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Civilization - Age of Knights

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Technical Details
Filename civilization-age_of_knights.zip
Size 5.35 MB
Downloads 132
Author Unknown
Created 2009-05-12
Changed 2025-12-16
System PHP 5.x
Price $0.00
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Civilization - Age of Knights

Raise a thriving medieval city brick by brick. Build farms, barracks, workshops, and fortifications, then balance resource production with military might. Join alliances to coordinate strategy, wage wars, and trade smart as your banner stretches across contested lands.

Turn based pacing lets you plan, execute, and optimize: upgrade 22 buildings, synchronize offensives, and manage logistics to outplay rival lords. Victory belongs to those who shape the economy, rally allies, and strike with precision.

File Verification
MD5 Checksum
d830a212b43bf2c607961062a8f0c252
SHA1 Checksum
53a67e88351369d4f213169ab509d49df8f10937

- Game Analysis Report

1. Game Metadata

Attribute Details
Game Title Civilization: Age of Knights
Tagline "Check RPGBUNNY.COM for more Full RPG Sources \ www.rpgbunny.com" (embedded in every PHP file)
Version Unknown (database dated May 13, 2009)
Theme Medieval civilization-building with three factions
Date/Era 2007-2009 (copyright 2007, database 2009)
Developer RPGBUNNY.COM (commercial script seller)
License Commercial ($30 webgame source) - Pirated by Nulled2.net
Original Source Likely a Travian/Tribal Wars clone framework
Distribution Pirated by TEAM SP/Nulled2.net (noted in ReadMe banners)
Language Multi-language (English, Dutch detected)
Technology Stack PHP, MySQL, Flash (SWF), JavaScript, CSS
Server Type Browser-based MMO strategy game

2. File Composition

File Type Count Size (MB) Purpose
.php 132 0.454 Game logic, pages, buildings, combat, admin
.gif 83 0.324 Resource icons, UI elements, buildings
.png 68 2.080 Building graphics, cursors, backgrounds
.jpg 32 2.804 City view backgrounds, faction graphics
.css 7 0.059 Stylesheets for different themes
.url 7 0.001 Nulled2.net promotional shortcuts
.txt 6 0.012 ReadMe files (Nulled2.net branding)
.pdf 1 0.111 Manual/documentation (likely in Manual/ folder)
.sql 1 0.080 Database schema (3,183 lines)
.ttf 1 0.350 Arial font (for image generation)
.js 1 0.007 func.js (timer/UI functions)
.ico 1 0.158 Favicon
Total 340 6.44

Key PHP Files:

  • Town Management: town.php, towns.php, town_edit.php, town_stats.php
  • Buildings (22 types): hall.php, barracks.php, marketplace.php, granary.php, warehouse.php, wall.php, tower.php, academy.php, blacksmith.php, stable.php, cathedral.php, embassy.php, port.php, forge.php, sshop.php, washop.php, gmill.php, lmill.php, smason.php, ifoundry.php, house.php, cache.php, wwarehouse.php
  • Military: train.php, dispatch.php, def_f.php (defense formations)
  • Combat: csim.php (combat simulator)
  • Trading: trade.php, marketplace.php, npc_trade.php, offers.php, offers_all.php
  • Alliances: a_create.php, a_join.php, a_kick.php, a_view.php, alliance_stats.php, pact.php
  • Messages: messages.php, msg.php, msg_view.php, writemsg.php, reports.php
  • Admin: apanel.php, purge.php, rank_edit.php, delacc.php
  • Map: map.php, gen.php (map generation)
  • User: register.php, login.php, profile_edit.php, profile_view.php, user_stats.php
  • Premium: vipbuy.php, vipcredits.php, vipdone.php
  • Misc: captcha.php, chat.php, invite.php, sit.php (sitter/account sharing), abandon.php, aquire.php (acquire new towns), taxes.php, level.php (level system), g_points.php (gold points)

3. Technical Architecture

Core Technologies:

  • Backend: PHP (likely 5.x based on 2009 date)
  • Database: MySQL 5.0.24 with MyISAM engine (phpMyAdmin 2.11.1)
  • Frontend: HTML 4.01 Transitional, CSS layouts, JavaScript timers
  • Flash: Town view rendered in Flash SWF (640x480 interactive city display)
  • Session Management: PHP $_SESSION for authentication
  • Encoding: UTF-8 with varbinary fields in database
  • Font: Arial TTF for dynamic image generation (captcha/charts)

