Stats ~ Might (Military Force) * A flat number that represents the full force of the army; can be divided to make squads or scouting parties, etc. * ex) 1000 might but position 100 to the south, 100 to the east, 300 in the capital, etc. ~ Core Resources * Maybe a couple general ones that affect stats * ex) food - raises population and happiness (maybe different kinds of food offer different bonuses/debuffs? like bread offers more happiness/pop but gives might debuff? maybe the amount of free land owned (doesn’t have buildings) correlates to food production? could give players reason to just expand in general esp if food somehow affects might. * ex) water - needed to maintain any level of pop or happiness; could give reason for players to compete over fresh water sources. ~ Special Resources * so resources that are kind of distinct and used to perform or create specific things * ex) iron - enables the creation of weapons which gives a might bonus; (maybe weapons are an item that could be taken from defeated troops? like it’s just a status effect that offers a flat boost); could give a reason to compete over mining areas; could be used to create swords as weapons. * ex) stone - used to construct military buildings? like castle walls, keeps, etc. (buildings like that could offer a boost to might); could give a reason to compete over mining areas. * ex) wood - enables the creation of housing which raises might or population? could give players reason to compete over forests; can also be used to create clubs as weapons * ex) gunpowder - enables creation of guns as weapons; need ten city/housing tiles in your country Country/Faction ~ Government * different forms of government offer different benefits/detriments that affect various stats, * ex) indulgent - big boost to happiness/pop, but debuff to all productions * ex) lenient - smaller boost to happiness/pop, but smaller debuff to productions * ex) neutral - no buffs/debuffs * ex) strict - small boost to might/production, but small debuff to happiness/pop * ex) harsh - bigger boost to might/production, but bigger debuff to happiness/pop ~ Creation * maybe players choose a type of landmass (i.e. island, peninsula, forest, plains mountains, etc.) and their starting resources and stats are based on that; maybe a map is also built based on those decisions? * alternatively, a map could be made first and players choose an area to settle * maybe a combination of the two where the map has one (or more) of each of the landmass/features, and they have set positions already, relative to one another (island west of mountains; mountains north of desert, etc.) * if we have this as more of a story-telling game with a DM who knows where the countries are, a physical map may not be needed. * a rough draft map could be made as people encounter each other as well, which would allow DM play. * certain environments would have the special resources mentioned aboard; * ex) desert would have iron; mountains would have stone; forests would have wood; plains, farmland; islands, fish; etc. ~ Capital * could simply be where the first city/housing tile is placed * takes 10 turns to siege compared to other tiles (only 5 turns) * player isn’t out once their capital is sieged (only considered occupied), but they lose the ability to spawn troops making it an effective loss unless an ally bails them out * a player only loses once all their city tiles have been sieged and captured ~ Diplomacy/Espionage * trade negotiations happen between players, but the agreed resources travel by trading caravans; a caravan moves two tiles a turn and continues to move between factions until a trade is dismissed. * caravans can be raided for their resources while in transit; they can also be escorted by troops to protect them. * Spies are named units that are capped at three max; each one has a random skill that they can use to sabotage other factions. * every five turns, any spies that aren’t on a home tile are revealed; that spy is considered MIA and is removed from the game, but another spy can fill the slot it opened up. * spies get 10 moves per turn; spies can only be spawned once a faction has 7 housing/city tiles; spies work similarly to troops, they take one turn to spawn and be ready for use. ~ Land * one way to manage land might be “tiles” each environ would have a set amount of tiles. there wouldn’t need to be physical representations of these tiles but rather each has a general description. * ex) a forest could have nine tiles; five are wooded, three are plains, one is a lake. * production of resources would depend on what were on a player’s tiles. * ex) from the forest example, I could turn two of the flat tiles into housing and one wooded tile into farmland; this would increase my pop (increasing might potential) and food production but decrease my wood production * each environment could be a square of differing sizes (forest = 3x3 square of nine tiles; plains = 4x4 square of 16 tiles, etc.); this would make mapping and distance easier since we’d only have to worry about direction (north, south, west, east) and distance would be determined by the environment being traveled through. * ex) if I send troops through the forest and plains to the desert to the east, the distance would be 7 tiles (3 forest tiles + 4 plains tiles); tile movement could correspond to the number of troops starting 10 tiles and subtracting one for every 100 troops. * most tiles have food providing alternatives (meat); forests would have hunting tiles, plains would have grazing tiles, mountains would have steppes (goats/sheep), etc. Military ~ Generals ~ Troops * troops come out of your flat might score; might represents your reserves and how many more troops you can spawn. * spawning troops takes a turn; choose a tile for them to gather and the amount of troops and next turn they spawn on that tile. * troops with a score above 500 cannot embark (cross water tiles); crossing water tiles takes a turn regardless of the movement the troops have left. ~ Battles * a flat out number game; the army with more troops wins the battle * factions at war will battle when their troops meet on the same tile ~ Sieges * tiles can be captured by sieging it for five turns; an enemies troops must stay on the tile for sieging to begin * capital can be sieged, but it takes double the time (10 turns) and the host country can still spawn troops to combat the siege. ~ Defenses * castle walls can be built on plains using stone; they become an impassable tile until destroyed. * to destroy a castle wall, enemy troops must be on a tile adjacent for 3 turns * castles also reduce might of the enemy that sieged it by 100 once destroyed Gameplay ~ Seasons * each season lasts 25 turns and each has their own buffs/debuffs * spring gives a buff to hunting/grazing tiles (meat) * summer gives a happiness bonus (excluding desert tiles) * fall gives a bonus to crops * winter reduces all farmland production to zero; troops have half movement (rounding down; excluding desert tiles) ~ Resource Management * removing a wooded tile provides 50 wood * city tiles cost 100 wood to build * each city tile gives the player 100 might a turn * a meat food source doubles the might city tiles produce * the amount of city tiles cannot exceed the amount of food source tiles; otherwise, happiness -50 and city tiles stop producing might Tile Types ~ Plains Tile * a tile without any obstructions or features * can transform into a farmland tile * can be built on ~ Wooded Tile * a tile with trees on it * provides wood (~10 per turn) * can be cleared and turned into a plains tile ~ Lake Tile * a small body of water * provides water to a country * provides 5 food (fishing) ~ Hill Tile * a tile with rocky terrain * provides stone * movement debuff (-2 instead of -1) * can be cleared, but not turned into a plains tile (instead turns into a flat land [rocky] tile)