Hey all, I'm in the early stages of putting together a hex-based strategy game set in imperial China, circa 210 AD, after the collapse of the Han dynasty. Although adjustments can and probably will be made based on community response to this thread, the features included so far are:
-Tactical battles featuring a variety of cavalry, infantry, and missile units
-Detailed map allowing for complex logistical and strategic maneuvers
-Factions with multiple players and an internal hierarchy
-Diplomacy-style, anything-goes interaction and negotiation between players
-A streamlined economic system that keeps the focus on politics and warfare
Possible features (ones that I have the means to do, but haven't decided whether or not to include yet) are:
-Random-map battles (a large number of maps will be made for each region/terrain type, given a number, and chosen by a random number generator prior to each battle), adding tactical variety and an element of chance to warfare
-Imperial relations- pleasing the Emperor can mean bonuses and extra resources, and controlling a puppet emperor can be a powerful political weapon. Players can fight to restore the old dynasty or to establish one of their own (the capital would start out well-defended and under the control of a moderator)
-Unique troop-recruitment system- each team/faction has pools for Men (the basic building blocks of units), Horses (needed for cavalry), and Arms (the amount of heavy weapons and armor available for issue), with caps determined by the faction's size, number of players, and possibly their Imperial relations or other measure of influence
-Wages: Faction leaders regularly receive tax income in Gold, which they can then distribute among their retainers (other players on their team) however they please. This gold can be spent on improvements for troops, for hiring Staff (ancillaries who provide various bonuses to players), or on bribes and various other attempts to manipulate politics, whether in their own faction, in the Emperor's court, or in other factions. For faction leaders, paying your retainers more will help keep them loyal, but will also give them the resources to undermine you if they so choose
The spirit of this game is to try and recreate the tumultuous times of the early Three Kingdoms period, when simple soldiers could become great lords and the powerful were often brought low as much by treachery in their own ranks as by defeat on the battlefield. My goal is to give players as much freedom possible, with all that it implies- the vast majority of diplomacy will be conducted without the knowledge of any moderator, and deception and disinformation will be perfectly legal tactics. Internal politics will also be an important factor, as retainers can revolt, defect, or even declare independence and start their own faction. On top of this, there will be a deep, well-balanced, and nuanced combat system. Turns will advance simultaneously, as in Diplomacy, meaning that the game can keep a methodical pace while still playing out in something resembling real time.
Who's on board? Are they any additions or changes you'd like to see made? And is there anyone who would be willing to be a sort of assistant or backup moderator when this game gets off the ground?
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