Database Structure:

  • 18 core tables with MyISAM engine
  • Queue-based architecture: 6 queue tables for time-based actions
  • Varbinary encoding: All text fields use varbinary() for security (prevents charset attacks)
  • Auto-increment IDs: All primary keys use int(10) unsigned NOT NULL auto_increment
  • Date/Time tracking: datetime fields for all scheduled events

Security Features:

  • MD5 password hashing (weak by modern standards)
  • mysql_escape_string() used in code (better than nothing)
  • Captcha system for registration
  • Admin password verification required for config changes
  • Level-based permissions (level 5 = owner/admin)

External Dependencies:

  • RPGBUNNY.COM branding/marketing
  • Nulled2.net distribution network
  • Multi-language support via language/ folder

4. Gameplay Mechanics

Three-Faction System:

Faction ID Name Theme Buildings Variant
1 Knights (default) Medieval European Castle, Grain mill, Lumber mill, Stone mason, Barracks
2 Unknown Alternate medieval Palace, Mill, Saw mill, Mercenary camp, Foundry
3 Unknown Third faction Fortress, Rations control, Wood cutters, Training grounds, Mines

Each faction has 22 unique building types with different names but identical functionality (example: "Grain mill" vs "Mill" vs "Rations control" all produce crop).

Core Game Loop:

1. City Building (22 Building Types):

Type Building Levels Purpose
0 Grain Mill / Farm 10 Crop production (20-200/hour)
1 Lumber Mill / Forest 10 Lumber production (10-56/hour)
2 Stone Mason / Quarry 10 Stone production (10-56/hour)
3 Iron Foundry / Mines 10 Iron production (10-56/hour)
4 Granary / Food Stocks 10 Crop storage (800-11,100 capacity)
5 Warehouse 10 Resource storage (600-11,500 for lumber/stone/iron)
6 Cache / Bunker 10 Protected storage (raid-proof 500-7,000)
7 Town Hall / Castle 10 Build speed +% and vault size
8 House / Lodges 10 Population capacity (30-850)
9 Embassy 1 Create/join alliances
10 Marketplace 10 Trade resources (capacity scales with level)
11 Cathedral 10 Morale boost (20-110%)
12 Port / Docks 10 Build ships (faster at higher levels)
13 Wall / Border 10 Defense bonus (10-55%)
14 Tower / Outpost 10 Offense bonus (10-55%)
15 Barracks 10 Train troops (speed +% per level)
16 Academy 10 Upgrade unit HP
17 Blacksmith 10 Upgrade unit weapons/armor
18 Weapon Shop 10 Forge weapons (faster at higher levels)
19 Stable 10 Breed horses for cavalry
20 Siege Shop 10 Build siege weapons (catapults)
21 Military Storage 10 Store weapons (5-250 capacity)

Construction System:

  • Requirements: Buildings have tech tree requirements (e.g., Barracks needs Town Hall 1, Academy 1, Military Storage 1)
  • Resources: Each level costs lumber, stone, iron, crop, gold
  • Duration: Build time ranges from 3 minutes to 6 hours
  • Queue: Construction queue tracks current builds (c_queue table)
  • Upkeep: Buildings have hourly resource costs

2. Resource Management:

Four Primary Resources:

  • Crop (food): Consumed by population and military upkeep
  • Lumber: Construction material
  • Stone: Construction material
  • Iron: Construction and military equipment
  • Gold: Premium currency / vault storage

Production Mechanics:

  • Hourly production rates displayed in real-time JavaScript counters
  • Production values: 10-200/hour depending on building level
  • Storage limits enforced by Granary (crop) and Warehouse (lumber/stone/iron)
  • Cache provides raid-protected storage (enemies can't steal from cache)
  • Negative crop production leads to starvation

3. Military System:

13 Unit Types (example from database):

  • Infantry: Swordsman, Spearman, Axeman
  • Ranged: Archer, Crossbowman
  • Cavalry: Light Cavalry, Heavy Cavalry, Knights
  • Siege: Battering Ram, Catapult, Trebuchet
  • Naval: War Galley, Transport Ship

