Mechanics:
Ok first, this is going to be a relatively low stat quest when it comes to battles. I will probably give rough ideas out on how strong a troop type is and the like but the only hard numbers will be the actual numbers. Other than those two factors battles will be decided by strategy, terrain, Defences and the odd roll.
Outside of battles will be a different story... This quest will be much more about time management rather than randomized rolls for success/luck. To me it is bad taste to make building something based around a roll that determines either complete success or complete failure. So in this quest while there will still be rolls they won't be for outright success/failure for most things.
Instead you will roll on whether you get a minor success and only little progress done, a moderate success with standard progress done, or a Major success with a little extra work done but more importantly a slight cost reduction too. The only way you can fail in the large amount of choices you might make is through a natural 1 which will explain all major accidents and problems that can happen in building something. With a nat 100 you still get a critsuccess which gives you a massive boost to progress as well as a solid cost reduction.
However with every rule there are exceptions, lets talk about them now. The few exceptions to this rule are going to be things like research though more often than not it will still have a very low chance of failure. Now other things like exploration into a previously unexplored area can also fail but again it will be rare.
As for Nat 1's on things that can fail normally... Nat 1's have much greater effects. For example let's say you were researching something volatile and got a nat 1. The effects would be something along the lines of the building blowing up and possibly worse depending on a secondary roll to determine how bad the effect will be. Or if you were researching a cure to a disease and got a nat 1 the effects could end up being that you made the disease resistant to what you were trying and made it more difficult to cure... or outright accidently released the new strain of the disease you accidently created which now infects your population and is WORSE than the previous version of the disease.
Now onto how you actually get stuff done.
Your stat in a given category -10 will determine the additional bonus to any actions you take.
You do not have a set number of actions per a given type instead you have a pool of actions that you can spend as you like.There is nothing that prohibits you from spending all your actions on developing domestic infrastructure or making diplomatic overtures. This pool is called Imperial Authority.
Your
Imperial Authority pool is primarily based on how happy your population is and how many towns you have along with how loyal they are to you. This is reflected in population morale and in the Provincial influence pool combined with the number of towns in said province.
Provincial influence pools can be increased by enacting policies that help them, defending them from enemies, and other such activities. You can think of it as your political support from the leadership of a given province and the towns in said province. The stronger it is the higher the percentage of the maximum authority a town provides you.
Towns provide a certain amount of authority based on their size. Small towns provide a maximum of 1/2 an authority point, medium towns provide a max of 1 authority point, Large towns provide a maximum of 1.5 authority points, small cities provide 2 authority points, medium cities provide 2.5 authority points and large cities provide 3 authority points.
Capitals both Provincial and nation provide a set amount of maximum authority no matter their size. Nation capitals provide a maximum of 4 authority and cannot go below 75% influence unless it is in open rebellion. Provincial capitals provide a maximum of 3 authority and cannot go below 50% influence unless it is in open rebellion. You can only have 1 nation capital though you can change it to a new location if you have good enough reasons. Provincial capitals can only be declared if you have at least 90% control over a province.
Population morale begins at average and represents a mildly content but not particularly happy or industrious society. Things like victorious campaigns, food surplus, certain buildings being built, lower civil strife, and so on can increase this. Higher levels of population morale will provide modifiers to tax income and grants additional Imperial Authority. You can think of this as your popular support.
Ongoing actions, that is actions with a label like this 'Time: 2 turns' or 'Time: 3 turns' take up the resource costs in materials for each turn that passes, though not the cost in rupees as that is shown through upkeep. This does not apply to actions with the label 'Time: 1 turn, takes effect after 3 turns'. This is meant to symbolize the time and ongoing resource usage it takes to do something, and the time it takes for something you did to actually show results respectively.
Refugees are only likely to come up at the start or if a large portion of your population is displaced somehow. However Refugees only grant 1/2 Imperial authority and 1/10 tax income, and therefore it is in your best interest to get rid of any refugee status among your population. The 1/2 Imperial authority only applies when half or more of a population are refugees, but it cuts both into your racial support for every race that has 1/2 or more of its pop as refugees and your popular support if over 1/2 your population are refugees.
Bureaucratic Inefficiency is a penalty taken to your income to reflect malfeasance, inefficient tax codes, corruption, inaccurate tracking of funds, etc. This number typically grows with the Kingdom though you can take steps to counteract it. It is easier to counteract the lower bureaucratic inefficiency is, but they take time to put into place so the trade off is tying up your Authority over a few turns in exchange for easier rolls. A delicate balancing act.
Lastly are your advisors and hero units. Some of these are interchangeable, your military ones in particular. Your advisors are VERY important as they grant you additional actions in a given category. They are however not easy to recruit, though you are young and have time to find them. You will start out with a few but definitely not one for every category.
