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Seven Kingdoms II: The Fryhtan Wars

Seven Kingdoms II: The Fryhtan Wars
Seven Kingdoms II
Developer(s) Enlight
Publisher(s) Ubisoft
Designer(s) Trevor Chan
Platform(s) Windows
Release 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.

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.

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.


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