My first thought when I read through this post was "Hey, you're describing Dominions!" It's not a perfect match, but I'll detail the differences below.
quote:
Originally posted by Tormy:
Game concept: Turn based strategy game check
Setting: Fantasy check
Main features:
-Randomly generated worlds check, random map generator available-The player would control the ruler itself. If the ruler dies, the game is over if the ruler doesnt had any successors. Kind of; the player controls a being pretending to be a god. If the pretender dies, priests can recall him. If no one believes in his divinity, the game is over.
-Class system [The ruler, the soldiers etc. would be able to specialize themselves in many ways.]No. Single units/commanders only fill a spesific role, or at most few roles; however, all races have units/commanders/summons to fill almost all roles classes would. For commanders, some of the roles they are used in include army leaders, priests (morale buffs), battlecaster/buffers, battlecaster/destroyers, caster/summoners (out of battle), caster/destroyer (out of battle), thug (can kills dozens of units on his own), super-combatant (can kill armies on his own), scouts/spies/assassins (information, massed spies/assassin have special uses)
-Race system [There would be lot of different races available in the game: humans, orcs, goblins, elves, etc.]Check. No orcs, dwarves or elves, though. Human nations inspired by early romans, east/west romans, barbarians, arthurian legends, greek/persian, spanish/french inquisition, tales of transylvania, african culture, south-american bloodcults etc etc; elf-like beings shrouding themselves in illusions and appearing from nowhere to raid and kill and maim, in Irish (tuatha de danaan) and viking (Vanir, descendants of the Aesir i.e. Odin, Thor & co) flavour; Jotun, the frost giants, and their colossal Niefel ancestors/goblinoid Vaetti allies; Abysians whose very bodies are aflame; winged magocracy of Caelians; amphibious, frog-like Atlantians; aquatic aboleths of R'lyeh and the illithids whose falling star-city later destroyed the Aboleth culture... In each of the games three Ages, there are more races than most other games, and that's when the human nations are counted together. They're often just as different from each other than they are from the non-humans.
-Experience & abilities [dexterity, strength etc. for all creatures. Creatures can gain levels and raise their abilities]Check; all units have strength, attack, defence, precision, encumberance, etc etc; experience increases attack, defence and precision quickly, and high levels of experience offer small bonuses to strength, encumberance, even hp. However, the maximum is five starts (levels), and normal units above 3 stars are very rare indeed.
-Province system Check, maps consist of provinces of varying sizes.
-City system [More cities would be allowed to have in a province, depending on the size of the province]No. No city-building, population just is, and the most you can do is raise taxes and patrol, killing population for more money. You can build temples to spread dominion, and allow the recruitment of priests if they are available, or laboratories, to transfer magical items, recruit mages (again, only if available in the province) and research, but that's it. You can build castles, though.
-Castle system [Castles would be mainly military bases in a province]Check, castles allow recruitment of national units, must be besieged before province can be conquered and protect the defenders when the gate is breached. Without castles, you can only recruit the independents you conquered that province from, most often light/medium human infantries with slinger or archer support, but sometimes knights/longbowmen, or even mages. Hoburgs (halflings), the four amazon tribes, the various totemic tribes and druids are some examples of the independent mages.
-Resource system [food, minerals etc.]Check; units are bought with gold (training) and resources (equipment). "Resources" is the name of the resource. For magic, each path has its own resource, all collected automatically from sites that have to be searched for, except for blood slaves, which must be hunted from well-populated provinces. Supplies could be considered a resource, they keep armies from starving.
-Very detailed military system [The player would be allowed to equip EACH of the soldiers if he wants. The player would be allowed to design military units depending on the available equipment. This would mean that the combinations would be almost endless. It would all depend on, that what equipments are available. This would be linked to research mainly] Check. It's detailed, but there's no unit customization. All nations have several unit types, though, and if they're limited that's been done on purpose. The smallest army lineup in the game has light/medium/heavy inafntries, non-human medium infantry with heap of special abilities (strong, magic resistant, no supplies, siege bonus, amphibious but one-eyed, poor att/def, cold-blooded) and non-human, giant-sized infantry with the same special abilities. Their first goal is to recruit independent missile units and summon constructs/golems who get extra hp. Other nations can easily have dozen units.
-Research system [This would work like in the Civizliation series] Check, 7 schools of magic, for summoning, buffs, damage spells, magic items/golems, undead/golems/protection spells, save-or-die spells and finally, for blood sacrifice/demons/corruption; all with dozens of exceptions. Each school has 9 levels, from summoning undead scouts or throwing sparks (1) to calling forth elementals in battle or creating armies (25 and up per casting) of illusionary beings (5) to Wish, Flames from the Sky (which won't kill more than half the army in target province), or sending the Kindly Ones to hunt for enemy priests and blood mages wherever they might be (9). Once a global ritual, like the Kindly Ones, has been cast, it stays up until destroyed. So the Kindly Ones will kill, Eyes of the God will observe and Wrathful Skies will continue to blast until the spell is dispelled, the caster is dead, or the creatures (e.g. Wild Hunt) defeated.
