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Peak Knowledge is a love story to my favorite maps, imitation is the highest form of flattery that mediocrity can pay to greatness.
It consists of capital victory conditions, menus with knowledge and mercenary contracts, structures on the map that benefit your menus, and the flexibility to play on several scenarios.
It is a work in progress, and I have a lot of scenarios that I am considering for future versions.
Capital System: Each player starts with a capital, granting access to corresponding menus. Losing a capital means losing access to menu benefits, which transfer to the new owner.
Continents: Controlling continents provides +1 troop placement bonuses, augmentable by related technologies.
Fortification: Players receive five fortifies per turn to reinforce across connected territories.
Menu Territories: All menu territories prohibit troop placement, except for mercenary contracts store(diamond), which allow placement.
Menu Node Persistence: Menu path territories (circles) reset to neutrals every turn, while nodes (squares) remain unless captured by enemies.
Structures: Map structures offer strategic advantages and are evenly distributed among players or as neutrals.
Fog settings default to Heavy but can be adjusted. Lower fog settings render vision nodes less relevant, while Total fog renders vision nodes to be more relevant.
Castles are capitals so if you lose all of yours, you will be eliminated. They provide +2 Knowledge and +1 Mercenary Contract per turn for their respective menus. They defend at +3 and attack at +2, with +2 range artillery, allowing them to reach their matching color bordered continent.
Castles start with twenty-five troops.
Mercenary Camps are structures that increase your Mercenary Contracts by +1, as well as spawn 1 troop per turn.
Towers are powerful structures that defend at +2, attack at +2, and have +1 range artillery. In most scenarios, each player starts with one tower nearby their capital.
Towers start with six neutral units, except for player towers.
Libraries (book icons) provide +1 knowledge into each knowledge menu you own. This is increased with knowledge tech.
Libraries start with four units.
Each capital has access to knowledge and mercenary menus, offering various strategic advantages and offensive capabilities.
Each branch has a “store” represented by a diamond, “paths” represented by circles, and “nodes” represented by squares.
Both stores can be filled passively from castle ownership, via resources on board, technology, and for Mercenary Contracts only, able to be increased via placement troops.
Each store can attack down to the first path one-way, and every path and node can fortify directly back to the store if needed. You cannot attack a store, but if you capture an enemy capital you will take control of both their menus on your next turn.
All paths return to neutral each turn, refilling to their original neutral values, so any troops remaining in those spaces will be lost.
The nodes will not return to neutral, and once unlocked will provide their bonus unless they are lost to attacks. Remember you will be able to fortify troops to and from them via your stores.
Each of the final nodes on the menus offer the ability to attack into similar enemy menus. This can destabilize your enemies' bonuses, but you will not reap their rewards unless you are in possession of their capital. This can require them to have to fight through neutrals to re-acquire tech.
Peak Knowledge offers diverse scenarios with unique setups and rules, catering to different player preferences and strategies.
Each scenario has it's own map footer which helps outline the scenario rules.
The first section will display the scenario name and general details
If there are any changes to structures, they will be updated in the next section:
Royal Rumble is the base four player game:
Player Start:
Neutrals:
Settings:
Setup:
Logistical Limbo is Royal Rumble with return to attack from fortify.
Player Start:
Neutrals:
Settings:
Setup:
Barbaric Beginnings is a 2-10 player scenario. Players do not start with capitals. Libraries provide +1 placement troop.
Player Start:
Neutrals:
Settings:
Setup:
Little Learned is similar to Royal Rumble except each player starts with their local Library.
Player Start:
Neutrals:
Settings:
Setup:
Frontier Frenzy is an expansion scenario, where most spaces begin as neutral.
Player Start:
Neutrals:
Settings:
Setup:
Players start with all local towers in their quadrants, player tower troops lowered to 7 from 15.
Player Start:
Neutrals:
Settings:
Setup:
Entrenched Enterprises is Logistical Limbo with additional structures and additional player tower.
Player Start:
Neutrals:
Settings:
Setup:
Bordered continents and localities provide strategic significance and diverse gameplay opportunities.
Border heatmaps illustrate territory connections, aiding strategic decision-making.
All continents are worth +1 placement troop:
Localities are important for the first two mercenary groups, as they are restricted to striking these areas within their own locality. Each corner has their own locality.
They consist of 1 castle, 1 mercenary camp, 2 libraries, 4 towers, and 22 unmarked spaces.
Connections represented by colors. Red are least connections, Green are most connections:
Melee Borders:
Detailed dice odds tables aid players in understanding combat probabilities.
