WARBREW GUIDE
Revision 1.6 (Jan 27, 2009)
Table of Contents
Intro - What is Warbrew?
Ch 1 - Getting Started
Ch 2 - The Simple Life
Ch 3 - Protection & Politics
Ch 4 - Growth & Glory
Ch 5 - Structures & Units
Ch 6 - Settings & Customization
Ch 7 - Developerland
Intro: What is Warbrew?
The Game
Warbrew is a slow-paced real-time strategy game. Construction, training, research, transportation and combat are all real-time and slow-paced. It takes a few days to get your kingdom rolling. Patience and discipline in Warbrew are essential to your kingdom's success.

Most players administer their kingdom on coffee breaks, lunch breaks, in between classes, after work and on weekends. Hardcore players will gain slight but considerable advantage micro-managing their kingdom.

Warbrew is a persistant game. This means that your kingdom is always active, even when you are not logged in. For example, you can order a peasant to cut wood and from that point forward he will continue to cut wood regardless if you are on or off. When you return after class, work or a nap, you'll notice your peasant has been busy the entire time cutting wood.

Warbrew is a massive multiplayer game. This means you will be sharing your entire game experience with hundreds of other players. You will be able to form alliances, trade and war with other players. It's key to your kingdom's survival to have foreign relations. You should begin exploration as soon as you can to find trade and military allies.

Warbrew is a browser-based game. All you need to play Warbrew is a web browser. You do not need Flash, Java, any plugins or downloads. We have tested Warbrew in Firefox 2+, Google Chrome 1+ and Internet Explorer 7+. We highly recommend using the latest version of Firefox. Internet Explorer 6 and other web browsers are not currently supported.



To perform well in Warbrew, you must grow your kingdom. Growth takes time, costs resources and requires substaintial investment in military. The leader of the realm is the player who controls the most structures in total.
The Story
Warbrew is a reality not unlike ours. A massive universe of a dark, cold void. But in this reality dominated by dead effect and quiet calm, we find pockets of life.

The Sea of Sorice is a story within this reality. We find ourselves within a celestial solar system, on a planet of unthinkable size called Ataya. And on this planet is a tiny, insignificant island named Audiel. Rook, the empire of which you hail, is the major governing empire of this continent.

Our story begins just as Rook's new young emperor claims his thrown and enacts his vision for the empire. With the shift of his gaze, our way of life transforms. To the sea we will sail, to the islands we will settle, and the wealth we shall claim — all to ease the paranoia of our king.



You are no one. You are temporary. You are expendable. And as your fate has it, you are also a very lucky Carrack ship captain. For you have been invited to join thousands of other sailors to settle an island in the Sea of Sorice, off the north-east coast of Audiel.
Ch 1 - Getting Started
Your First Island
You begin the game on a small capital island with 9 zones.

In the center of your island is your village, accompanied by 1 peasant. To the east of your village is a farm.

You can move your peasant freely about the island by dragging and dropping him.

Note: If you're asking yourself, "What the heck is this game?" then scoot back up and read What is Warbrew? -- I promise it'll only take 2 minutes to decide if you're interested in this game or not.
Resource Bar
You begin the game with 50 trude, 50 wood, 50 food and 0 meta. But what exactly is this stuff? Well, to give you a very basic understanding:

Trude is obtained by mining crystals. It is used to cover the costs of unit training and weapon crafting. Wood is obtained by chopping down trees. It is used to build structures and ships.

Food is obtained by harvesting farms. It is used to sustain the life of your units and heal them. Meta is used by some advanced units.

You can track your current assets and your hourly income by glancing at the resource bar at the top of your screen.



Notice the (-1) beside your food count. This means your kingdom is consuming 1 food per hour. This is because we are feeding our peasant every hour but no one is farming.

But don't worry -- you have 50 food stored up. He'll be fine for now. Before we put our peasant to work, let's figure out what all a peasant can do.
Peasants
Your basic unit of labor is the loyal peasant. A large part of kingdom-building in Warbrew is labor management.

It's important to understand that structures such as your farm do not produce resources inherently. Like in real life, peasants do all the hard work! This explains why your unattended farm is producing 0 food per hour.

Peasants harvest food, mine trude, chop wood, build structures and even train other peasants. When you become prosperous enough to build ships, it will be your peasants who build the ships! When you grow powerful enough to require an army, you will convert your peasants into fine warriors.

We only have one peasant right now. Before we put our peasant to work, let's go ahead and begin training another one for future use.
Training
To train an additional peasant, click your village on the map. Then within the zone pane above the chat, click the Train Peasant button.

When you create a peasant, you will have the option of naming him and selecting his gender. Peasants cost 15 trude to train. A peasant can train himself in 15 minutes time.

