Seven Kingdoms II: The Fryhtan Wars
Seven Kingdoms II: The Fryhtan Wars | |
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Developer(s) | Enlight |
Publisher(s) | Ubisoft |
Designer(s) | Trevor Chan |
Platform(s) | Windows |
Release date(s) | July 31, 1999 |
Genre(s) | Real-time Strategy |
Mode(s) | Single player, Multiplayer |
Seven Kingdoms II: The Fryhtan Wars is a history-fantasy real-time strategy computer game developed by Enlight, released in 1999. Seven Kingdoms II is the sequel to the original Seven Kingdoms game and its updated re-release Seven Kingdoms: Ancient Adversaries.
Gameplay
Fryhtan Wars retains a great deal of concepts from its predecessors that distinguished it from other strategy games.
As was in the original, players must seek to strike a balance between a powerful army for defeating enemy Kingdoms and Khwyzans and a viable economy for sustaining the former. The definitive marks of Seven Kingdoms: Ancient Adversaries (SKAA) recur in Fryhtan Wars (SKFW); Gold, Food, Reputation, Population, Loyalty, and Espionage. The human population may be subdivided for various tasks; to produce food, to build, to research, to spy, to work in mines and factories, or to conscript into the army.
The Economy
All units and structures have an annual maintenance fee in addition to the fixed cost of producing the unit or structure in the first place. The only exceptions to this are peasants and towns. This means that as a kingdom expands, the costs of maintaining the kingdom rise. When the kingdom's gold falls below 0, all buildings start to deteriorate and lose health, whilst generals become disloyal.
To balance this out, an annual tax is taken on all peasants that are in towns, regardless of their profession. This tax does not affect the town's loyalty level. However, if the treasury grows dangerously, additional taxes may be collected if there is a garrisoned fort nearby. This comes at the cost of incrementally increasing drops in loyalty, starting with 10 points.
The primary source of income for a Kingdom is in Markets. Natural resources are scattered across the map. There are three types natural resources: Iron, Copper, and Clay, which are processed into Ironware, Copperware, and Pottery. Kingdoms may construct mines upon these natural resources to extract them from the land, factories to process them into finished goods, and then markets to sell the goods to the people.
Markets may sell finished goods directly to towns nearby. A market has a maximum carrying capacity of 500 units of each type of good. If a market is full in one stock, or lacking in another, it is possible to exchange goods between markets so that neither one is deficient. This is facilitated through caravans, that appear as lone camels in the game. Caravans are slow but can carry up to 200 units at a time, hence when used in large numbers, can be very efficient.
Each unit and town (with the exception of the King and caravans) is given a loyalty rating that must be maintained. Units with loyalties below 30 may betray the kingdom whilst towns with loyalties below 30 may spawn rebels.
As was in the predecessors, the concept of espionage is a major factor in the game. Players can send spies into enemy kingdoms to steal technology, cause disloyalty and even assassinate enemy leaders. (Generals and Kings)
Fryhtan Wars also introduces several new gameplay elements. The amount of units and structures was greatly increased. For example, each human civilization now has three distinct units: civilian, infantry, and a special military unit (such as cavalry). Artifacts, which gives advantages to the bearer, can be found on the map or purchased from the Inn. In addition, there are heroes, units with high leadership or combat skills that can either be hired or attained when a hero decides to join the kingdom. Perhaps the greatest addition in Fryhtan Wars is the Fryhtans, fantasy-like beasts whose civilization are often at odds against the humans.
Both single player and multiplayer modes are available. The single player mode includes "random map" skirmishes, built-in scenarios, and a campaign game, which consists of a string of dynamically-generated scenarios.
Civilizations
Seven Kingdoms II includes 12 human civilizations and 7 Fryhtan species. Besides unique military units with slightly varying attributes, human kingdoms also have unique gods with special powers that the kingdom may evoke from "seats of powers" that also grant unique bonuses. Differences among the three "basic" unit types, the bonuses associated with each particular Seat of Power, and the Greater Beings that may be evoked distinguish the different nationalities. In addition to basic human units, human civilizations can also build a variety of siege weapons, including cannons, ballistae, and catapults. These siege units do not possess a combat score, hence they all carry the same effectiveness from the moment they are created until the moment they are destroyed. However, siege weapons cost more to maintain and create.