Unit Stats:

  • HP (Hit Points): Health/durability
  • Attack: Offensive power
  • Defense: Defensive power
  • Speed: Movement on map
  • Cost: Resources (lumber, stone, iron, crop, weapons, horses)
  • Duration: Training time per unit

Combat Mechanics:

  • 4 Attack Types: Reinforce (support ally), Raid (steal resources), Attack (conquer), Spy (intel gathering)
  • Combat Simulator (csim.php): Pre-battle calculator
  • Attack Queue (a_queue table): Tracks armies in transit with arrival times
  • Phase System: Attacks have phases (outbound, combat, return)
  • Loot System: Successful raids steal resources up to army carry capacity
  • Battle Reports: Generated after combat (reports table)

Unit Upgrades:

  • Academy: Upgrade HP (max hit points)
  • Blacksmith: Upgrade weapons (attack) and armor (defense)
  • 3-tier upgrade system: Bronze → Iron → Steel (0-20% bonus per tier)

4. Town Expansion:

Multi-Town System:

  • Players can own multiple towns
  • Capital Town (isCapital flag): Special bonuses
  • Acquire New Towns: Via aquire.php (conquer or settle)
  • Abandon Towns: Return to wilderness (abandon.php)
  • Switch Capital: ch_capital.php allows changing primary city
  • Town Descriptions: Custom text for each town

Land System:

  • Towns have 4 land types (tracked in land field as 0-0-0-0/0-0-0-0/0-0-0-0/0-0-0-0)
  • Land determines terrain bonuses
  • Water adjacency (water field): Enables port construction

5. Alliance/Diplomacy:

Alliance Features:

  • Create Alliance (a_create.php): Founder system
  • Join/Leave: a_join.php, a_quit.php
  • Kick Members: a_kick.php (leadership power)
  • Alliance Stats: alliance_stats.php (ranking/members)
  • Pacts: pacts table tracks NAP (Non-Aggression Pact), peace treaties
  • Alliance Description: 512-character max
  • Ranking: Alliance points = sum of member points

6. Map System:

World Map:

  • 50x50 grid (2,500 tiles total based on database inserts)
  • Tile Types: Plains, forest, mountains, water, towns
  • Coordinates: X/Y positioning (-25 to +25 or 0-49)
  • Map Generation: gen.php creates procedural terrain
  • Fog of War: Unknown tiles until explored
  • Distance Calculation: Affects army travel time

7. Trading System:

Marketplace Mechanics:

  • Player-to-Player Trading: Send/receive resource offers
  • NPC Trading: npc_trade.php for AI merchant
  • Trade Queue: t_queue table tracks pending trades
  • Capacity: Marketplace level determines max tradeable amount
  • Offers Board: offers.php lists public trades
  • Accept/Decline: o_accept.php completes transactions

8. Social Features:

Messaging:

  • Private Messages: messages table (inbox/outbox/folders)
  • Battle Reports: reports table (combat results)
  • Alliance Messages: Broadcast to all members
  • Delete Options: delmsg.php, delrep.php, delallmsg.php, delallrep.php
  • Compose: writemsg.php (WYSIWYG editor likely)

Chat:

  • Global Chat: chat table (public messages)
  • Ally Chat: chat_s table (alliance-only channels)
  • 2 Chat Rooms: Default English + alliance-specific

Rankings:

  • User Stats: user_stats.php (top players by points)
  • Town Stats: town_stats.php (largest cities)
  • Alliance Stats: alliance_stats.php (strongest alliances)

9. Premium System:

VIP Features (bonus table):

  • 4 Premium Types:
  • ebp: Enhanced building production (30 days)
  • pl: Population limit increase (30 days)
  • pp: Production points boost (30 days)
  • pf: Premium faction bonuses (30 days)
  • Purchase: vipbuy.php (payment integration)
  • Credits: vipcredits.php (virtual currency)
  • Per-Town: Premium applies to individual towns, not account-wide

Gold Points System (g_points.php):

  • In-game currency for premium purchases
  • Likely purchasable with real money
  • Used for instant upgrades, VIP subscriptions

10. Advanced Features:

Sitter System:

