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"You're a powerful faction leader and you must oust the President of the Republic…… by any means."

The Game

  • Starting with a single loyal supporter, a tiny secret HQ and a very small base of local support, you must build up a nationwide faction powerful enough to oust the President and rule the Republic of Novistrana.

  • Up to 16 other factions (human or computer controlled) will be doing everything in their power to stop you and seize control for themselves. And of course, most formidable of all is the President and he'll go to any lengths necessary to hold onto power.

  • Persuade, hire and recruit all manner of specialist characters to your cause or use less ethical methods such as brainwashing or blackmailing to achieve your aims. These characters range from army generals to TV filmstars to archbishops.

  • Players may follow five different strands of play, allowing them to play as politicians, businessmen, criminals, religious leaders or generals. Behave as ruthlessly or as compassionately as you want. The choice is yours but beware as every decision has its consequences and repercussions.

  • Influence the general populace through your key supporters by using them to instigate actions. Thousands of exciting and diverse actions to order and orchestrate from vast rallies and riots to rigging football matches to secret police 'hits' to broadcasting news propaganda. In short, anything that has any influential significance can be done.

The Engine

  • The most advanced graphics engine ever seen: "Totality". Capable of rendering an unlimited number of polygons in real time every frame, allowing millions of polys to be used to model each building or character if required.

  • Zoom smoothly from a satellite-like image of Novistrana (2000km square) to focus on minute detail anywhere in the world (for example, a bit of pollen on a flower stem). The player has complete camera freedom.

  • In addition, the game will feature special effects that completely surpass the state-of-the-art currently in development including unlimited real time light sources, self-shadowing, and physically-based material models.

  • All the above allows for the actions to be realised stunningly with a cinematic quality and feel, the camera moves having been hand-scripted to vividly capture the key moments of every action. The game will feature superb weather effects (such as the modelling of snow settling realistically on the ground) and visually spectacular day/night cycles.

  • Real physics engine will model every object in the game world correctly. For instance, the parts of a vehicle that have been blown off in an explosion will interact with the rest of the environment, smashing nearby windows and damaging vehicles. Landscape features like running water will behave realistically.

The Interface

  • Simplicity and player friendliness are the key goals. An intuitive interface, contextually based with minimal onscreen icons and controls will be featured. The aim is make the manual virtually obsolete.

  • Notion of levels of detail, namely that all the complexities of the inner workings of the game are hidden from the player unless they explicitly request to view it. However, it is important to note that the game can be played perfectly well without delving down to the lower levels of detail. Most low level decisions can be left safely to the key supporting Characters, who will attempt to intelligently implement them to the best of their ability.

  • Use of innovative natural language techniques to replace player-unfriendly numbers and statistics with words.

The Simulation

  • Richest simulation environment ever. Players (and non-games players) will be fascinated by the range and depth of the simulation of an entire country.

  • Revolutionary AI techniques will allow one million living and breathing individual citizens to inhabit the dozens of towns and cities in Novistrana. This is a thousand times more complex than anyone has ever achieved before or is working on currently.

  • Each person have detailed daily routines that range from going to work, to collecting their kids from school, to doing their shopping and to voting in an election. Each individual will also have their own set of beliefs, emotions, skills and loyalties that govern their behaviour, producing consistent and realistic reactions to situations that arise in the game.

  • Thousands of factions, organisations and parties to subvert and control, each with their own goals and powers. Thousands of factors dictate how these groups will react to a player's actions. As a result, every game will be a different and exciting experience.

  • Advanced transport routines that accurately model inner city traffic and metro systems.

  • Extremely efficient and human-like citizen navigation utilizing a totally new and innovative hierarchical path-finding algorithm. Use of potential field technology allows for completely flexible crowd formation and flocking behaviour.

  • State-of-the-art AI controlled music system changes the mood of the music smoothly depending on how you are playing, the persona of your in game character and the action you are currently viewing.

  • Cutting-edge behavioural cloning techniques will be employed to produce intelligent computer players with personalities. They will provide the sternest of challenges to even the best strategy gamers, learning and adapting to the way you play.



 Republic: The Revolution

Developers: Elixir Studios

Release date: Spring 2002


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