The Combat
system of a RPG is key. In the case of a kingdom management game, the combat system
is the army (or the garrison).
As I stated
previously, I decided on a Defense Value or Security Value for military units.
This isn’t much different then ACK’s BR system they use for mass combat, but I
wanted to aim for someone less granular. See in their system when you go to war
you commit a certain amount of BR from your force, and then you’d roll, and see
the damage rates fly. ACKs also has stout, hardy rules for being out of supply
range, damaged units, demoralized units, and so on.
I don’t want
to sound like an asshole, but, I don’t think we need all of that for the game we're running.
A kingdom
management game is more about the individual decisions, and the actual tactical
movement of armies around hexes might be valuable, but I doubt anyone wants to
get too involved in the nitty-grit of it, so the parts I think we’d need to
keep are..
1.
Supply. Supply routes and logistics are
absolutely key to military operations at the Kingdom level.
2.
Army composition. Who’s in an army should affect
things like speed, adaptability, and so forth. Terrain should affect the army
based on who and what it’s made of.
3.
Resolution of armed conflict.
4.
Ease of book keeping.
This is
moderately conflicted by the fact that my players want a research system. But
the research system can actually help us a bit here.
By
envisioning what potential ‘upgrades’ could be, we can start imagining the
mechanics of the ‘baseline.’ That applies to all aspects of this design.
I also enjoy
the idea that the starting hex and its terrain will have effects on troop type availability
and such. A light footman from a mountain region might do well on plains and mountains
for example, whereas a light footman from a desert might be faster on open
terrain, and so on.
That’s for
later development. For simplicity’s sake, I still like the simplicity of
dedicating Security or Defense Rating to a die roll, adding a modifier and then
a commander modifier (as applicable). I
don’t think it’s important to worry about sergeants, individual squad leaders,
and the like, not when we’re taking a top down approach. We’re aiming for
Crusader Kings, not Command & Conquer.
We’ll need to revisit this once we’ve actually figured out what the hell those ratings will be though.
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