It is a glorious day for the forces of evil, as you just have officially passed the certificated leadership exam, by disabling the last of your competitors the day prior to this one. Needles to say, by "disabling" you mean voiding his application, and by "voiding his application", you actually mean killing him. In an overly bloody and painful way, at that. Leaving such matters aside, you are henceforth among the fancy ranks of various self-proclaimed lords, kings, overlords, underlords, princes, princesses, ladies, queens, overladies, underladies and arch-somethings, and thus a fiend eligible - and more-so, even expected - to strike out on his own.
All that still holds you from gaining influence of your own, are a great number of permits, two of which are currently to be submitted to the high council. Speaking of these permits, or permits in general, you are quite sure they were only ever invented to inconvenience the evil populace even further. Deciding that the one about self-proclaiming a title of your own can wait, you go for the other one instead. Annexation Permit, it reads. Indeed, unlawful conquest of neutral lands is not considered evil, but more along the lines of unbureaucratic. Seeing as those above you also have suffered a similar fate in their time, and are somehow intent on passing this annoying legacy down to all who might came after them, not a smart move. Go figure. Either way, here it is...
Multiple Choice check-boxes. Incorrect use of outdated speech. A needlessly long sentence. Oh, and nowhere to put your signature. You are momentarily under the impression that such dedication to annoying paperwork, is, after all, worthy of some kind of respect. Luckily that is only until the annoyance kicks in. Sometimes you wonder if those lot of the dominions also have to deal with all that bureaucracy crap...
Well, considering where your future base would be, is still quite the important matter. Different environments not only dictate what kind of creatures would see it fit to align themselves with you, but also the kind of actions you will be taking, or what adversaries you would be likely to face. Eh, actually choosing the kind of realm is something of a moot point, as your own race somewhat dictates which kind of base would even be viable for yourself. Getting ahead of yourself yes. Yes, of course. How could it not be? The permit about self-proclaiming a title obviously asks for your race. Maybe that was needed, or somewhat fun the first three forms that you were asked to fill out as a recruit, but almost two decades later, on a document specifically written for you, it bears little more sense than being persistently annoying. Letting out an aggravated groan, you decide to leave that document for later. To that end, you needlessly recall what each choice on the previous one might hold in store. ~
Underground Realms tend to be quite profitable as you are bound to find the odd vein of metal or gem, but the sheer number of lowly troops that the dominions of good will occasionally throw at you, won't allow you to shine as much as you would normally do.
( Bonus to Economic Actions, Malus to Fiend Actions )Aquatic Realms are somewhat less prone to invasion, and while you yourself will be able to outmanoeuvre your enemies in the watery confines, going toe to toe with enemy troops in half-filled tunnels will have the amphibious and aquatic creatures alike on less ideal footing or swimming - than they would normally prefer.
( Bonus to Fiend Actions, Malus to Military Actions )Aerial Realms are roosted on almost inaccessible peaks, and thus very difficult to invade. While high altitude breeds quite sturdy inhabitants due to the somewhat hostile conditions, these very conditions also make it far more difficult to grow or produce much because of the relative scarcity of natural resources.
( Bonus to Military Actions, Malus to Economic Actions )~
After making a cross in the respective box having a mind to cross whoever had the idea of designing such a document by not checking it as intended you stare at the needlessly long sentence that represents point II. A name, huh? Oh. Now you see. Yes, yes, why not choose a name before knowing where exactly you will settle down. Groaning in irritation once more, you decide to just get it over with already. Well, generic names are really not unheard of, as would be grand proclamations, or a humorous approach. Actually, now the odd naming sense of your predecessors makes just so much more sense! Unsure on this decision, you think about asking your second but that one is currently out and about, preparing for what is soon to come. It seems that you will have to find a name on your own.
Dungeon Defiender will be a village-management game, with tactical and RP overtones. Oversimplified much? Eh, you'll see soon enough what it will be about. It's real focus will most likely depend on what you, the players, want out of it either way, so there's that.
Fiend Actions:
Training Raise a chosen attribute
Resting Recuperate from being wounded
Lead Missions Fate will normally give you three of those each turn
Economic Actions:
Construction Making tiles feasible for buildings, and erecting them
Work Building Gain benefits from non-passive buildings
Diplomacy Settling diverse dealings and trade
Military Actions:
Combat Let your troops defend the realm or march forth for it
Training Troops may gain some stats, or even abilities
Scout Allows you to spot and prepare for possible invasions
I had this idea swirling around in my head for quite some time. This time though, I made sure that it won't be too much of a number-crunching fest for me. Nor hours of drawing for each seperate turn. So, basically just what I need right now. Seeing my current circumstances, I won't make any grand promises about it, but here it is either way.