Idea:
The main idea of this is basically to show how it could be a game similar to the ones of Impression Games like Caesar, Pharaoh, Zeus, and Emperor, themed in the MGE World.
The main idea is that you play as the governor of a settlement and you must build a city with the resources you’re given, while at the same time keeping control of the Ambiental Demonic Energy (keeping it low in Order-themed cities or high in Demon Realm-themed cities, or somewhat betweens in certain cases). You will have some buildings accessible that you can use, but some of them will be blocked depending on the mission.
Buildings:
House: Here live the people that act as the workers of the city. Houses with MG have darker tones.
Vacant Slot: Nobody lives there, but having it will attract immigrants to the city.
Hut: The first phase, when an immigrant reaches the slot.
Hovel: The second phase of the house.
Cottage: The third phase of the house.
Tenement: The fourth phase of the house.
Apartment: The fifth phase of the house.
Townhouse: the sixth and final phase of the house.
Elite House: Here lives the elite of the people and the richest of them. They don’t work, but pay a lot of taxes to the city, but require a lot of necessities. Houses with MG have darker tones.
Modest Mansion: The first phase of the elite house.
Lavish Mansion: The second phase of the elite house.
Humble Manor: The third phase of the elite house.
Impressive Manor: The fourth phase of the elite house.
Elegant Estate:: The fifth and final phase of the elite house.
Road: A basic road. Needed to connect everything in the city.
Elegant Road: A more elegant road for more elegant districts.
boulevard: The most elegant road in the city.
Well: A small well that supplies water to nearby houses.
Engineering Post: The building keeps the other buildings’ structures stable. Without it, they will fall.
Watchpost: This building keeps the security in the area, keeping criminals (and in some cases rapist Monster Girls) at bay. They also can capture any spy that gets in the city.
Sabbath Hunter: Structure where guards try to keep the Sabbath groups out of the city to affect the labor force with their religion.
Deposit: Structure where water is deposited to be used in structures that need water. Must near a large water body or connected to another by aqueducts.
Aqueduct: Structure needed to move water between deposits.
Fountain: A more potable and healthy water source that shares water in a housing district. Must be inside a Deposit radius to work. Houses with access to this building don't need a well.
Bathhouse: Structure where people can bathe. Must be inside a Deposit radius to work.
Medic’s house: Building that sets medics to keep the health in the city. They also keep Demonic Energy contamination out in maps where it must be kept low.
Market: A spot where shops can be placed to share resources with the nearby districts. They can be normal and big.
Food Shop: Distributes food in the city. When more food is stored here, more quality food is distributed.
Fleece Shop: Distributes fleece in the city.
Ceramic Shop: Distributes ceramic in the city.
Jewelry Shop: Distributes jewelry in the city. Only the elite houses accept it.
Furniture Shop: Distributes furniture in the city. Only the elite houses accept it.
Silk Shop: Distributes silk in the city. Only the elite houses accept it.
Administrative Building: Building where the bureaucrats who run your city work. It is one of the most important buildings in a city as, without it, you cannot build forts, tax offices, and mints.
Palace: Building where the ruler lives. It’s needed to build extra forts.
Bridge: Needed to cross small sections of water.
Ferry: Needed to cross large sections of water too far for the bridge to reach.
Mint: Building where copper and gold is delivered to make coins.
Tax Office: Structure where Tax Officers are deployed to claim taxes to the houses near it.
College: Place where teachers are trained and sent to schools.
School: Building where teachers give lessons to the people living near one.
Drama School: Place where actors are trained in the art of interpretation.
Music School: Place where musicians are trained.
Gym: Place where fighters are trained.
Amphitheater: Structure where actors, musicians, and fighters act in the city.
Colosseum: Structure where great fights between brave warriors are held.
Brothel: Structure blocked for Order-themed cities. There the Monster Girls share their love to the people around there. Can be a substitute for the Colosseum.
Temple: Building where the gods are worshiped. Some cities worship some gods, while others forbid them.
Chief God: The great deity of the Order. Can’t be worshiped in Demon Realm cities, and can’t be worshiped alongside the Demon Lord.
Demon Lord: The great queen of all Monster Girls. Can’t be worshiped in Order cities, and can’t be worshiped alongside the Chief God.
Galmathor: Demon god of Nothgard. Can’t be worshiped alongside the Chief God or the Demon Lord.
Fallen God: The god of the Pandemonium.
Poseidon: The god of the seas.
Ares: God of fighting and war.
Eros: Goddess of love.
Bastet: Goddess of the cat people.
Bacchus: God of wine and parties.
Hel: Goddess of life and death.
Hephaestus: God of smithing.
Farmer Hut: Building where farmers wait to start working on nearby fields of food when the season reaches.
Sheep Farm: Building where sheep are raised to recollect their fleece.
Silkworm Shed: Building where farmers work with silkworms, recollecting the silk needed to fabricate delicate silk clothes.
Pig Farm: Structure where pigs are raised to get their meat.
Bovine Farm: Structure where bulls and cows are raised to get both their meat and their milk. Demonic versions only offer milk.
Fishing Port: Structure where fishing boats depart to recollect fish from nearby fish banks.
Granary: Here the food is stored to be recollected by the Food Shop buyers.
Warehouse: Here is where everything can be stored to be recollected by shop buyers or sent to other industries or monuments.
Trading Market: Market post from where you can trade with another city via ground routes.
Trading Harbor: Market post from where you can trade with another city via naval routes.
Horse Ranch: Structure where horses are raised and are needed to recruit mounted units.
Clay Pit: Structure where clay is dug to be used to make ceramic.
