Majesty: Difference between revisions

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You have inherited the crown of [[The Kingdom]] of Ardania, a [[Medieval European Fantasy]] kingdom with a surplus of [[The Hero|heroes]] but a desperate need of an [[The Leader|inspired leader]] to lead them to victory. Taking up the throne of Ardania, it is your duty as Sovereign to forge alliances with [[Five Races|the other races]], placate the gods, hire heroes to defend your kingdom, and send them on quests to drive back the [[Always Chaotic Evil]] monsters that threaten Ardania's borders.
You have inherited the crown of [[The Kingdom]] of Ardania, a [[Medieval European Fantasy]] kingdom with a surplus of [[The Hero|heroes]] but a desperate need of an [[The Leader|inspired leader]] to lead them to victory. Taking up the throne of Ardania, it is your duty as Sovereign to forge alliances with [[Five Races|the other races]], placate the gods, hire heroes to defend your kingdom, and send them on quests to drive back the [[Exclusively Evil]] monsters that threaten Ardania's borders.


Released by Cyberlore in 2000, ''Majesty: The Fantasy Kingdom Sim'' portrays a typical fantasy [[RPG]] world from a slightly different angle. The game can probably best be described as a city-building [[Sim]] with [[Real Time Strategy]] and [[RPG Elements]], but that doesn't quite encompass the extent of the gameplay. The player is cast as the Sovereign of Ardania, a [[Affectionate Parody|deliberately stereotypical]] fantasy kingdom, and is given complete control over construction, taxation, research, and the hiring of heroes to defend the realm.
Released by Cyberlore in 2000, ''Majesty: The Fantasy Kingdom Sim'' portrays a typical fantasy [[RPG]] world from a slightly different angle. The game can probably best be described as a city-building [[Sim]] with [[Real Time Strategy]] and [[RPG Elements]], but that doesn't quite encompass the extent of the gameplay. The player is cast as the Sovereign of Ardania, a [[Affectionate Parody|deliberately stereotypical]] fantasy kingdom, and is given complete control over construction, taxation, research, and the hiring of heroes to defend the realm.
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** [[Elfeminate|And possibly the elves, but it's hard to tell]]. According to the flavor text of the [[They Changed It, Now It Sucks|"re-imagining"]] Majesty ones Elfs were all Male, and serve the human world in gender shifts.
** [[Elfeminate|And possibly the elves, but it's hard to tell]]. According to the flavor text of the [[They Changed It, Now It Sucks|"re-imagining"]] Majesty ones Elfs were all Male, and serve the human world in gender shifts.
*** In the sequel (which has better 3D graphics), the elves are clearly female, with large assets. The other heroes are also changed a little: all rogues are now female (however, you can upgrade them to assassins which look male, but [[The Voiceless|don't speak]], so it's hard to tell), and the clerics are female too (upgradable to the priestesses for Krypta and Agrela), while paladins now upgrade from fighters, and thus will always be male.
*** In the sequel (which has better 3D graphics), the elves are clearly female, with large assets. The other heroes are also changed a little: all rogues are now female (however, you can upgrade them to assassins which look male, but [[The Voiceless|don't speak]], so it's hard to tell), and the clerics are female too (upgradable to the priestesses for Krypta and Agrela), while paladins now upgrade from fighters, and thus will always be male.
* [[Added Alliterative Appeal]]: "Rise of the Ratmen". "Hold Off the Goblin Hordes" has Added Assonative Appeal.
* [[Alliteration]]: "Rise of the Ratmen". "Hold Off the Goblin Hordes" has Added Assonative Appeal.
* [[All Myths Are True]]: If you hear stories about spheres of power, legendary monsters, or crowns, they are out there somewhere and will inevitably be the focus of [[The Quest]].
* [[All Myths Are True]]: If you hear stories about spheres of power, legendary monsters, or crowns, they are out there somewhere and will inevitably be the focus of [[The Quest]].
* [[All There in the Manual]]: Literally. The manual contains a lot of vignettes about life in Ardania. Additionally, flavor text is provided for all buildings and units. You can litterally click on just about anything from treasure chests to a random pack of magical flowers and immediately get a explanation of its mechanical benefits and flavor
* [[All There in the Manual]]: Literally. The manual contains a lot of vignettes about life in Ardania. Additionally, flavor text is provided for all buildings and units. You can litterally click on just about anything from treasure chests to a random pack of magical flowers and immediately get a explanation of its mechanical benefits and flavor
* [[All Trolls Are Different]]: In this case, they are chubby, regenerating brutes who spontaneously erupt from the ground and love smashing up Marketplaces over all else.
* [[All Trolls Are Different]]: In this case, they are chubby, regenerating brutes who spontaneously erupt from the ground and love smashing up Marketplaces over all else.
* [[An Axe to Grind]]: Ratman champions and goblin overlords use halberds. Barbarians use this in conjunction with a club.
* [[An Axe to Grind]]: Ratman champions and goblin overlords use halberds. Barbarians use this in conjunction with a club.
* [[Apathy Killed the Cat]]: The tax collectors and builders are programmed to neither question nor flee the waves of [[Always Chaotic Evil]] monsters and are usually among the first to die when the land is invaded. This is improved in ''Majesty 2'', where the peasants and tax collectors will attempt to flee if they are in danger. They still die in droves though, I hope you like that "AHH! *ching ching*" sound!
* [[Apathy Killed the Cat]]: The tax collectors and builders are programmed to neither question nor flee the waves of [[Exclusively Evil]] monsters and are usually among the first to die when the land is invaded. This is improved in ''Majesty 2'', where the peasants and tax collectors will attempt to flee if they are in danger. They still die in droves though, I hope you like that "AHH! *ching ching*" sound!
* [[Arbitrary Headcount Limit]]: Usually four; you can spend 12,000 gold and still only get four monks per temple.
* [[Arbitrary Headcount Limit]]: Usually four; you can spend 12,000 gold and still only get four monks per temple.
** The non-human dwellings only allow 3 per guild, ''two'' for elves.
** The non-human dwellings only allow 3 per guild, ''two'' for elves.