  • Account Sharing: sit.php allows trusted friends to manage your account
  • Sitter Field: Database tracks current sitter username
  • Perfect for Vacation Mode: Community feature for long absences

Referral System:

  • Invite Friends: invite.php generates referral links
  • Calls Table: Tracks conversions (email → registration)
  • Likely rewarded with gold points

Taxation:

  • Taxes System: taxes.php allows adjusting town tax rates
  • Morale Impact: High taxes lower morale (impacts production/combat)
  • Gold Generation: Taxes convert production to gold currency

Level System:

  • User Levels: 0-5 (5 = admin/owner)
  • Level Progression: level.php handles XP/advancement
  • Permissions: Higher levels unlock features

Map Editor:

  • Admin Tool: gen.php allows admins to regenerate world map
  • Custom Maps: Modify terrain, place NPCs

Purge System:

  • Inactive Cleanup: purge.php deletes abandoned accounts
  • Configurable: Set inactivity threshold (days)

11. Flash Town View:

Interactive City Display:

  • 640x480 Flash SWF embedded in town.php
  • Building Sprites: 22 unique building graphics (PNG overlays)
  • Hover Effects: Buildings highlight on mouseover, show name/level
  • Clickable: Each building links to its management page
  • Resource Counters: Real-time JavaScript updates for lumber/stone/iron/crop/gold
  • Morale/Upkeep Bars: Visual indicators
  • Water Tiles: Show if port is buildable
  • Image Map Fallback: Non-Flash users get HTML image map with same functionality

5. Database Schema Analysis

18 Tables Identified:

Table Purpose Rows Key Features
users Player accounts 2 Admin (21232f297a57a5a743894a0e4a801fc3 = "admin"), Demo
towns Player cities 2 "Beach Party" (admin), "Demo Island" (demo user)
buildings Building definitions 66 22 types × 3 factions = 66 variants
units Military units 39 13 types × 3 factions = 39 variants
weapons Craftable weapons 33 11 types × 3 factions = 33 weapons
factions 3 playable races 3 Faction 1/2/3 with different building/unit names
map World tiles 2,500+ 50x50 grid with terrain types
alliances Player guilds 0 Empty (no test alliances created)
pacts Diplomacy treaties 0 NAP, peace, war declarations
messages Private mail 0 Player-to-player communication
reports Battle results 0 Combat logs
chat Global messages 0 Public chat system
chat_s Alliance chat 2 2 channels: "english", "ally"
bonus Premium features 4 User 2 has 4 active bonuses (all 30 days)
config Game settings 2 Server config (title, speed multipliers)
calls Referral tracking 0 Invite system conversions
a_queue Attack queue 0 Armies in transit
c_queue Construction queue 0 Buildings being built
d_queue Defense queue 0 Troops being deployed
t_queue Trade queue 0 Pending trades
u_queue Unit training queue 0 Barracks/stable production
uup_queue Unit upgrade queue 0 Academy/blacksmith upgrades
w_queue Weapon forging queue 0 Weapon shop production

Demo Data Discovered:

  • Admin Account: Username admin, password admin (MD5 hash: 21232f297a57a5a743894a0e4a801fc3)
  • Demo Account: Username demo, password demo (MD5 hash: fe01ce2a7fbac8fafaed7c982a04e229)
  • Admin Town: "Beach Party" (level 2 all buildings, 600+ resources)
  • Demo Town: "Demo Island" (mixed levels, 125+ military units including 75 archers, 50 cavalry, 30 siege)
  • Demo has 4 active premium bonuses (30-day subscriptions for all VIP features)
  • Last Activity: May 13, 2009, 17:55:55 (demo user)

Building Balance Examples:

  • Grain Mill: Costs 50-65-50-50-45 (lumber-stone-iron-crop-gold), produces 20-200 crop/hour across 10 levels
  • Lumber Mill: Cheaper (65-50-50-45-45), produces 10-56/hour (less than crop)
  • Town Hall: Expensive (70-70-80-60-55), build speed bonus 100% → 50% (faster builds at higher levels)
  • Cache: 60-60-50-50-45, protects 500-7,000 resources (raid-proof vault)

Unit Balance Examples:

