Enforcempire could be described as a mix between SimCity4 and Risk in the sense that you get to choose what districts you build based on resource demand and money, while your ultimate goal is to conquer the whole map. You start your own country, tax your virtual citizens and literally build an empire all in real time, as other players in your server work to the same goal.
Enforcempire uses player created servers which allows multiple rounds to be played within one Roblox game server. The game is different from other conquest games on Roblox because there is no such thing as “joining the game late”.
Entering the game: There’s an introduction GUI that shows the two major elements of the game: gaining tax revenue, and waging war. After the intro GUI, you will be on a page showing all the current running games within the roblox game server. Some player made servers will be full, which means the people in that server are playing, while others will have space left. Join one and when the server gets full, the creator of that server can start the game. Then everyone in that server chooses team colors and the game starts.
Setting up a player made server within a roblox game server: If instead of joining someone else’s game, you want to create your own, you will be brought to a the ‘Set Up a Game’ GUI. You choose the amount of players (2-6), the map (some maps will be in use by previously created servers), and the time limit (anytime over 5 minutes). Create the server once you’re done filling out the creditials, and if there’s enough room on the ‘View Running Games’ GUI (max of 8 servers) your game will fill in the nearest spot to the top. Once your server fills up, you will get a GUI that allows you to start. If someone you don’t like is in your server (it shows you who joined your server), you can click ‘View Running Games’ and leave your game. Some people who just want to play may not like that though!
Starting your country:
Once you have teleported to the capital of the team you chose, equip your game tool that pops up in your inventory, and click on your capital brick (the reflectant brick under your color tinted Golden Robloxian) Starting your country requires knowledge of how the tool works, which is REALLY simple.
1) Click once on a district you own, you will go into ‘Place’ mode (a GUI near the center top shows you which mode you’re in)
2) Click once on a territory either adjacent or diagonal to a district you already own.
3) A menu will pop up displaying what you can build. Your money gui moves to the bottom left of the GUI (it’s on the top center of the screen when this menu isn’t open)
4) If you have enough money, whatever district you clicked on will be made on the territory you choose.
5) Your tool will go back into ‘Select’ mode, which means you have to select one of your districts again / restart step 1.
The different districts to build:
Small density city
Medium density city
Large density city
Water treatment plant
Sustainability: Without a sustainable system, all those resource districts would be pointless.
On the left side of the screen there is a GUI with an arrow -> which opens up the graphs that display the demand of: water treatment plants, landfill zones, forests, mining districts, and industrial zones. If any of these resources hits 100% demand, your population can no longer grow until the demand is under 100%. You can click on each of the graphs to view how much demand % there is for that resource. Placing the districts in demand is obviously the way to lower it.
Tax rates: You can change tax rates for a whole sector of the economy. For example, when you change tax rates for small density cities, all small density cities are affected, and nothing else. However, you can not increase tax rates too much without rebellion. Each district you place has a max tax rate they will take before declaring themselves independent of your authority. The max tax rate is based on your current tax rate + an output of a formula to make it somewhat random. The rebellion rate is always more than the current tax rate, but it may not be much more. Not wanting them to rebel, but wanting to raise taxes will really get your heart pumping in an intense game. To be safe, I advise not increasing taxes by more than 3-5% at once, but I do give the freedom for you to increase by 30%. Collapse your empire that way. Tip: Before placing a district, increase the tax rates by 1-2% so the next district you place can stand a higher tax rate.
Spending rates: You can also change spending rates. These rates are based off of a percentage of the 10% revenue. When you start the game, tax rates are 10% for everything, and spending rates are 90% of that 10%. 5000 revenue means 4500 is spent for it if your rates are 10% taxation and 90% spending. This means increasing taxes a lot will gain huge revenue (no kidding). Because spending rates continue to be a % of taxing at 10% even though you may be taxing at 20%.
Revolution system: Because each district you place has a different tax rate they can’t stand, you want to be careful of taxing too high later in the game because some of your earlier districts, since they were created when government was a lot smaller, are used to the small tax rates. The result of your tax rate being over a district’s ‘line in the sand’ is declaring independence, which means you lose all revenue from that district, (but you don’t have to pay for maintaining that district either). Same goes for lowering spending too much at once. Since people are dependent on your services, they want you to fund it a lot (with the money you taxed from them).
This district lost its blue country tint because it is independent now.
Debt: If you have more costs than tax revenue, you will go into debt. Each game year 10% of debt is repaid, which means it will never be paid back, and you will be stuck paying 10% of whatever the number is for the rest of the game. That means you could have less than 5 debt and it wouldn’t affect you at all due to rounding.
Waging war: Waging war requires military bases, which will not be profitable at first because they provide no revenue and 13000 in costs per game year.
Each military base you place holds up a random number between (900 and 1100) soldiers, (180 through 220) tanks and (90-110) jets before reaching capacity.
If you reach capacity, no one will join the military until you build another base. If this happens, none of the potential soldiers, tanks, or jets will fill it up, you’ll have to wait game years for the soldiers, tanks, and jets to increase in that military base.
How do you gain military power?
Cities are important for gaining soldiers and industrial zones are important for gaining tanks and jets.
Small density city: +50 soliders /game year (5000 Total population)
Medium: + 150 soldiers/ game year (15000 pop)
Large: +300 soldiers / game year (30000 pop)
Industrial zones: +30 tanks, +15 Jets / game year
soldiers = 1 power
tanks = 5 power
jets = 10 power
Each fight is over one district. Example: player1 attacks one of player2’s agriculture districts that is bordering his own district. The point of taking over districts is to gain the resource and the tax revenue without having to spend money on building it yourself.
Once plr1 has chosen the district to attack, a Wage War menu pops up, and plr1 has the option to send a % of soldiers, tanks and jets to the battle. The % for each can be set between 1 and 100. Each plr has amounts of soldiers, tanks and jets according to the number of cities, industries, and military bases he owns. Once the player has decided he should send that % of each unit, clicking the Wage War button will send a notification GUI to the plr being attacked, in this case plr2.
Plr2 receives a notification that one of his districts is being attacked, and has the option of viewing the attack or ignoring it.
Viewing the attack will show plr2 a Defense Gui, very similar to the Wage War Gui. He can set the % of each unit to send to defend that district. Anything between 1-100% of all current units.
Whoever sends the most amount of power wins that district. If the attacker wins, he takes over that district’s tax base, the costs, and the resource which will affect the Sustainability graph in a positive way.
If plr2 clicks ignore, the game sends the default amount of power to defend. By default I mean what that player currently has his percentages to send. If the player has never changed the %s of the Wage War Gui, default is set to 10%.
Whoever sets up the most successful tax farm in the beginning has a lot better chance at winning. However, because of the deviating amount military bases can hold, the percent military power to send to each battle, the revolution system, and the sustainability system, winning is determined by your strategy throughout the game.
I hope this clarifies a lot of things about this game and gets an anticipated audience. I’ve been pretty quiet about this project, which I started November 11th 2012. The game is almost done. I will push for a mid March release. Remember I’m a senior in high school and it’s hard to edit a lot!
Play it and keep an eye on updates here:
TL;DR I’m making a game about being the government and trying to take over a map. It’s gonna be cool with a bunch of things that haven’t been done before on Roblox; such as player made servers within a roblox server which will make it the first Roblox conquest game where everyone starts at the exact same time.