If you bring existing peasants to the village to help teach him, he will train much quicker. Once he is done with his basic training, you can put him to work by dragging him onto a resource zone.
Genius Peasants
Each player's starting peasant is a genius peasant. Genius peasants are idenitified by their purple attire whereas normal peasants wear brown rags. Geniuses do everything twice as fast as normal peasants -- farming, woodcutting and mining. They also make better teachers.

Every new peasant you train has a small chance of being a genius. Later in the game you will be able to enlighten normal peasants into geniuses using the university structure.

When you select a genius, you'll notice the word "Genius" displays in their unit information box.

Geniuses love being peasants, as it affords them time to learn, write and live a peaceful life. Should you convert a genius into a footman, rover or knight, he will not gain any physical advantage.

It is best to let him remain a part of your work force, or buy him an education to become a sage, and then use him to serve your kingdom's military.
Ch 2 - The Simple Life
Farming
Farms are cheap buildable structures that can be built in any zone by your peasants. Each new kingdom begins with one farm. As your kingdom grows in population, you will need to build more farms to support your people.

Each peasants and warrior automatically consumes 1 food per hour. However, there is on exception to this rule. Because the Knight comes with a horse, he requires 2 food per hour.

To begin producing food from a farm, simply drag a peasant into the zone. The peasant will instantly begin farming. Farms support a maximum of 2 peasants. Each farming peasant produces a profit of 2 food per hour.

Food, like all resources in Warbrew, can be saved up for later consumption. It's wise to have a large supply of food. Most kings recommend having at least 2 days worth of food in your supply.

If you ever run out of food, starvation will cause massive deaths! So, be very cautious when allocating labor away from farming or suspending it all together -- your people must eat!

Excess food can be shipped out on your ships to other kingdoms for trade once you explore the world and find trade partners. You can also purchase food from your trade partners.

When your units become injuried in battle, you must return them to a nearby Village to feed them food so that they can heal.
Wood Cutting
Wood is the building block of growth for your kingdom. You can only extract wood from zones with a tree icon in them. This tree icon represents a forest in that zone. Go ahead and drag your peasant into your island's forest.



You'll notice that we are now producing 2 wood per hour with our genius peasant. You should also notice we are loosing 1 food per hour since no one has been assigned to harvest crops. This is very dangerous.

The only reasonable long-term solution to our food problem is to train another peasant. If you haven't done so already, be sure to begin training of your second peasant using your village structure.

Wood is used primarily to build structures and ships. It's also used by Rover units as arrows. Remember, wood can be stockpiled and traded with other kingdoms you encounter.

To begin producing wood, drag a peasant into a forest zone. Your peasant will instantly begin producing wood every hour.

A forest zone supports a maximum of 2 peasants. By building a Woodmill on top of the forest, you will increase the peasant limit by 1, allowing up to 3 peasants to harvest wood within that zone.
Trude Mining
Trude is a precious resource used to craft fine weapons and armor. Due to it's high value and portability, trude is also used as a currency between both merchants and kings.

To begin producing trude, drag a peasant into a trude deposit zone.

Your peasant will instantly begin producing 1 trude per hour. A trude zone supports a maximum of 2 peasants. By building a Mine on top of the deposit, you will increase the peasant limit by 1, allowing up to 3 peasants to harvest trude within that zone.



Thanks to our second peasant, we are now able to produce 1 trude per hour and 1 food per hour. We're one step closer to world domination!
Ch 3 - Protection & Politics
Defense - Defending Zones
To defend your people and property, it will quickly become nessisary to build an army. To train a peasant to become a warrior, you must first decide which type of warrior you wish him to become. There are four types of warriors: the balanced footman, the defensive rover, the offensive knight and the unstable sage.

Each of these warrior types have varying cost, speed, attack style, attack damage and health to consider. We'll cover their differences in detail later in the guide.

Each military career requires a different building. To train a peasant to become a footman, you must order your peasants to build a barracks. With rovers, you must build a lodge. Knights require a hall and sages require a pyramid.

To speed up a peasant's training to become a warrior, drag additional peasants into the zone where he is training. Once a peasant has been converted into a warrior, you cannot return him to the simple life -- a warrior is a warrior for life until death.

Once your peasant becomes a warrior, he is subject to travel time. Moving him from one zone to another within your island will take travel time. Each unit has a different travel speed, footman being the slowest. It's important to place your defense strategically in case you are assaulted!
Combat
Your warriors fight to protect their zones automatically. However, your leadership is essential.

The moment an enemy unit enters a zone, the occupying units' AI will kick in. Both sides will pick their target and engage in battle.