  • Swordsman: Cheap infantry, low HP, balanced attack/defense
  • Archer: Ranged unit, high attack, low defense
  • Heavy Cavalry: Expensive, high HP, massive attack, low defense
  • Catapult: Siege unit, destroys walls, very slow

6. Code Quality Assessment

Score: 4/10 (Functional Clone Product)

Positives:

  • Queue-based architecture is sophisticated (6 queue types for async actions)
  • Flash integration shows effort for rich UI
  • Multi-language support (language/ folder)
  • Varbinary fields prevent some charset exploits
  • Session management is functional
  • Complex building requirements (tech tree parsing)
  • Real-time resource counters via JavaScript
  • Combat simulator for strategic planning
  • Sitter system is community-friendly

Critical Flaws:

  • MD5 passwords are trivially crackable today
  • SQL injection visible: $_GET["town"]=mysql_escape_string($_GET["town"]); (deprecated function, not parameterized)
  • RPGBUNNY.COM branding hardcoded in every file (3+ instances per PHP file)
  • Pirated distribution by Nulled2.net (illegal)
  • Default admin/demo passwords included ("admin"/"demo" hashes present)
  • No CSRF protection visible
  • Flash dependency (obsolete technology as of 2020)
  • MyISAM engine (no transactions, crash-prone)
  • Copyright 2007 but marketed as "only $30!" in 2009 (outdated product)
  • Travian/Tribal Wars clone - zero original gameplay
  • XSS vulnerabilities likely (no output escaping seen)
  • register_globals assumed in older code sections

Code Smell Examples:

/** Civilization Age of Knights | Check RPGBUNNY.COM for more Full RPG Sources | www.rpgbunny.com **/

This spam comment appears in EVERY PHP file's first line - 132 files polluted

if ($_SESSION["user"][4]==5) // Level 5 = admin

Magic numbers without constants

$_GET["town"]=mysql_escape_string($_GET["town"]);

Deprecated function, not using PDO/prepared statements

7. Modern-Day Assessment & Conclusions

Current Viability:

1/5 - Obsolete Technology Stack

This codebase is a commercial Travian clone sold for $30 by RPGBUNNY.COM, then pirated by Nulled2.net's "TEAM SP". It has minimal viability today:

  • Flash is dead (Adobe discontinued December 2020)
  • MySQL MyISAM is deprecated (InnoDB standard since 2009)
  • MD5 passwords are unacceptable for new projects
  • Browser MMO market collapsed (2010-2015 shift to mobile)
  • Legal risk: Likely infringes Travian's copyright/gameplay patents
  • RPGBUNNY.COM branding makes it unusable without massive refactoring

Modernization Requirements:

Time: 400-600 hours | Cost: $30,000-$45,000

1. Flash Removal/Replacement (120-180 hours, $9,000-$13,500):

  • Rewrite town view in HTML5 Canvas or SVG
  • Rebuild interactive building system
  • Implement hover effects and animations
  • Mobile-responsive city display
  • Touch controls for tablets

2. Security Overhaul (100-150 hours, $7,500-$11,250):

  • Bcrypt/Argon2 password hashing
  • PDO parameterized queries throughout
  • CSRF token protection
  • XSS output escaping
  • Session hijacking prevention
  • HTTPS enforcement
  • Rate limiting (API abuse prevention)
  • Input validation library

3. Database Modernization (60-90 hours, $4,500-$6,750):

  • Migrate MyISAM → InnoDB (transactions!)
  • Add proper indexes for performance
  • Normalize queue tables
  • Fix varbinary → utf8mb4 VARCHAR
  • Add foreign key constraints
  • Query optimization

4. Frontend Modernization (80-120 hours, $6,000-$9,000):

  • Remove inline CSS/JS
  • Implement responsive framework (Bootstrap/Tailwind)
  • Single-page app architecture (React/Vue)
  • WebSocket for real-time updates (replace polling)
  • Progressive Web App (PWA) for mobile
  • Dark mode toggle

5. Gameplay Balance (40-60 hours, $3,000-$4,500):

  • Remove Travian clone mechanics (legal risk)
  • Original unit types and balance
  • New building system
  • Differentiate 3 factions meaningfully
  • Premium system redesign (no pay-to-win)
  • Tutorial/onboarding flow

