Ok, some rule dump so that I can get it put down before I forget.
Buildings and junk:
Farms: produce 2 food each
Factory: produces 1 labor each
Barracks:
-Shock Troop Barracks: Increased chance of getting Shock Troops
-Skirmisher Barracks: Increased chance of getting Skirmishers
-Archery Range: Increased chance of getting Archers
Officer Training School: +1 to Officer number each
City: Counts for 4 food, and +1 Officer.
Walls: Block enemy movement
Tower: Extends range of archers
(maybe more to be thought of)
Resources and unique Buildings:
Horses: Allows Stables: Gives 1 horse upgrade
(More to be thought of.)
Troop types:
Front Line: Nothing special
Shock Troops: Can deal 2 points of damage
Skirmishers: can choose targets
Archers: ranged attacks.
Troop Upgrades:
Officers: Can form armies, gives +1 to formation.
Horses: Gives +1 movement
Siege Weapons/Special Weapons
(To be thought of later)
How the game works:
You can not move troops outside of your territory unless they move with an officer. Only 7 units can be in a single tile.
At the end of every in-game week, there is an "upkeep" day.
On the upkeep day, the following happens.
-All of your farms, factories, etc. produce their resources.
-You choose a building to build
-You choose an action for your leader
-Your resources are converted into units (1 food makes 1 troop, and labor is used to make siege/special weapons)
-You gain a number of Officer upgrades to match your officer limit
-Whatever else needs to happen
The upkeep day is so that I don't have to track resources and stuff every single turn.
This is how combat works.
Since you can only move troops outside your borders if the have an officer, many formations will likely have a mix of troops.
Let's say you have a formation as follows:
-2 Shock Troops (1 is an Officer)
-2 Front Line
-2 Archers
-1 Skirmisher
This is a very mixed squad. In battle, a D6 is rolled and bonuses are applied. The winner (in melee) will kill a certain number of enemies based on how much they win by. You cannot deal more damage than you have troops in your squad.
Mock Battle Time!
This squad attacks an enemy squad as follows.
-1 Shock Troop
-5 Front line (1 is an officer)
-1 Archer
Before they are adjacent, they fire with their archers. They have 2 archers. Both are at equal Tech levels, and they both have an officer, so neither gains any special bonuses. 2 Vs. 2 No damage. The enemy fires back. 4 Vs. 2 Even though the enemy got 2 higher, they only have 1 archer, so can only do 1 damage. The order of losses is Front Line->Shock Troops->Skirmishers->Archers->Special. So they lose 1 Front line.
So now they choose to close the distance and attack the enemy. 5 Vs. 1 They got 4 higher. The order of attackers is Skirmishers->Shock Troops->Front Line and Archers. So skirmishers attack first, and can ignore the normal defend order and directly target the archers. The enemy has 1 Archer, so it dies, leaving 1 more damage for the Skirmishers to deal. They target the Shock Troop, and kill him, leaving the 5 Front line. They still have 2 damage to deal left, and the people to deal it with, so 2 of the enemies' Front Line dies (officers always die last, regardless of any targeting abilities).
The enemy attacks back! 3 Vs. 2 They deal 1 damage, and the other Front Line man dies, leaving the 2 Shock Troops, 2 Archers, and 1 Skirmisher left. They attack back. 1 Vs. 6 The enemy got a massive 5 higher! Normally this would be enough to wipe out the whole squad, but the enemy only has 3 Front Line left, so they can only deal 3 damage. They kill 1 of the Shock Troops, since they can't kill the Officer yet, and they kill the Skirmisher and 1 Archer, leaving the Shock Troop Officer and 1 Archer left.
They attack the enemy! 4 Vs 1. They get 3 higher! Normally they could only deal 2 damage, since they have only 2 troops, but since Shock Troops can deal 2 damage instead of just 1, they can deal the full damage and finish off the enemy!
(More rules to come, such as magic and mana, bonuses for different races, rules for gods, and much more!)