Treasure Fleet
June 30, 2017
Combat and diplomacy

Displaying combat mechanics and interaction with the New World native units and villages. The combat is resolved by subtracting the attack and defense values of the two units, adding modifiers such as terrain bonuses and a random factor, then each unit of strength from one unit shoots at the other. At the end, casualties are subtracted, and if one unit loses all its strength, it is eliminated.

February 11, 2014

Native village The natives in the New World are depicted through three culture types (primitive, nomadic and advanced) with 16 tribes. The main attributes when interacting with the natives are their levels of diplomacy and aggressivity. A low level of diplomacy means that it's harder to build up relations and easier to degrade them, while the aggressivity influences the threshold for a positive or hostile reaction when initiating interaction. Native The native settlements have a functional economy and the possible trade is based on the available resources. The natives have knowledge of the terrain and can move fast across any type of terrain. They have combat bonuses when fighting in forests.

Native settlements Native economy
July 4, 2013
Developing infrastructure

Roads, farms and mines.

Roads Farms and mines
May 17, 2013

Treasure Fleet is a turn-based strategy game set in the Age of Discovery, along the lines of Sid Meier's Colonization, Civ II or Imperialism II: Age of Exploration. Starting with a single ship and a couple of colonists aboard, the player sets sail in terra incognita to discover new territories, trade with the natives, build settlements, harvest resources and expand by means of trade and war. Interaction with the other AI controlled players, such us native tribes or other European powers, allows cooperation via diplomacy options, or conquest if the player chooses to focus on building up military strength. All game aspects - exploration, building or conquest - are equally important.

Galleon World map is tile-based isometric, and it is randomly generated each new game, with realistic climate zones ranging from arctic areas near the edges of the map, to tropical and desert terrain close to equator. Each terrain type allows the production of specific resources, with some locations featuring an abundance of a certain resource. Units carry a limited amount of supplies which can be replenished in colonies or native villages, thus the exploration being more risky and requiring some planning in advance. Scattered throughout the New World's land are ancient ruins which can be explored for treasure.

Miner The units arrived in the New World can build colonies and produce resources and manufactured goods from raw materials. All of these can be traded with natives, foreign colonies or mother country in exchange for money. Production in colonies is set with sliders, which allocate the desired amount of labor to each available resource. The best unit suited for a certain production is automatically selected. Production can be increased by improving the terrain with roads, farms and mines or commissioning industry buildings inside the colony.

Native The game features a research dimension, through technological advancements, which gives the player bonuses or makes available better units. Expanding the number and size of the colonies, increases the cultural level, which in turn increases the research speed. While not being able to chose what to research, chances of new technologies are directly related to player's actions: more combat increases the chance of military advances, a bigger fleet increases the chance of naval advances and so on.