As king it is your duty to observe the battle and give orders. You can withdrawl injured units, substitute, send reinforcements from your capital island and, when necessary, retreat.

Battle is constant and in slow-motion. While battle may seem too slow at first, you'll learn to appreciate the pace of battle in Warbrew as your empire grows.

Melee units (such as the footman and knight) behave differently in battle when compared to ranged units (the rover and sage).

Melee units cannot engage ranged units until they can break past the opposing team's melee units. Ranged units, on the other hand, can arch their attacks over the front line and attack anyone on the battle field.

The result is that your melee units will absorb incoming damage while ranged units attack from behind them. Once you break the melee line, the ranged units are exposed and will typically fall quickly.

Each unit has a button that controls his current orders, whether it be to engage nearby enemies or hold fire.
Alliances
Currently, you can join an alliance at your village and create one at your lodge. Alliances are created instantly and are free to make.

However, alliances are essentially useless in their current state because they are completly public and yield only an alliance chat.

A good alliance system is essential in a game like Warbrew. We want you to be able to create alliances with your friends, co-workers and family members to protect each other and trade.

So, we'll be working on the alliance system over the next few months to make them a good tool for organizing private groups of collaborating friends.
Ch 4 - Growth & Glory
Island Types
There are two types of islands in Warbrew: capital islands and minor islands. Let's discuss the difference between the two.

Capital islands are protected by the Rook empire and, as a result, no player is allowed to capture them. However, players are still allowed to sail to capital island and even attack them — but not capture structures.

So while it's always important to have an army defending your capital island's peasants, it's unlikely you will be invaded, unless by ill-fate you find yourself the enemy of powerful kingdoms!

Minor islands are islands that are too far north for the Rook empire to oversee. They are colonizable and capturable. Players who wish to expand their empire beyond their capital island must discover and colonize minor islands.

Exploration
To explore, have a peasant construct a dock. Once the dock is complete, build a carrack ship. Carracks are used to trade, explore and deploy units. Once built, select the ship by clicking it and use the buttons to give commands.

Carracks can hold 5 units. It takes 4 hours to travel lateral to a capital island and 12 hours to travel north to a minor island. When exploring, be sure to load up at least one peasant so you can build a colony when you arrive at your new island.

There are two explore types:

Lateral exploration discovers a random capital island. Capital islands are the 9-slot islands with 1 trude deposit and 1 forest that each player begins with.

Northern exploration discovers a random minor island. Minor islands are random islands with random resources that any player can colonize and fight over.

Remember: the key difference between capital islands are minor islands is that capital islands cannot be captured.
Trade
Info coming soon.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Offense - Capturing Zones
In order to gain new land, you must locate a minor island through exploration. You are not required to load your carrack with any units to explore and deploy. However, if you wish to colonize, it's important you board at least peasant on your ship.

To board a unit onto your carrack, order your unit to travel to the zone your carrack is in (probably your dock). Once your unit arrives, drag him into your ship. He should appear within the carrack unit information box once he's on board.

Once your units arrive at the destination minor island, they will stay in the ship until manually unloaded. To unload a unit from a ship, select your ship and simply click the unit you wish to unload. The unit will instantly jump out at the ship's current zone and become active, without any travel time required. If you decide the island is not suitable, simply explore or deploy your ship away.

If you are the first player to discover an island, all zones are given to you as a reward. You will be free to build on any zone. Should you arrive on an island that has already been discovered, you will need to occupy the zone for 6 hours to capture it.

Let's give an illustration to explain how this works. Let's say Bob discovers Minor Island #1 and, a few minutes later, you perform an explore and discover the exact same island. After sailing for 12 hours, your ship docks.

At this point, Bob only has 1 peasant, and his peasant is building a farm. You decide to unload your peasants and attempt to build a barracks on an empty zone. It fails! This is because Bob currently owns all zones on this island -- because he found it first.

In order to build on this empty zone, you must occupy the zone for 6 hours. Because Bob has no units defending this empty zone, the zone is considered "cleared" as soon as a unit of yours sets foot in the zone.

Because you "cleared" the zone by setting foot in it while it was unoccupied, the zone will become yours in 6 hours unless the original owner (Bob) returns and kills you off before 6 hours is up. If Bob is able to kill off all your units before 6 hours is up, the zone is reclaimed back in his name.

If Bob is unable to reclaim his zone and it becomes yours after 6 hours, he can still fight to gain it back by clearing you off and occupying it for 6 hours. Should he defeat all your troops, the zone would become "cleared" for Bob and Bob would have to wait 6 hours before it is his zone again. During that 6 hour period, the zone and structure is still yours to reclaim.

It's important to emphasize that it is impossible to capture zones on another player's capital island. You will still be allowed to invade capital islands, but you will be unable to gain any land or structures.