Human kingdoms focus on population, diplomacy and economy, whereas Fryhtan kingdoms (known as Kwyzans) focus directly on military units backed by a very simplistic economy, with almost no diplomatic options and with no espionage. Compared to humans who can build a plethora of structures, including mines, factories, forts, camps and war factories, most Fryhtan species can only build two structures: the lair which breeds more Fryhtans and an additional structure associated with the unique capabilities of the species. Fryhtan kingdoms rely on enslaving human towns, which provide them gold, and killing units, which provides "life force" necessary to breed more Fryhtans. Human kingdoms often contain multiple nationalities, and likewise Fryhtan kingdoms can also contain multiple species. Kingdoms with significant amounts of both humans and Fryhtans are possible, but difficult, because reputation will cause human townspeople to rebel. If either enemy soldiers surrender to you, enemy kingdoms surrender to you, or civilians surrender to you, you will be able to build Human buildings and train soldiers, specialty units, spies and other units/building exclusive to Human kingdoms. This will cause the food source of the kingdom to go down, as Fryhtan kingdoms start off with low food supplies, so creating a "Tower of Science" and researching "Advanced Farming" is highly suggested.
Human nationalities
- Normans
- Celts
- Vikings
- Greeks
- Romans
- Carthaginians
- Egyptians
- Persians
- Indians
- Chinese
- Japanese
- Mongols
Frythan species
- Minotauros: Very different from the same Minotaurs depicted in Greek Mythology, the Minotaur Frythans base themselves on Alchemy, meaning they can convert Money into Life Points and vice versa. However, if placed atop a natural resource, the Alchemist Tor can also convert these resources into Money or Life Points, rather than the other way around. Minotaurs are also easy to train, but not as quick to amass as the Bregma. They have no ranged units, but compensate with their heightened speed, but fragile bodily defense.
- Exovum: Lizard-like and with the capacity of both a flame close combat and a ranged freeze attack, the Exovum make up a strong Frythan force, though a complicated one to breed and expand. To gain an edge, the Exovum can construct Mage Tors which can freeze and injure enemy units and damage enemy structures, but can also instantly teleport a unit from a location to another, making it an important mobility tool to quickly start making up lairs in Human towns.
- Kharshuf: The plant-like Kharshuf, like the Minotaurs, have no ranged attack but also have more resilience. They're also capable of camouflaging themselves as the local plant life and trees, useful for planning ambushes or baiting enemies into traps. Their special ability is to build dreaded Lishorr plants that act as defensive structures. There's the standard Lishorr, which will only attack enemy units, and Wilde Lishorrs, which will attack anyone not-Kharshuf in range, including the player's units if they attack it.
- Kerrassos: Tall and humanoid, but with horned and red-skin elements resembling demons, the Kerrassos are more linked to the wild animal world and it's primal laws, granting them both speed, strength and ranged and close combat abilities compared to the other species, but weak if fighting on their own. They can build up Keraals that act like Human Inns, except they can assemble three types of animals to complement the Kerrassos faction, using them as meat shields and tank units.
- Bregma: Hideous in appearance and behavior, the Bregma are more related to insects and, most importantly, mutating them into a fighting form. They're the weakest of Frythan races, but are fast in movement and combat and breed faster, thus favouring swarming tactics and attacking from all directions. They can build Beema Hyfes, where the namesake creature delivers a powerful attack, but dies in the process, or Tarmes Mownds, where the bred Tarmes are slow, but effective in attacking buildings and town walls.
- Grokken: Made of rock and humongous, the Grokken are the most resilient and strongest, but also the slowest of all Frythan species, and the most expensive and time-consuming. However, they have the benefits of normal and special ranged attack, yet their size makes them easy to surround by other enemy units. They can meld themselves, in groups of four, into Fortresses where four other Frythans can hole in and fire their ranged attacks from inside, delivering a strong territorial control. Their Fortresses can also be camouflaged to look like mountains.
- Ezpinez: Skeleton remainders possessed by evil spirits, the Ezpinez are more scavengers than warriors, collecting weapons and armor which bolsters their strength, but also slows them down in movement and combat. But, like the Kerrassos can build structures that resemble Inns, the Ezpinez can build Vapngarts which act like War Factories, building war machines that resemble human ones, but that are more improved and increase effectiveness with each level increased.
Open source project
Enlight has released GPL source code in August 2009 for the original game Seven Kingdoms: Ancient Adversaries, and has done the same for Seven Kingdoms II. However, the game data will not be to be released under the GPL. Enlight says that it is still making a profit through digital sales of the game. In the open source project supported by Enlight found at www.7kfans.com, a goal of the project will be to write a common engine to both games. The original game CD for Windows will be required to install Seven Kingdoms II.
Seven Kingdoms 2 HD
On December 16, 2014, Enlight announced Seven Kingdoms 2 has been greenlit by Steam and they are working on an upgrade dubbed "Seven Kingdoms 2 HD". The upgraded version is said to support screen resolutions of up to 1920x1080 and introduce a new map mode that is 4 times as large as the original map. Although Enlight initially hoped to have the HD version implemented in two weeks, it was finally released on February 4, 2015.
External links
- Official website
- Seven Kingdoms fansite and OSS project
- Seven Kingdoms 2 HD on Steam
- Seven Kingdoms 2 HD Official website