Roll | Success Ratio | Victory | Tie | Defeat | Note | Outcomes | V | T | D |
1d6 vs 1d6 | 42% | 42% | 58% | Normal Attack | 36 | 15 | 21 | ||
1d6 vs 2d6 | 25% | 25% | 75% | Normal Attack | 216 | 55 | 161 | ||
2d6 vs 1d6 | 58% | 58% | 42% | Normal Attack | 216 | 125 | 91 | ||
2d6 vs 2d6 | 39% | 23% | 32% | 45% | Normal Attack | 1296 | 295 | 420 | 581 |
3d6 vs 1d6 | 66% | 66% | 34% | Normal Attack | 1296 | 855 | 441 | ||
3d6 vs 2d6 | 54% | 37% | 34% | 29% | Normal Attack | 7776 | 2890 | 2611 | 2275 |
Roll | Success Ratio | Victory | Tie | Defeat | Note | Outcomes | V | T | D |
1d6 vs 1d8 | 31% | 31% | 69% | Attack Against Tower | 48 | 15 | 33 | ||
1d6 vs 2d8 | 14% | 14% | 86% | Attack Against Tower | 384 | 55 | 329 | ||
2d6 vs 1d8 | 43% | 43% | 57% | Attack Against Tower | 288 | 125 | 163 | ||
2d6 vs 2d8 | 27% | 13% | 28% | 59% | Attack Against Tower | 2304 | 295 | 640 | 1369 |
3d6 vs 1d8 | 49% | 49% | 51% | Attack Against Tower | 1728 | 855 | 873 | ||
3d6 vs 2d8 | 38% | 21% | 35% | 45% | Attack Against Tower | 13824 | 2890 | 4771 | 6163 |
Roll | Success Ratio | Victory | Tie | Defeat | Note | Outcomes | V | T | D |
1d6 vs 1d9 | 28% | 28% | 72% | Normal Agaisnt Castle | 54 | 15 | 39 | ||
1d6 vs 2d9 | 11% | 11% | 89% | Normal Agaisnt Castle | 486 | 55 | 431 | ||
2d6 vs 1d9 | 39% | 39% | 61% | Normal Agaisnt Castle | 324 | 125 | 199 | ||
2d6 vs 2d9 | 23% | 10% | 26% | 64% | Normal Agaisnt Castle | 2916 | 295 | 750 | 1871 |
3d6 vs 1d9 | 44% | 44% | 56% | Normal Agaisnt Castle | 1944 | 855 | 1089 | ||
3d6 vs 2d9 | 33% | 17% | 33% | 50% | Normal Agaisnt Castle | 17496 | 2890 | 5851 | 8755 |
Roll | Success Ratio | Victory | Tie | Defeat | Note | Outcomes | V | T | D |
1d8 vs 1d6 | 56% | 56% | 44% | Attack From Castle/Tower | 48 | 27 | 31 | ||
1d8 vs 2d6 | 44% | 44% | 56% | Attack From Castle/Tower | 288 | 127 | 161 | ||
2d8 vs 1d6 | 76% | 76% | 24% | Attack From Castle/Tower | 384 | 293 | 91 | ||
2d8 vs 2d6 | 58% | 41% | 34% | 25% | Attack From Castle/Tower | 2304 | 939 | 784 | 581 |
3d8 vs 1d6 | 86% | 86% | 14% | Attack From Castle/Tower | 3072 | 2631 | 441 | ||
3d8 vs 2d6 | 76% | 64% | 24% | 12% | Attack From Castle/Tower | 18432 | 11740 | 4417 | 2275 |
Roll | Success Ratio | Victory | Tie | Defeat | Note | Outcomes | V | T | D |
1d10 vs 1d9 | 50% | 50% | 50% | Magi Against Castle Artillery | 90 | 45 | 45 | ||
1d10 vs 2d9 | 35% | 35% | 65% | Magi Against Castle Artillery | 810 | 285 | 525 | ||
2d10 vs 1d9 | 68% | 68% | 32% | Magi Against Castle Artillery | 900 | 615 | 285 | ||
2d10 vs 2d9 | 50% | 33% | 34% | 33% | Magi Against Castle Artillery | 8100 | 2685 | 2730 | 2685 |
3d10 vs 1d9 | 78% | 78% | 23% | Magi Against Castle Artillery | 9000 | 6975 | 2025 | ||
3d10 vs 2d9 | 67% | 52% | 29% | 19% | Magi Against Castle Artillery | 81000 | 42360 | 23307 | 15333 |
Roll | Success Ratio | Victory | Tie | Defeat | Note | Outcomes | V | T | D |
1d10 vs 1d8 | 55% | 55% | 45% | Normal Mercenary Artillery | 80 | 44 | 36 | ||
1d10 vs 2d8 | 42% | 42% | 58% | Normal Mercenary Artillery | 640 | 268 | 372 | ||
2d10 vs 1d8 | 74% | 74% | 26% | Normal Mercenary Artillery | 800 | 596 | 204 | ||
2d10 vs 2d8 | 56% | 39% | 34% | 27% | Normal Mercenary Artillery | 6400 | 2524 | 2160 | 1716 |
3d10 vs 1d8 | 84% | 84% | 16% | Normal Mercenary Artillery | 8000 | 6704 | 1296 | ||
3d10 vs 2d8 | 74% | 61% | 25% | 14% | Normal Mercenary Artillery | 64000 | 39220 | 16008 | 8772 |
Thanks to Dev Map Testers: Roohaa, doctorraptor, SlideRisk, Ozyman, M57, DTSLost, QuidQuoPro, Amidon37, phoenixinquisitor, H4u8G15o16R2ey34e2s, Abishai, Kjeld, ClemClementine, Landmaster.