Offensive Terms:
• Clear = To defeat all of the zone owner's defense and initiate the 6 hour capture countdown
• Occupy = The process of waiting 6 hours for a zone to be cleared
• Capture = To successfully gain ownership of a zone after 6 hours of occupation

Defensive Terms:
• Hold = To deny an attempt to clear by defeating an incoming assault
• Reclaim = To deny an attempt to capture by reclaiming a cleared & occupied zone within the 6 hour window
Research
In development.
Ch 5 - Structures & Units
Structures
  Trude Wood Meta Build
Time
Description
Farm
0 20 0 60 You can build a farm on any zone. Each peasant assigned to work on your farm produces 2 food per hour.
Barracks
0 40 0 60 The barracks allows you to convert peasants into footmen. Footmen are balanced, slow moving yet fast attacking tank units.
Mine
0 80 0 60 Mines must be built in zones with blue trude deposits. Once built, the mine allows up to 3 peasants to individually produce 1 trude per hour.
Woodmill
0 120 0 60 Woodmills must be built in zones with a forest icon. Once built, the woodmill allows up to 3 peasants to individually produce 1 wood per hour.
Dock
0 140 0 120 The dock allows construction of the carrack transport ship. Carracks permit you to trade resources, discover other players, colonize new islands and deploy your troops.
University
0 180 0 120 The university allows you to enlighten peasants into geniuses.
Lodge
0 280 0 180 The lodge allows you to convert peasants into rovers. Rovers are defensive, fast moving, slow attacking support units.
Hall
0 360 0 180 The hall allows you to convert peasants into knights. Knights are offensive, very fast moving, fast attacking, heavy armor tank units.
Pyramid
0 480 0 180 The pyramid allows you to convert peasants into sages. Sages are balanced, fragile units with very slow, unpredictable yet very high attack damage. Sages can teleport instantly between zones but cannot teleport to different islands.
Village
0 1000 0 180 The village allows creation of Peasants.
Units
  Trude Wood Meta Train
Time
Travel
Time
Attack
Damage
Attack
Cooldown
HP
Peasant
15 0 0 15 0 1:1 15 30
Footman
40 0 0 20 120 1:1 5 100
Rover
100 10 0 40 60 2:4 15 80
Knight
320 0 0 60 30 5:3 10 140
Sage
1000 0 5 120 0 24:24 30 40
Carrack
75 150 0 240 240 0:0 0 1000

Attack Damage - The damage number (x:y) includes two numbers: Offensive Damage and Defensive Damage. Units perform differently based on whether they are attacking or defending the zone they are in. The first damage number is their offensive damage. The second number is their defensive damage. Some units, like the Rover, are more defensive whereas other units, such as the Knight, are more offensive.

Attack Cooldown - Units in Warbrew automatically attack enemy units they encounter, even if you are offline. Each unit has an attack cooldown after making an attack. The cooldown specifies how many minutes the unit must wait before he can make his next attack. Some units, like the Footman, have a fast attack rate. Others, such as the Sage, are have a long cooldown.

Knight's Horse - The knight has a horse, which enables him to travel at such a fast speed despite his heavy armor. However, his horse must eat. Therefore, the Knight consumes 2 food per hour. All other units consume only 1 food per hour.
Ch 6 - Settings & Customization
Settings Page
The settings page allows you to change your email, username and password. You can change your email and password as often as you like. However, you may only change your username once -- just once!

You can also upload a photo of yourself on the settings page and update your public profile. There is a limit to the image size, but it's fairly high. If for some reason your image isn't uploading, either compress the image or try a different one. Some BBCode is allowed in chat and profiles.

BBCode
You can use BBcode in both the chat and in your profile. The chat, however, does not allow certain bbcode such as text coloring and css styling.

Basic tags
Bold[b]bold[/b]
Underline[u]underline[/u]
Italics[i]italics[/i]
Basic profile-only tags
Color[color=red]red[/color]
Size[size=200]large[/size]
Links[url]http://www.warbrew.com[/url]
Email[mail]ty@warbrew.com[/mail]
Ch 7 - Developerland
Game History
Warbrew beta was launched on January 20, 2009 to celebrate our 44th president's first day in office.
Meet Your Developers
Ty - Writer, Creator
Mark - Guru
Anna - NPC AI Robot
Evolution of Warbrew
Below are screenshots of my Adobe Photoshop files showing the evolution of Warbrew from early concepts to final game design.























Email
Got a question, comment or suggestion? The form below fires off an email directly to Ty, Mark and Anna. We appreciate your feedback!

Username:
Realm (Optional):
Your Email:
Message:
What is 0NE pIus F0UR?