"Coins, Crown & Cabal" is a medieval economic, political, and trade simulation

I am delighted to present our project made with Three.js: “Coins, Crown & Cabal”

Trailer: https://youtu.be/IgLx78LMic4
Gameplay: https://youtu.be/FaTJ8ItRMI0

The Game
“Coins, Crown & Cabal” is a medieval economic, political, and trade simulation where players take on the role of a trader to build a thriving trading empire. Players face tough societal and political decisions to gain wealth, influence, and power, while competing against others. Customize and design your own settlement to gain recognition from thousands of fellow players. The game is being developed as a free-to-play (no pay-2-win) massive multiplayer online game, crossplay-ready, and available on both PC and mobile devices.

Genre & Setting
As an economic, political and trading simulation, the game belongs to the strategy game genre. The setting is based on the living conditions of medieval Europe in the 15th century.

Views

The game offers three different views, each serving it’s own purpose.
• 3D Settlement View
Manage your own settlement and interact with those of other players. Here, buildings can be constructed and expanded, settlement-related menus accessed, and tasks accepted.
• 3D Overview Map
Used for trading over shorter distances within a county. Trade routes can be planned, dangerous bandit camps discovered, and responses to events coordinated.
• 2D World Map
On the large world map, you can discover hidden paths and plan distant trade routes. It also provides an overview of counties and guilds, as well as additional information such as the economic strength of players.

Features

• Trade with Resources & Goods
Die Spielenden Players can trade goods with other players and NPCs to create a flourishing trading empire. Convoys consisting of carriers, escorts, pack animals, and wagons carry your goods. Additional equipment can be added to alter their characteristics and withstand the challenges coming their way.

• Utilize Settlement Potential
Settlers have individual traits and abilities initially unknown to players. These can be uncovered through conversations or employment over time. The goal is to find the ideal use for these workers and leverage their skills for personal gain.

• Discover hidden paths and establish trade routes
Hidden paths and trade routes can be dicovered and defined to optimise your transports. Choose the best terrain factors (meadows, forests, mountains, rivers, swamps) for transporting goods or generating new income through toll roads.

• Goods Production
Raw materials can be produced in production buildings and refined in processing facilities. Trade contracts must be made to obtain missing consumables, and transportation must be planned on land and by ships. Production buildings can be expanded and equipped with tools. Worker characteristics determine production speed and product quality.

• Events & Decisions
Players are continually confronted with political and societal events, each decision bringing individual advantages and disadvantages - there is no shiny path. For example, deciding the consequences for a caught thief could involve either indemnifying the damage or leaving her to the mob’s vigilante justice – a consequential decision!

• The Earl’s Court
Within a county, there are 15 player-managed settlements under the administration of the earl. These characters are controlled by the game and have individual political tendencies influencing the game (e.g., high tax burden). The players’ goal is to gain esteem from the current nobility, which can be used to eliminate bandit camps threatening their convoys, for instance.

• Intrigues
The earl occasionally assigns players with scheming tasks. To fulfill such a task, suitable settlers must be sent as agents to other players’ settlements to carry out specific sabotage. Successful completion gains you high reputation and rich rewards, but failure may lead to the prison tower!

• Offices &Voting
Players can occupy the positions of builder, lay judge, and councilor in the citizen council, as well as the positions of bailiff, judge, and magistrate in the city council, through elections won by players. Officeholders enjoy special features of their positions and can participate in special votes, such as holding a festival or imposing special taxes on certain goods.

• Quests & Progress
Completing quests for the settlement, the earl, or even the king can yield special rewards and improve your reputation drastically. Additionally, there is an overarching progress system divided into chapters, unlocking new possibilities, such as “Market rights” for trading processed goods or automating repetitive tasks in the game.

• Expansion and Design of the Settlement
The settlement is the players’ true “avatar.” New buildings like taverns, town halls, residences, and forges, as well as various production buildings, can be constructed. Players can influence the composition and structure of individual buildings, choose building materials, and define architectural styles. Particularly representative “skins” can be earned or purchased in the shop. Players gain gameplay advantages by rating other players’ settlements, contributing to a dedicated ranking.

• Trade Guilds
In the later stages of the game, players can organize into large guilds to collectively tackle extensive tasks from the king. These represent significant logistical challenges that must be fulfilled quickly. As a reward, “Crown Gulden” are offered - a currency which can be exchanged for special items.

Game Objective
A specific game objective as such cannot be attained, as “Coins, Crown & Cabal” is planned as a “Game as a service” and is intended to be expanded with new content over the long term. In the broadest sense, the creation of a thriving trade empire, the construction of a large medieval city, and the recognition through achievements that can be accomplished within the guilds serve as long-term motivations.

2 Likes

I’m gonna love it!!
Can’t wait to play a demo!

1 Like

Looks fun! Also excited to try it out!

1 Like