This will play vaguely like a CKII quest but with a large influence from warcraft 3
On Chapters and Turns.
You will be controlling Primarily a single individual, but also a faction so this will go by Chapters and turns. Chapters are made up of turns and Chapters change when you move on from an area, after a timeskip, or when a significant Event happens. Each turn will have you vote for what you do (as the character you choose to be) and what your Faction members do.
You will have personal actions and faction actions which will be divided into different kinds of actions (economic, military, technology, magic, piety.) Until you gain a Main base some chapters will not include base administration and options to do things outside of combat.
On Morality Scores
The most important thing to remember though is that your main character has a
morality score that can be positive or negative (positive means your more good, negative means your more evil.) Each character starts a different morality score that will go up or down depending on your decisions, interactions with others and reactions to events. The maximum score is +10, and the lowest is -10 morality and it gets harder to change your morality the closer you get to either score.
On Battle and Warfare
The mechanics of battle are going to be as faithful to Warcraft 3 and World of Warcraft as i can make them. so to start we will have hero levels and probably levels for all troops. Stats will be Determined by Equipment, Training, Talent, Race, and unit type.
There will be several different types of troops you can have in your army. These include melee, ranged, mounted, flying, spellcaster, siege, command, armoured, and hero. Each of the types of troops will have advantages and Disadvantages as well as Tactics they can and can not do.
Battles are Paced by Rounds, which continue until the battle is over and one army retreats or is wiped out (though if a battle is excessively long or has a critical moment, I will pause it and let you determine if you want to change orders.)
Tactics can greatly swing a battle into one sides Favor.
Ambush: Can only be done under certain conditions based on terrain and time of battle. Upon an ambush tactic being used a d100 is rolled to determine if it succeeds or not. Chance of success varies based on visibility, wariness of the army being ambushed, terrain, and 'power level'/numbers of the ambushing army. Will grant a free turn for the ambushing party if successful or impose a moral loss if it fails
Charge: Only usable by troops with the melee type under their description. Allows the troops to quickly close with an enemy at the cost of defense, adding 50% movement speed to units charging but lowering armor by 1 during charge. Grants +2 DPT for units attacking an enemy on the turn they charged. Mounted units lose no armor during charge and gain +3 instead of +2.
Shield wall: Only usable by unmounted troops with shields. Grants +2 armor for all troops part of the shield wall. Units lose 50% move speed during shield wall.
Write in your own tactics and i will determine what they do and add them Here
Terrain can affect a battle heavily when in play.
Forest: ranged troops get a -1 DPT modifier when fighting inside a forest against other troops inside it, and a -2 DPT when fighting troops that are inside a forest while they are outside of it. Gain a +10 modifier to the Ambush Tactic chance of success. Shield wall gains a -10 chance of success. Mounted troop lose 50% speed in the forest. Charge Tactic has a -15 chance of success. Flying troops don't benefit from forested terrain and melee flying troops can't attack troops inside a forest.
Hill: Ranged troops Gain +5-10 Range when attacking from the top of a hill
PLUS the hills height is added to range as well. Melee troops charging up a hill gain no bonuses from the charge whether mounted or not. Shield walls gain a +1 Defensive ditches and walls effects are increased when Placed on a hill.
common sense is most important here, if a terrain should have an effect on combat it will, just ask me for clarification if you want to know before making a decision.
Morale and how it affects a battles outcome
Determines how much it takes to force an enemy to retreat. Once a units Morale falls to Half Moral its status will be wavering, and the turn it reaches that and every turn after it makes a Morale check to determine if it runs away. The check starts at 30% chance of fleeing and goes up by 10% every turn it remains below half. A unit gains and loses Morale from several factors. If a unit has terrain or defenses on their side they gain moral. If a unit is good aligned and defending non-combatants they gain Moral. Hero units can boost or lower moral with actions they take. Evil units gain Moral based on how much they outnumber their enemies. All units gain moral from being near a Hero or commander unit equal to a percentage of the Hero/commanders moral. There are other factors not mentioned here.
Damage Types:
Physical damage: affected by levels of Armor.
Magic Damage: affected by magic resistance
Siege Damage: Can be dodged, but the heavier your armor the harder it is to dodge.
Hero Damage: halves the effectiveness of armor or Magic resistance.
Divine/Chaos Damage: ignores armor or Magic Resistance.
Spells only matter when they are significantly powerful and harm a largish group of enemies or do great damage to a single enemy or other similar effects and therefore will only be mentions in those cases. They also generally take up a characters full turn and if they don't more often than not they only cast one big spell and focus the rest on actual combat.
-AoE spells: affect an area without regards to enemy or ally unless specifically stated otherwise. These spells have no limit to how many people they affect beyond how densely populated the area they affect is. Therefore the more dense an enemy formation the more damage they do.
-Chain spells: affect multiple targets of the same alliance. If they only target enemies they only hit enemies if they hit allies they only hit allies. They also have a set number of people they hit and will not hit any more than that. You can also specify something the Spell takes into account to focus what it 'bounces' to. For example focusing a chain heal on the most heavily wounded allies first, or focusing a high damage low number of bounces spell on the most elite and powerful enemies first.
-Channeled spells: are cast over a period of time doing continues damage during its cast time to everyone/thing it effects.
-Prep time spells: Take a certain number of turns to prepare to cast before being unleashed at the start of the turn after they are prepared.
On Relationship status with friends, family, and factions (and enemies of course)
Relations go like this,
- Exalted/best friend/completely in love: 0/0 (will die for you)
- Revered/close friend/In love: 0/210 (will take a hit for you)
- Honored/good friend/love interest: 0/120 (will do best to protect you)
- Friendly/friend/possible love interest: 0/60 (your a friend)
- Neutral/acquaintance/Random person: 0/30 (completely ambivalent)
- UnFriendly/Rival/Dislikes you: 0/30 (first step to being hated)
- Hostile/enemy/god your ugly: 0/30 (starting to be hated)
- Hated/Personal enemy/you must die for your ugliness: 0/360 (utterly hated)
to increase the level of the relationship you must match the 0 to the 30 in 0/30 or whatever the number on the right is. To lower the level your relationship needs to take a hit while it is already at 0 out of a level then you go down a level.
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Edit: i changed a lot of this as it did not work with the magic system and would make troops too fragile.
Further Edit: Removed advantages to make the battle system less cumbersome.
Further, Further Edit: Cleaned up the whole thing so it is easier to read and descriptions are more obvious.