-Border system [Players wouldnt simply control cities or provinces, but depending on the size of the cities/forts, the number of outposts etc, the players would control territories]None, unless you count the religion system.
-Very detailed diplomacy system [Something like the Civilization diplo system. Players would be able to make vassals, sign treaties, ask for military help, etc. and vice versa] No diplomacy system for single-player.
-2d or isometric tile based graphics. To be honest I dont like 3d. I always said that the best is the 2d or isometric graphics for a real strategy game.Check: 2d maps, 2d sprites fighting against pseudo-3d battlegrounds
-Turn based tactical combat. The players would be able to control each of their soldiers if the want, however there would be many options for this. [Control all soldiers/Control squads etc. The battles would be played on zoomed on maps -> something like the Age of Wonders battle system] No. You give your units orders BEFORE the battle. Once the battle start, they'll follow the orders (or sometimes not), and you can no longer affect the battle. All battles are fought between turns, so armies move simultaneously, so one army can't fight in multiple provinces in one turn.
-Magic system [There would be different magic schools. There would be specific units like mages, priests etc. to cast the spells, however the ruler itself would be able to use magic also, depending on his class] Check. 7 Schools of magic to research, 8 Paths of magic which control the type of spells available (four elements, Astral for mind, Death for necromancy, Nature, and Blood), about 700 spells IIRC, hundreds of magical items... Priests are limited to just few spells: banishing undead/demons, blessing sacred units, morale-increasing spells, and smiting/paralyzing the enemy for the really powerful ones. However, priest-mages are common. Your pretender will often be your most powerful mage. When fire-based nation might be able to recruit Fire 3 mage, who can get a random pick for further Fire 4, and have a very small chance for even Fire 5, and might be able to eventually forge an item for +1... Fire 5 is enough to summon a King of Elemental Fire (there are just 2, because the third one was corrupted) your pretender can start with Fire 9. It gives your priests sacred units attack bonuses and flaming weapons, and besides being able to cast all fire spells there are some very nice battlefield spells whose area of effect scales with power...
-Relations [This would be also a very important part of the game. The player's actions would have effect on many things in the game. - Relations with his own people in the empire, with the other empires etc. Linked to this, the player would be able to arrange marriages etc. Certain races wouldnt like eachother. This would be linked to the relations & diplomacy system] None, except for the dominion system.
-Religion system [There would be various gods in the game.] Faith in a spesific pretender is shown as dominion that spreads on the map. Troops in own dominion have better morale, and your pretender/prophet get hefty bonuses, and in your dominion the very land changes for your image (chosen in game creation, e.g. death, sloth and turmoil to afford fortune, research bonuses and flaming weapons for your sacred units). To afford more powerful pretender forms (Sphinx is immobile, so it is cheap; Phoenix is immortal, but physically weak, so its base form is cheap - but buying it magic is more expensive; a Sun Disc, who spreads heat in the province he is in and is rather tough, flies and master of Fire magic, is already quite expensive, you can either take negative scales (turmoil, sloth, death, misfortune, drain) or let your pretender be dormant or imprisoned in the beginning, only available after a year or several of game time (1 year = 12 turns).
-Leader/Generals system [In order to create an army it would be needed to have certains special units -generals for example. Depending on the skill of that special unit, various numbers of soldiers could consist that army. The leaders would also give various bonuses to the army what hes leading]Armies won't move unless a commander is there leading them. Some commanders keep units around them from routing, but most are just for moving the troops around. There are three types of leadership: mundane units, magical units, and undead/demons. Mages can lead either magical or undead/demons, depending on their type, but typically only few mundane units, and most mortal army leaders can't lead magical/undead units.
-Special sites system. Caves, ruins etc in all over the generated game world. Treaures, dangerous monsters, special encounters etc.The game has Sites. In every province, there may be up to four magical sites that have to be searched for. Sites are categorized by path and power. One Fire 1 site might generate one fire gem per turn. Fire 3 site ' Volcano' increases Heat scale and generate 3 fire gems per turn. A rare Water 2 site 'Mount Frost' increases Cold scale, produce 2 water gems and allow any Water mage to enter the site to summon 2 Winter Wolves per turn. Anyone searching the province will find some low-level sites, like Brigand Lairs that allow the recruitment of stealthy archers. There are few priestly sites, like Monastery of Light that decreases unrest and allows the recruitment of priests.
-Job system [for the peasants & civilians. There would be many different kind of jobs available from farmer to beast tamers]None whatsoever. No civilians are ever seen, unless you count the virgins captured as blood slaves.