Timber Yard: From here woodcutters are sent to cut trees to recollect wood, which is needed to build monuments, or is sent to buildings that need it to work.
Marble Quarry: From here stonemasons are sent to extract marble used to make monuments.
Gem Mine: Structure from where valuable gems are mined
Silk Loon: Structure where the raw Silk is sent to fabricate Silk Clothes.
Furniture Workshop: Building where wood is sent to fabricate furniture.
Jewelry Crafter: Building where gems are turned into expensive jewelry.
Iron Furnace: Structure where miners recollect iron needed to fabricate weapons needed to recruit basic troops.
Steel Furnace: Structure where miners recollect iron, and with wood, they create the steel needed to fabricate steel weapons used to recruit elite troops.
Silver Furnace: Structure where miners recollect the demonic silver needed to fabricate demonic silver weapons used to recruit MG troops.
Iron Weapon Factory: Structure where the Iron is sent to build Iron Weapons.
Steel Weapon Factory: Structure where the Steel is sent to build Steel Weapons.
Silver Weapon Factory: Structure where the Silver is sent to build Silver Weapons.
Military Camps: Structure where troops are recruited, waiting to receive orders to fight or defend. Needs iron, steel, or silver weapons, wood, and/or horses to work. And depending on the map, there can be more or less MG in each camp.
Soldier Camp: Here soldiers with swords and shields are recruited. Needs iron or silver weapons.
Bowmen Camp: Here bowmen soldiers are recruited up to 16 units. It needs wood. Silver weapons were also needed to recruit MG.
Cavalry Camp: Here mounted soldiers are recruited up to 8 units. Needs iron or silver weapons and horses.
Knight Camp: Here knights are recruited up to 16 units. Only one can be built and needs elite houses at Lavish Mansion level to be built. Needs steel (and silver for MG)weapons.
Mounted Knight Camp: Here mounted knights are recruited up to 8 units. Only one can be built and needs elite houses at Impressive Manor level to be built. Needs steel (and silver for MG) weapons and horses.
Siege Camp: Here catapults are built for siege up to 4 units. Needs wood and iron/silver weapons.
Ratio: Order Maps, 100%H 0%MG; Demon Realm Maps, 25%H 75%MG; in other cases the ratio varies.
Iron Army Camps: Only accessible to Nothgard Empire maps. Emplacements where Clockwork units of the Iron Army can be built and activated. Needs iron weapons and Clockwork bases.
Brawler Camp: Placement for the Brawler class Clockwork units up to 8 units. Needs 1 iron weapon and 1 Clockwork base to recruit.
Halberdier Camp: Placement for the Halberdier class Clockwork units up to 8 units. Needs 1 iron weapon and 1 Clockwork base to recruit.
Blaster Camp: Placement for the Blaster class Clockwork units up to 8 units. Needs 2 iron weapons and 1 Clockwork base to recruit.
Blader Camp: Placement for the Blader class Clockwork units up to 8 units. Needs 2 iron weapons and 1 Clockwork base to recruit.
Colossus Camp: Placement for the Colossus class Clockwork units up to 4 units. Needs 4 iron weapons and 2 Clockwork base to recruit.
Military Harbor: Structure where warships are built for sea warfare. Needs wood and iron weapons to be built.
Gardens and Statues: Used to make the area around them more pleasant.
Residential Walls: Small walls that are used to separate housing blocks from the unpleasant elements. Their gates can work as roadblocks.
Roadblock: Block the path to patrolling citizens, but leave pass to citizens with a destination in mind.
Spirit Obelisk: Special building that reduces Ambiental Demonic Energy around.
Dark Obelisk: Special building that increases Ambiental Demonic Energy around.
Laborer Camp: Here laborers are sent to work in the construction of the monuments.
Carpenter Guild: Here carpenters are sent to place the wood structures needed for the monument’s construction.
Ceramist Guild: Here ceramists are sent to place the clay adorns in the monument.
Mason Guild: Here masons are sent to place the marble blocks in the monument.
Resources:
Wheat: Food resource obtained in farms and sold in Food Shops.
Potatoes: Food resource obtained in farms and sold in Food Shops.
Onion: Food resource obtained in farms and sold in Food Shops.
Fruit: Food resource obtained in farms and sold in Food Shops.
Meat: Food resource obtained in Pig and Bovine Farms and sold in Food Shops.
Fish: Food resource obtained in Fishing Ports and sold in Food Shops.
Milk: Food resource obtained in Bovine Farms and sold in Food Shops.
Fleece: Resource obtained in Sheep Farms and sold in Fleece Shops.
Clay: Resource dug in Clay Pits and used to make ceramic or decorate monuments.
Ceramic: Resource made using clay and sold in Ceramic shops
Wood: Resource chopped from trees and used to make furniture, used in Steel Furnaces, or help in building monuments.
Furniture: Expensive furniture that the elite uses, sold in Furniture shops
Gem: Resource dug in gem mines and used in jewelry.
Jewelry: Valuable resource that can be sold in Jewelry Shops.
Raw Silk: Resource obtained Sink Worm Shed used to make Silk clothes.
Silk: Valuable resource that can be sold in Silk Shops.
Iron: Basic ore needed to make Iron Weapons.
Steel: Processed ore needed to make Steel Weapons.
Silver: Special ore needed to make Silver Weapons.
Iron Weapons: Basic weapons needed to recruit soldiers.
Steel: A more sturdy Weapon used by knights and elite people.
Silver: Special weapon designed especially for Monster Girls.
Clockwork Base: Only obtainable by trade. Needed to create Clockwork units.