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Introduction
About Red Dragon...
Kingdom Registration
Registration Screen
Payments
RD Dictionary
Races
Humans
Gnomes
Elves
Hobbits
Dwarves
Genies
Goblins
Necromants
Br-Ougs
Giants
Game Rules
Administrating your Kingdom
Game Screen
Central
Main Screen
Details
News
Forum
Mail
Labyrinth
Chat
Buildings
Economy Buildings
Special Buildings
Special Buildings Overview
Land
Science
Professions
Army
War
Establish attack
Join an attack
Generals
Alliance
Magic
Spellbooks
Thieves
Politics
Politics
Wars
Election
Alliance
Buy
Sell
Emperor
Alliance
Statistics
Find
Options
Automatization
Settings
Tools
RD Politics
Warfare
Equations

Magical Power
Thievish Power
Your Kingdoms
LJP
Administrators


 



Red Dragon is a strategic/economic/diplomatic turn game played via Internet. The game is set in the times of powerful genies, warrior goblins, dwarves, clever hobbits, br-ougs, treacherous humans, elves and gnomes still believing in their races’ power. It is a world full of destruction, endless battles and political games where the meaning of race-solidarity lost its meaning a long time ago – survival is the only thing that counts.

Every player has a daily amount of turns that can be used to develop his kingdom militarily and economically. The game itself almost lacks graphics. It is not for players enjoying quick and dynamic gameplay. All the information needed to play are given in numerous tables defining:

- actual kingdom’s state (gold, population, acres, popularity, etc.)
- constructed buildings (amount of houses, schools, all types of workshops, defensive buildings, special buildings, etc.)
- employment of the population (number of farmers, mages, merchants, etc.)
- army (number of soldiers, dragons, thieves, war machines).

At the beginning, the gameplay in the Red Dragon world consists only of the economical development of your kingdom, buying new land and building an efficient economic system. As time passes wars become more important and are almost the only profitable way of gaining new territories. A well functioning economically kingdom should allow the player to defend and attack successfully. The ability to ‘lead’ the kingdom under the constant treat of an attack and developing it economically at the same time is one of the biggest problems new players have.

Red Dragon from the beginning was to be a team game and that is why the different races were introduced. Each race has its advantages and flaws and defeating opponents is only possible by cooperation. Therefore, players can group in alliances to fight against enemy alliances on the server. In this way, the races complement each other's weaknesses and form a powerful war machine.

Red Dragon is a very aggressive world, full of wars, battles and treachery, a world where true allies are like brothers. Everyday numerous alliances fight each other not only to survive but also to win and destroy the opponent. It is definitely one of the most interesting and compelling elements of the game (however, experienced players are more excited about diplomacy and politics because by that means one can accomplish more than by fighting).

The war itself, as the rest of the game, lacks in graphics so characteristic for strategic games. In Red Dragon war is based on declarations made by both sides of the conflict:

- various military attacks in pursuit of gaining land and weakening enemy’s defence,
- thievish attacks leading to destruction of the opponent’s economy and weakening his defence,
- magical attacks that considerably destabilize opponent’s economy, destroy his army and kill his civilians. Magic is a powerful help for thievish and military attacks.

Both sides of the conflict also form a defensive magical-thievish-military systems that is supposed to stop the aggressor. Thanks to the individual bonuses of each race, it is possible to hide the weaknesses of some races (i.e. genies are great mages but very weak warriors) with the help of other races (in the previous example, the race helping genies would be i.e. dwarves or giants that raise the military defence of each kingdom they have signed a military pact with).

Every day at 5 a.m. of the Polish time zone time (GMT +1) a Recount is processed by the game’s server. During this time all loses and profits of each kingdom are counted. The main point of fighting with another alliance is to exploit enemy’s mistakes, foresee his moves and discover any weak points in his defence.

The gameplay usually lasts for about 4 months - from the start of a new Age until one alliance builds the Last Justice Palace ending the Age. However, building the LJP is very difficult, because it leads to unavoidable conflicts with alliances that do not want the LJP to be built.



Ostatnia aktualizacja: 2007-06-23 22:52:02