I remembered something similar to this a few years, though it died out amist player wrangling. I'm planning to resurrect something similar but I need someone refining the rules for me.
Basically my system is horrifying similar to Paradox's Clausewitz (especially its implementation in EU3/4). The fighting part is similar to CK2, I intend to simplify but I don't want to dumb too much of that down so input is needed.
The Garrisioning/Coring, exhausting, and generally expansion speed retardant is novel is need some serious input.
Other systems should be set but if I missed something sorely/ you need some easily implementable mechanic/ etc I need your input.
!!warning!! Wall of rules and flavor text below.
The Human Empire, after 500 years of its existance, has been in a state of shambles. Out of its more remote areas, civilization is now given a different twist...
Over time your kingdom has different customs, or even ruled by different races. These will be represented in-game by perks and weaknessness.
There are Major and Minor perks: Each Kingdom will have three minor perks, or replace at most two minor perks by major perks and a weakness for each major perk taken.
Major perks means they are very significantly different from the average human: for example, being noctunal, or able capable to live underground.
Minor perks are things that the average human is capable of but you are just better than them: examples will be good traders or good archers. Weaknessness are something you could do worse than the average human, so maybe you are worse off in research or are poor sailors.
To start off you are also given 2 technologies. The baseline technological level would be similar to late antiquity.
Tier 1 technologies would be something like Stirrups or Ploughs.
All kingdoms will share the same tech tree for fairness. The end-point for tech would involve some high-fantasy tech like unobtanium.
Units are what makes up your army. Every unit is approximately 1000 men. For the sake of convenience, all units will be categorized into the following:
Light Infantry: Lightly armed and armored infantry, may utilize some ranged weapons. Poor on defense. Example: Skirmishers. Okay Morale.
Heavy Infantry: Heavily armed and armored infantry, too heavy to run or effective fight at range. Example: Pikemen. Good Morale.
Archer: Infantry which is mainly there to provide support fire. Good ranged attack and defense but useless at melee. Example: Longbowmen. Poor Morale.
Light Horse: Lightly armed and armored horsemen, on fast horses, may use javelins or thrown weapons. Generally useless in a pitched melee situation but useful on the move. Example: Hobelar. Okay Morale.
Heavy Horse: Heavily armed and armored horsemen, prefering charges than stationary fights. Example: Knights. Great Morale.
Horse Archer: Lightly armed horsemen which tries to keep the enemy at range and bay. Useless once caught up by lighter cavalry. Poor Morale.
Artillery: Specialist units like scorpions, Onagers, or the like. Might include early gunpowder weapons. Not exactly mobile, and tend to rout quickly in battle due to Very Poor morale.
Note that units may be very different from these descriptions, but units of the same category will behave similarly in battle unless explicitly ordered.
Exact combat mechanics will be determined later, but will generally be in three distinct phases: Ranged, Melee, Rout. In the first phase, ranged units try to snipe each other and pin melee units down, to buy time in forming an infantry line, for the charge in melee phase. In the melee phase, melee units will fight in a one-unit-to-one-unit fashion, while heavy cavalry either charge each other and if there is unscreened ranged units, will instead charge them. Battles go on until units on one side is routed due to a lack of morale, and the rout phase is essentially a “free hit” phase before the defeated units retreat from the field. Some Units will become depeted after battle.
Units can either be bought with credits or levied with manpower; some can be done by both. Credits bought units will only require credits as maintenance, and they tend to replenish faster. Levy units are much cheaper but they require manpower, and manpower isn’t exactly immediately replaceable. Some units can be immediately levied upon using manpower, but these will be reflected upon by a reduction of maximum manpower unless they are replaced.
Units must be moved onto an enemy unit to engage it. standard movement rate is 2 per turn, before modifiers.
After combat, units will be exhausted for one turn before able to move again. Meanwhile defeated units will have to spend one turn running in defeat, but he need not spend the next turn exhausted. An exhausted unit cannot fight; If an exhausted unit is caught in combat it will be anhilliated. A depleted unit will, however, be useless in combat, and anhilliated if not emerging victorious.
Siege mechanics are not defined yet but I’m tempted to just copy Paradox’s d14 formula in EU4, with players doing a few rolls per turn once he is unopposed on the field against an enemy.
Not exactly decided on naval but I would imagine it being highly similar to land battles at least for the moment.
Each player will, from time to time, hold a collection of regions. Besides geographical location, regions are defined by its tax value, its manpower value, and its product. Most regions produce food or wood, giving a modest bonus to income or manpower regeneration, but some places produce more exotic materials and control of them is a strategical advantage.
Each region also has space for one to three special building, in additional to trade and defense structures. Trade structures are roads and ports and the like and they increase speed of units on it in addition to trade income. Special buildings are special mines, manufactories, Libaries, or the like.
Newly conquered regions will need a garrison of at least one fifth of the tax value (rounded up) garrisoned or (remaining manpower+tax value) units will rise up in revolt, and if they succeed in a pitch battle they will evict you from the city. The city will be considered pacified if the garrison unit-turns exceeds twice of the (max manpower+Tax value) and only from then on tax can be collected.
Your basic income is equal to the tax value of all your regions combined, after bonuses. Trade income would be the value generated by your trade units.
I want to set research points to be the same for every player, so no matter how large your realm is, but this can be supplanted by paying a percentage of your basic tax income (so mercantile kingdoms will still got better tech but probably lacking behind in manpower). You may build libraries but will need more of them to keep the bonus up.
Players should be able to trade units and techs; however for techs the receiver should pay half of the (full) tech cost to simulate the realities of absorbing a foreign idea.
Researching something that someone else has researched will be cheaper. As usual, if everyone else got a tech it will be seen as “common” and you will have to adopt it next turn (and pay half of full tech cost). If you cannot adopt all of them in a turn you can select what to adopt first, but you have to adopt every single common tech until you can start your own research. This makes sure players who go all in in one single category would still have an advantage but they will find their hands half-tied up.
Leaders are exceptional people, for one reason or another. They will lend your your skills and give bonuses to the region or the army they are attached to, and their bonuses may not be usually obtained by sheer numbers or technologies alone.
Leaders will die in time, and they will also be generated either by the use of tech points or by random events. At least your ruler and your heir are both leaders.
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And just for someone who is willing to to declare interest, you may try to submit a Signup sheet. Submitting does not mean that I have to accept it into the game; I will judge and decide by merit, and points will be heavily skewed towards interesting kingdoms, or players who did help me solving the mechanical problem. Here's it:
[Spoiler=Signup]
Player Name:
Kingdom Name:
Demonym:
Perks: (3 minor, can replace at most two with major)
Weakness: (One weakness per major perk)
Starting Technologies:
Your Starting location: (helps me draw the map, honestly)
Your first leader: (describe him/her. The description will translate into his stats)
Flavor text: (about your Kingdom)