Dawn Kingdom

About this game Dawn Kingdom

Development notes

One rules engine everywhere

The rules live in one file with no screen, clock or network code, shared by the browser, the server and the tests. On an account save, the server replays the seed and your orders and scores the run itself, never trusting a browser score. The red counter badges use the same function as the real enemy round, and the scout report plays a copy of the battle to the end.

Why warbands replaced the scripted counterattack

Under the previous rules my careful test player won 120 of 120 runs: garrisons never moved and the counterattack came on fixed turns, so the map asked for few decisions. Warbands announce their target and route and can be blocked or intercepted. Over 3 heroes × 60 seeds, careful test play now wins 77–79%, and the aggressive and rushing test players won none. Older saves still replay under their own rules.

Making the citadel worth it

Before, a citadel win scored about 2,200 and a ruin win about 3,700. Now the citadel adds 1,200 points, each unused turn is worth 60 instead of 50, and its guard starts at 3.0× and gains 0.04× a turn (258 total HP on turn 1, 310 on turn 16), so going early or building up first are both plans. Median winning scores in testing: 4,130 for ruins, 4,080 for the citadel.

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