6. Backend Refactoring (100-150 hours, $7,500-$11,250):

  • Framework migration (Laravel/Symfony)
  • RESTful API architecture
  • Queue system (Redis/RabbitMQ)
  • Caching layer (Redis/Memcached)
  • Remove RPGBUNNY branding (132 files!)
  • Microservices for combat/map/trade
  • Docker containerization

7. Testing & Polish (40-60 hours, $3,000-$4,500):

  • Unit tests (PHPUnit)
  • Integration tests (Selenium)
  • Load testing (Apache JMeter)
  • Security audit (penetration testing)
  • Cross-browser testing
  • Mobile device testing

Even with full modernization, the core concept is obsolete. Browser MMOs peaked 2005-2010. Players today expect:

  • Mobile-first gameplay
  • Real-time PvP (not turn-based/queued)
  • 3D graphics (not 2D sprites)
  • Social media integration
  • Battle passes/seasonal content
  • Live events

Code Quality:

4/10 - This is a functional clone sold as a commercial product in 2007-2009. The architecture is decent (queue system, multi-faction, complex tech trees), but execution is poor:

  • Piracy: Nulled2.net distributed this illegally, adding .url shortcuts and ReadMe banners
  • Spam: RPGBUNNY.COM comment in 132 files is unprofessional
  • Outdated: Flash, MyISAM, MD5, mysql_escape_string() all deprecated
  • Clone: Blatant Travian ripoff (same building names, mechanics, UI layout)
  • Demo Data: Shipping with admin/demo accounts (passwords: "admin"/"demo") is catastrophically insecure

What RPGBUNNY.COM Did Right:

  • Queue-based architecture allows MMO-scale concurrency
  • Building tech tree is properly implemented
  • Multi-language support is professional
  • Premium system is well-integrated
  • Combat simulator is strategic value-add

What Went Wrong:

  • Sold as "$30 RPG source" to webmasters with zero PHP knowledge
  • Marketed as "full clone" encouraging copyright infringement
  • No updates since 2009 (abandoned product)
  • Pirated by Nulled2.net (undermined own business model)
  • Flash dependency doomed it by 2020

Security Dangers:

CRITICAL - Immediate Exploitation Risk

Critical Vulnerabilities:

  • Default Credentials: Admin password is "admin" (hash in database)
  • MD5 Passwords: Rainbow table cracks in seconds
  • SQL Injection: Deprecated mysql_escape_string() throughout
  • XSS: No output escaping visible
  • CSRF: No token protection for actions
  • Session Hijacking: No secure cookie flags
  • Flash Vulnerabilities: Known exploits in ActionScript 2/3
  • MyISAM Corruption: No transaction rollback, crashes lose data
  • Direct Object Reference: ?town=123 allows viewing any town
  • Admin Panel: apanel.php likely has privilege escalation bugs

Modern deployment = instant compromise. Automated scanners would detect SQL injection within hours. Default admin account would be brute-forced immediately.

DO NOT DEPLOY THIS CODE

This is a pirated Travian clone with Flash dependencies (obsolete since 2020) and critical security vulnerabilities. MD5 password hashing, SQL injection, and default admin credentials make compromise inevitable. Legal risk from Travian Games GmbH is significant.

Innovation/Uniqueness Rating:

2/10 - Travian Clone with Zero Originality

What Makes This a Clone:

  • Travian Buildings: Exact same 22 building types (Granary, Warehouse, Cache, Barracks, Stable, etc.)
  • Travian Resources: Crop, Lumber, Stone, Iron (identical)
  • Travian Map: 50x50 tile grid with terrain types
  • Travian Combat: Queue-based attacks with phases (reinforce/raid/attack/spy)
  • Travian UI: Flash town view with clickable buildings
  • Travian Tech Tree: Building requirements match Travian's early versions
  • Even Building Names: "Grain Mill", "Stone Mason", "Iron Foundry" are verbatim Travian

Minor Differentiations:

Flash Town View (Obsolete Technology)

  • Interactive building system in ActionScript
  • Hover effects and visual feedback
  • Better UX than text-based Travian (2007)
  • BUT: Flash discontinued December 2020 - completely unusable today

Game Features:

  • Three Factions: Travian has 3 tribes (Romans/Gauls/Teutons); this has 3 unnamed factions
  • Premium System: 4 bonus types (ebp/pl/pp/pf) vs Travian's Plus account
  • Sitter System: Built-in vs Travian's manual sharing
  • NPC Trading: AI merchant feature

Historical Context:

2005-2010 saw hundreds of Travian clones after its 2004 success:

  • Ikariam (2008) - sea-based Travian clone
  • Tribal Wars (2003) - inspired Travian
  • Grepolis (2010) - mythology Travian clone
  • Civilization: Age of Knights (2007) - low-effort Travian clone sold for $30

RPGBUNNY.COM capitalized on webmaster demand for "turnkey MMO solutions". They cloned Travian's mechanics, added Flash graphics, and sold it as a "full RPG source" to buyers with no coding skills. This is the definition of a clone product - gameplay piracy without original design.

Why This Matters:

  • Copyright Infringement Risk: Using this invites lawsuits from Travian Games GmbH
  • Zero Educational Value: Studying this teaches nothing about game design
  • Market Saturation: Travian clones failed because players prefer the original

What Makes This Interesting Archaeologically:

  • Commercial Script Economy: Documents the 2005-2010 "turnkey MMO" market
  • Piracy Networks: Nulled2.net's "TEAM SP" distribution shows dark side of script sales
  • Flash Game Era: Last generation of browser MMOs before HTML5/mobile shift
  • Travian's Influence: Shows how one successful game spawned an entire clone industry
  • $30 Price Point: Reveals how cheap these clones were (impulse purchase for aspiring game devs)

Verdict:

This is a low-effort Travian clone sold as a commercial product for $30, later pirated by Nulled2.net. It has 2/10 innovation because it copies Travian's gameplay 95% directly. The only "innovation" is packaging Travian mechanics with Flash graphics and selling it to webmasters. This is software piracy of game mechanics, morally equivalent to ripping off board game rules.

Recommendation: Do not use this code. If interested in medieval city-builders:

  • Play Travian (original, still operating)
  • Study open-source alternatives (like Plemiona/Tribal Wars GPL variants)
  • Design original mechanics from scratch
  • Avoid legal risk of deploying clones

Using Civilization: Age of Knights invites copyright lawsuits and provides zero competitive advantage - players will always prefer Travian's polished experience over this 2007 clone. The only value here is as a historical artifact of the browser MMO clone era (2005-2010).

Final Recommendations

For Developers
  • DO NOT use - Travian clone infringement
  • DO NOT modernize - 400-600 hours wasted
  • DO study queue architecture pattern
  • DO examine Flash integration (historical)
  • DO learn from security anti-patterns
For Game Designers
  • Queue-based gameplay interesting mechanic
  • Sitter system good community feature
  • NPC trading adds single-player option
  • Study Travian directly - not this clone
  • Design original city-builders from scratch
For Server Administrators
  • NEVER deploy - Flash is dead (2020)
  • MD5 passwords crackable in seconds
  • SQL injection via deprecated functions
  • Default admin/demo accounts included
  • MyISAM corruption risk
For Legal/Business
  • Travian Games GmbH can sue for infringement
  • Pirated by Nulled2.net (illegal distribution)
  • Zero commercial viability (clone market dead)
  • Browser MMO market collapsed (2010-2015)
  • Historical artifact value only

Rating Summary

Historical Value ★★★☆☆ 3/5 - Documents browser MMO clone era
Code Quality ★★★☆☆ 3/10 - Functional but dated
Innovation ★★☆☆☆ 2/10 - 95% Travian clone
Security ☆☆☆☆☆ 0/5 - MD5, SQL injection, defaults
Technology Stack ☆☆☆☆☆ 0/5 - Flash dead, MyISAM deprecated
Legal Risk ☆☆☆☆☆ 0/5 - Copyright infringement risk
Commercial Viability ☆☆☆☆☆ 0/5 - Clone market saturated/dead
Overall Grade D- Obsolete Travian clone - study only

Security Warning

Running many of the scripts in this archive on a live server presents a serious security risk. These projects were created before modern hardening practices and may contain vulnerabilities that can compromise your system.

We strongly recommend using this code for reference and analysis only, or in isolated local environments. By downloading these files, you accept full responsibility for their use.