Rise of Featherations

Entry in Pyggy 3  <>
Team: zK-6
Members: Zahmekoses, ServalKatze


You might need to install some of these before running the game:
  Python 2.5:
  PyGame 1.9:

The game has been (briefly) tested with Python 2.5 and 2.6 and 
Pygame 1.7.1 and 1.8 - it may work fine with other versions, too. Maybe. 

- more maps
- airstrike
- build structures in regions (better res-gathering or offense/defense)
- battle statistics 
- keyboard shortcuts
- AI improvements (but it's still pretty weak)

Run the in the main directory.
If you have the Windows(TM) version, double-click on "rof.exe".
To enable fullscreen-mode, open the file "game.conf" with a text-editor 
and change the line "fullscreen=0" to "fullscreen=1". 

For a very long time the United Featheration (UF) spanned the whole globe 
of Poultry, one of the planets in the solar system Fowl. The UF was an 
enlightened and modern society of featherkind which was very pacifistic by 
nature. All was well until that happened, what has to happen to any modern 
society at some time - the citizens of the UF started to ask themselves 
where they were ultimately coming from.

As the modern and enligthened society the UF was, scientific explanations 
where quick at hand and the major parts of the UF continued they daily 
life without worrying about this anymore. But alas, two minorities emerged, 
representing two different - quite religious - views on this question. 

The one side said that featherkind originated from the Great Hen, while 
the others said that featherkind originated from the Great Turkey - two 
views that created quite high and dangerous tensions between both groups. 

The majority of the UF ignored these minorities, after all they were 
minorities AND fruitcakes (not literally). But the UF citizens 
underestimated these weirdos and it came as big surprise as both sides 
occupied a region by military force - a situation completely 
incomprehensible for the normal (pacifistic) UF citizen.

And while the UF government is now desperately trying to organize 
something that hardly resembles an army, two new featherations prepare 
themselves to decide the one and only origin of featherkind.

Hen or Turkey - YOU decide!


The whole game is played by mouse and on a "per region" basis (e.g. 
If you want to perform an action like moving units or building troops, 
first select the corresponding region).
You can Load and Save your game at any time during your turn - but 
please be aware that there is only one saveslot (if you start a new game 
and save, your old savegame will be lost!).

To move troops select a region of your colour that has troops in it 
(marked by a small squad of feathers standing on it). Then click on the 
"MOVE" button in the lower right and select the destination region. The 
target destination must be an adjacent region. The window that opens 
enables you to select which of your troops should be moved (by using the + 
or - at the slider or "ALL" at the bottom). Confirm the movement by 
pressing "CONFIRM".
In the lower right window you will have two numbers next to every single 
unit. The first one indicates the total number of units of this type in 
the currently selected region, while the number in brackets indicates the 
number of units in this region that still can be moved this turn.

To build units, select a region that has the HQ or city icon on it. Each 
city/HQ produces a set amount of PU (Production Units) which are discarded 
at the end of each turn (e.g. you cannot save up your PUs for a later time 
as you can do with your other ressources). Click on the TROOPS button on the 
left side of the Command-window and use the + and - buttons to adjust your production. 
The "max" number tells you how many of these troops you can build this turn. 
Using ++ will produce as many units as possible, while -- will set the 
production for this unit to 0.
All troop build jobs complete at the beginning of your next turn.

Structures provide better resource production or increase troops strength while
attacking or defending the region. Press STRUCTURES to get to the structure
This menu is divided into three parts: 
On top there are three images which show the structures that are currently being 
build or have been built in that region. To cancel a build job or tear down a structure, 
click on it's image.
The middle part shows all structures that can be build. Those that are not available
because of lack of resources will be greyed out.
The lower part shows further structure information - depending on where your
mouse cursor is. 
Just like troops, the building of structures will complete at the beginning of your 
next turn. 

To attack an enemy region you just need to move troops into it.
A battle report screen will be opened, breaking the losses down per unit 
type and side. If your attack was successful, your surviving attack force 
will move into the new conquered region.

You can send jets into nearby enemy regions to destroy structures
or troops. Since this is a surprise attack, your jets are less
vulnerable and will destroy structures in that region with a higher probability. 
However, after the attack they fly back to the region the were sent 
from, so you can't conquer a region with airstrikes.

Conquer the enemy HQ to win the game. If the enemy manages to conquer your 
HQ, you lose the game.

On map screen
m - move troops
a - airstrike
s - build structure
t - build troops

In menus
RETURN - confirm
ESCAPE - cancel
a - all (move and airstrike menu)

- You can see the number of enemy troops located in adjacent regions by just 
clicking on these - the same goes for ressource-production and PUs (In case 
of cities)
- Each unit has it own advantages and drawbacks (e.g. the flamethrowerfeather 
is superb against other infeathertry, but inferior against airborn feathers 
[as long as these are not flying at ground level ;)]).
- If you clicked MOVE, but did not want to move any units from this region 
you can either click on any "invalid" region (regions too far away) or just 


- Project Lead
- Programming
- Music

- Idea
- Art
- Sound
- Music

The game code is licensed under the GNU GPLv3. See gpl-3.0.txt for more information. 
Some sound effects were taken from 
Most sound effects were created with sfxr and further refined with Audacity
Music samples were taken from