity management
- Auto-scaling triggers based on player count and usage metrics
Growth Adaptation
Designed for Unknown Scale:
- Single server start capable of handling 1-50 kingdoms
- Horizontal scaling to multiple server instances as growth demands
- Database cluster expansion with kingdom-based sharding strategies
- Configuration-driven scaling parameters for easy adjustment
Monitoring and Administration
Comprehensive Logging
Server Monitoring:
- Combat logging for all battles, outcomes, and balance analysis
- Purchase tracking for spending pattern analysis and revenue optimization
- Player behavior analytics for retention improvement and engagement optimization
- Performance metrics across all server instances and database queries
Administrative Dashboard
Real-Time Management:
- Live kingdom statistics including population, activity, and health metrics
- Server performance monitoring with automated alerting systems
- Revenue analytics and monetization effectiveness tracking
- Player support tools and community management interfaces
Web Dashboard Features
Public Features
Community Engagement:
- Live kingdom map displaying alliance territories and control
- Active battle tracker for ongoing conflicts and major engagements
- Alliance rankings and achievement displays
- Player statistics and leaderboards across multiple categories
Administrative Features
Operational Management:
- Server health monitoring and performance optimization tools
- Balance analysis for game mechanics and competitive fairness
- Revenue tracking and monetization strategy effectiveness
- Community health metrics and player retention analysis
Implementation Roadmap
Phase 1: Foundation (Months 1-3)
Core Infrastructure:
- Visual Studio 2022 project setup with proper architecture and organization
- PostgreSQL database schema design and Entity Framework integration
- Basic API controllers for player authentication and alliance management
- JWT authentication system with ASP.NET Core Identity integration
- Unity client with server communication layer and basic UI framework
Phase 2: Combat System (Months 4-6)
Battle Mechanics:
- Statistical combat engine with troop effectiveness calculations and damage systems
- Dragon system implementation with skills, leveling, and Shadow Dragon mechanics
- Automatic field interception mechanics with per-attacker triggers and hybrid defense
- Speed boost limitations, diminishing returns, and balance systems
- Attack classification framework with appropriate restrictions per attack type
Phase 3: Alliance Features (Months 7-9)
Social Systems:
- Alliance hierarchy and role-based permission systems
- Alliance research trees with military, economic, and technology branches
- Alliance territory system with buildings, upgrades, and scaling benefits
- Alliance level progression with meaningful capacity and feature unlocks
- Resource sharing and treasury management systems
Phase 4: KvK Events (Months 10-12)
Kingdom Warfare:
- 3-kingdom KvK system with dynamic political alliance mechanics
- Multi-alliance coalition system preserving alliance independence
- Democratic host selection with cross-alliance rally coordination
- Victory condition systems with multiple paths to success
- Forest barrier mechanics and strategic territory control
Phase 5: Kingdom Management (Months 13-15)
Population Systems:
- Kingdom creation triggers and population management systems
- Player assignment and kingdom selection interface with smart recommendations
- Castle teleportation system with balanced restrictions and escalating costs
- Kingdom merger framework with democratic processes and compatibility matching
- Tax and tribute systems with royal distribution mechanics
Phase 6: Polish and Launch (Months 16-18)
Production Readiness:
- Performance optimization across all systems and database queries
- Comprehensive testing and quality assurance validation
- Balance refinement based on extensive internal testing and feedback
- Administrative tools and monitoring systems for live service management
- Marketing preparation and community building initiatives
Phase 7: Post-Launch Evolution (Months 19+)
Continuous Development:
- Castle level expansion to 35+ with T11+ troop tiers
- Advanced alliance buildings - Dragon Altar and Spirit Altar ceremony systems
- Seasonal events and competitive tournament systems
- PvE expansion with raid dungeons and advanced monster encounters
- Cross-kingdom features for advanced players and mature server clusters
Success Metrics and KPIs
Technical Performance
- Server uptime: >99.5% availability across all instances
- Response times: <200ms for API calls and <50ms for database queries
- Concurrent players: Target support for 10,000+ simultaneous users per server cluster
- Kingdom capacity: 1,200-1,500 players per kingdom with optimal performance
Player Engagement
- Daily Active Users (DAU) tracking with growth targets and retention analysis
- Session length and frequency analysis for engagement optimization
- Player retention rates (D1, D7, D30) with industry-leading targets
- Alliance participation metrics and social engagement measurement
Business Metrics
- Average Revenue Per User (ARPU) optimization with sustainable growth targets
- Player Lifetime Value (LTV) measurement and improvement strategies
- Conversion rates from free to paying players with balanced monetization
- Kingdom population health and competitive balance maintenance
Community Health
- Alliance stability and member retention within social structures
- KvK participation rates and competitive balance across all kingdom tiers
- Player satisfaction through regular surveys and community feedback analysis
- Community growth through organic word-of-mouth and player referrals
Risk Management and Mitigation
Technical Risks
- Server scaling challenges - Mitigated by kingdom-based partitioning design and horizontal scaling architecture
- Database performance - Addressed through PostgreSQL optimization, Redis caching, and read replica strategies
- Security vulnerabilities - Prevented by server-authoritative design and comprehensive input validation
- Cross-platform compatibility - Managed through .NET 8 standardization and extensive testing protocols
Business Risks
- Monetization balance - Addressed through skill-based alternatives, democratic systems, and anti-pay-to-win measures
- Player retention - Mitigated by strong social features, meaningful progression, and preserved alliance structures
- Market competition - Differentiated through innovative field interception, coalition systems, and political mechanics
- Development timeline - Managed through phased implementation, MVP approach, and realistic scope management
Operational Risks
- Community management - Planned through comprehensive administrative tools and moderation systems
- Balance maintenance - Supported by extensive logging, analytics systems, and data-driven optimization
- Technical support - Enabled through detailed monitoring, diagnostic capabilities, and player support tools
- Growth management - Prepared through scalable architecture, kingdom merger systems, and population balancing
This design document represents the complete vision for Shadowed Realms, incorporating all discussed refinements and new systems. The game is designed to scale from hundreds to tens of thousands of players while preserving the social dynamics, strategic depth, and competitive balance that create compelling long-term player experiences in the strategy MMO genre.