User:Jacky 50A/Sandbox 2

"When worlds war, only one may reign."

- Tagline

Worlds at War is a real-time strategy game developed and published by 50A Studios, released on the 4th of August 2025 for Xbox One, Microsoft Windows, and Nintendo Switch. The game revolves around the battles of forces from multiple science fiction media, who clash to attain dominance over a single planet of abundant resources for their own interests.

Summary
Far into the depths of space lies a verdant world of diverse climes and plentiful resources known as the Sphere, which is a planet devoid of any sentient life. The globe's peace would not last, however, as numerous star-spanning dominions and organizations come to discover its existence and exploit its resources. Ultimately, however, not every one of these factions can share dominance over the planet, and it is the player's duty to carry these empires, corporations, and civilizations to victory.

Gameplay
The following details concerning the gameplay mostly pertains to campaign and player vs. artificial intelligence modes.

Overview
Much like typical real-time strategy games, Worlds at War has the player choose their playable faction, gather resources, construct buildings, and amass armies to achieve the specific objectives set within the player's game session. In the case of this game, the multiple resources that are present aren't always usable by every faction in the game due to their differing needs. For example, human-centric factions may always require food and mineral supplies for their efforts, but certain non-human factions may only require minerals to sustain themselves. With these resources, players may construct buildings, which they could use to harvest other resources, research certain technologies, recruit soldiers and war machines alike, as well as defend the player's own holdings.

Resources
In-game, there are several fundamental resources that are available for each faction to make use of as the foundation of their operations. These resources are typically exploitable by every faction, but those who are unable to make use of every resource tends to present challenges of their own. The resources are as follows:


 * Energy : From oil veins to rivers that can be dammed for power, players require sources of energy to keep their faction's structure operational. Energy is usually attained by harvesting relevant resource sites by either using builder units or constructing structures that automatically harvest the site's resources themselves. Factions require energy to maintain their buildings, which will suffer disadvantages if their energy upkeep is unfulfilled.
 * Mass : Mass represents food and other related resources required by biological entities to sustain themselves. Mass can be gained by hunting and harvesting native organisms, building farms on fertile soil sites identified on the map, or even by harvesting slain enemy units, depending on the faction's own nature. Should factions fail to fulfill the needs of mass, then their organic units will suffer detrimental status effects.
 * Materials : Materials are the resources that factions utilize to construct their buildings, such as stone, wood, iron, and others. Materials is also used to recruit or create war machines that require vast amounts of non-organic materials to create. They are attained through similar means to the energy resource, in that they are harvested naturally by either builders or buildings.
 * Requisition : This resource reflects the currencies that the factions employ, should they themselves actually make use of them. Requisition is mostly used by civilized factions to recruit units and enact other projects, upgrades, and resources. Requisition is generated by virtually every building the factions create, though only certain buildings actually generate large amounts of requisition for factions to use.

Natural resources are present in certain resource sites identified to the players within the game map. There may be water bodies that allow factions to fish for mass or create watermills upon them for energy, as well as cave formations where minerals can be mined for both materials and energy. When these natural resources are gathered, they must be retrieved to the factions' warehouse buildings, either by builder or transport units. Structures may be built upon these resource sites to automatically gather the resources players desire, but the resources accumulated must still be moved back to the warehouses. These resource-harvesting buildings have limits to how many resources they can accumulate, but stationing/garrisoning a number of builder units within the structure can increase the limits and grant bonuses to the structures themselves.

Buildings
Factions require buildings to achieve their objectives within the map. As mentioned previously in the resource section, buildings require energy to maintain. Should factions fail to fulfill this energy upkeep, their buildings will operate with less effectiveness. While certain factions may use other resources to maintain their buildings, energy is by far the most common resource used to pay for the buildings' operational cost.

Buildings are used for many different purposes, chief among being the harvesting of resources, the recruitment of military units, and researching new technologies and implements that can enhance the factions' capability. They can also be upgraded to better serve their purposes, as well as be garrisoned by units -- mostly military -- to further increase their performance or keep them safe from incoming intruders.

Factions start the game with a single headquarters, which grants them the ability to recruit units crucial to further developments, such as builder and scout units. Headquarters also grants factions the initial number of buildings they can create. While factions cannot build more than a single headquarters within the game's map, they may build outpost buildings that further increase the factions' building capacity.

Every non-resource harvesting structure built will be linked to the closest central building, which is either the headquarters or the outposts. These central structures also possess an energy upkeep, but as long as the other buildings are linked to the central structure, the amount of energy maintenance they need will be reduced. Should the headquarters or outposts fall, then the buildings linked to them will suffer from a vastly increased amount of resource upkeep.

General buildings can be upgraded several times, but to which extent they can be upgraded depends on the central buildings' own level. If a faction wishes to upgrade their military recruitment building to the second level, then the headquarters or outpost must have been upgraded to Level Two, as well. Headquarters can be upgraded up to five times, whilst outposts can be upgraded up to three times. Upgraded headquarters and outposts will unlock new technologies and upgrades, and the maximum range of buildings that can be linked to the central buildings.

By default, resource-harvesting buildings are not linked to any central buildings due to the fact that they tend to be located in remote locations. However, they can be linked to nearby outpost buildings to further increase their effectiveness and efficiency, with the resource-harvesting buildings themselves already having quite a low energy upkeep even when not linked. Resource-harvesting buildings can always be upgraded to Level Five, even if they're linked to an outpost and not a headquarters.

Units
Through the buildings available to the players, units that fulfill a number of different purposes may be recruited to advance their purposes. Units are trained in groups, where a single unit contains multiple entities. Players can only field as many units as the unit population capacity permits, which tends to be small in the beginning of a game but can increase the more buildings that allow for recruitment that players build. Upgrading central structures such as the headquarters and outposts can also increase the unit population capacity, but upgrading the recruitment buildings increases the capacity the most in many cases.

As mentioned before, units are organized in groups or squads. Within these squads, players may upgrade certain members of the unit with specialized weapons that will provide them tactical advantages, such as heavy weapons. These tactical weapon upgrades are only available to particular units within the factions' roster, but they can be done at any time with just a relatively small cost. On the other hand, there are general upgrades that improve the performance of all units on the field in the form of technologies that need to be researched. These technologies are available for research in certain buildings, which players can review within the game's database at any point in-game.

Other Game Modes

 * Battles: Customizable fights against AI factions that players can do for many different purposes. Players can customize settings such as the number of units allowed on the battlefield, the recruitment time of units, the number of resources the factions receive and use, and even the weather events that can occur throughout the battles. Battles can be fought by up to eight factions, and there are a number of different sub-game modes that can be played through this mode.
 * Devastation: Players must destroy every faction present within the map with every asset they have. Players have to destroy every trace of the enemy factions off the map with every resource they have to gain victory, annihilating them from their headquarters to their most minor units. The last faction standing will be the one who wins this mode.
 * Demolition: Players are given single headquarters to train their units from, as well as create defensive structures and initiate research projects to enhance their units. With these, players must advance and destroy the opponents' own headquarters while defending their own from assaults. Should a faction's headquarters is destroyed, they are considered to have lost the match, regardless of how many other units are present.
 * Tactical Domination: Relying only on a single type of resource, factions must deploy their units in the areas allocated to them on the map before sending them to capture and hold key points marked on the map to achieve the set number of points required to achieve victory. In this game mode, players don't get to create buildings, but use their singular resource points to spawn units and access abilities that will affect the battlefield.
 * Conquest: TBA
 * Faction Creator: A mode where players can create their own factions using the game's resources, which can be used to create custom units and even buildings, in addition to the factions' own traits and uniqueness. Players can even create factions that are mixed and matched from other pre-existing factions, as well as upload the custom factions to the game's network for other players' use.
 * Map Editor: A mode where players are granted the ability to create their own map using the game's vast assets. Players can set resource nodes present on the map, the weather events that happen, as well as gameplay conditions, in addition to many other creative settings. Once done, players may save their maps to be used in other game modes aside from conquest. Players can also upload these maps into the game's network, allowing other players to use the map for their own purposes, as well.
 * Multiplayer: A mode where players can challenge other players in various challenges. The modes featured here are for all intents and purposes the same as the ones featured in the battles mode. Players may record and replay the battles fought against other players and download them for future publication purposes.