Hero units are individuals of great military might, capable of impacting your battles. This might mean warriors capable of fighting entire units, generals with unusually high capability or magic casters that can rain fire from the sky. Careful usage of these can swing the tides of war in your favor. Enemies however have access to their own such units.
The different types of actions as well as your stats are:
Martial: How well you understand military matters. Effects how battles go, your ability to build military structures such as walls, barracks, training grounds, etc. and how well you can train troops.
Administration: Your understanding of economics, architecture, engineering, etc. This Affects your ability to manage your nation.
Diplomacy: Your ability to talk gud and understanding of social cues. This affects diplomatic talks, trade deals, peace treaties, getting people to work for you, etc.
Intrigue: Your sneaky powers and silver tongue. This affects spying, assassination, knowing when someone is lying, falsifying information for your enemies, etc.
Research: Your ability to read, learn, and imagination. This affects your nation's ability to learn new things as well as re-discover old technologies.
Faith: This is your piety, how much you believe in your religion, and as many magics in LoZ run on religion possibly your magical ability. This affects your ability to create grand temples, your ability to convert others, your ability to utilize certain artifacts, and makes people who worship the same as you like you more (or the opposite for those who don't.)
Combat: determines your pure basic combat ability before magic, special weapons, and other such things are applied.
Effective Combat Score: this is what your score actually is, and it indicates your overall fighting ability. It affects what you can do in combat of any kind whether it be duels, battles, etc.
What your points in a stat mean if it was converted to real life affects:
0 to 4: considerably less than base human norm
5 to 9: less than base human norm
10: exactly base human norm
11 to 15: more than base human norm
16 to 20: considerably more than base human norm
21 to 25: extraordinary skill relative to the base human norm
26 to 30: peak human skill
31 to 35: a skill that transcends human limits
36 to 40: a skill that greatly transcends human limits
41 to 45: demigod skill
46 to 50: greater demigod skill
The more powerful you get in a stat the harder it is to get better in that stat. It is also harder to get from one level than the next than it is to ascend within the same level. For example it is MUCH harder to go from 30 to 31 points than it is to go from 29 to 30.
Resources:
There are 4 different kinds of major resources in this quest. Each one is extremely important, and it can be quest ending to lack one of them.
- Food: feeds your population. The more you have the better it promotes pop growth over time. Running out risks loyalty decreases and starvation. Runs on food surplus and deficit levels. Surplus levels can be sold for rupees to other nations.
- Metals: needed to equip most troops. Shown by resource units of metals. Certain metals are more valuable than others and having certain metals such as Eldin Ore can make your army stronger.
- Building materials: These are shown in resource units. Separated between 3 different types of materials, Wood, Stone and Artificial. Each type has its own value and purpose and you can only construct buildings or train troops that need that material if you have it on hand.
- Rupees: Everything can be turned into rupees, and rupees can be turned into anything. At least so long as you can buy or sell it from/to someone else. To truly make use of rupees on any large scale you need to have contact with another nation.
DIPLOMACY MINI-TURNS:
1) Meeting starts, basic small talk, each parties initial desires are laid out on the table.
2) Nuetral Roll for how much the opposing party respects you and your authority.
Modifiers for this include: Previous relations, how important you are/were compared to them, how powerful they are, how many goals/problems you share, how well known you are and what your previous deeds were, etc.
3) You Roll Diplomacy for how much they like you.
Modifiers for this include: Previous relations, How much your goals/interests align, how well your personalities mix, etc.
4) They Roll Diplomacy to determine how much the negotiator likes them/gets caught up in the moment.
Modifiers for this include: Previous relations, How much your goals/interests align, how well your personalities mix, etc.
5) Negotiations commence and offers are made while things happen.
6) turn ends and Players get a chance to change up their offers/desires a bit to respond to the opposing party, while the opposing party does the same.
7)2nd turn starts and negotiator presents new offers/desires along with the opposing party. Opposing party crosses out what they flat out refuse.
8) 3-5 final deals are presented to the players and they get to vote on which one they take or if they refuse to take any. (please note that refusing to take any deals means you will take a relations hit with the party you started diplomatic talks with,)
REMEMBER this is not just trading monetary stuff but also border negotiations what each side will respect, military aid offered or received, and even an offer to take in part of the opposing parties populations even.
How army types work and individual soldier strengths of each army is determined:
Numbers army:
a numbers army soldier has a maximum of 7 per stat, a start point of 1 per stat, and a total point value of 11 to spend. This means possible builds for numbers army soldier types include: 7 melee, 6 defense 1 everything else. 6 melee, 4 defense, 4 offense, 1 everything else. 5 melee, 5 defense, 4 offense, 1 everything else. And so on and so forth.
The upkeep cost for every 100 infantry troops is 10 rupees, however the training costs are lowered to 40 rupees per 100 troops.
Standard army:
A standard army soldier has a maximum of 9 per stat though it is very difficult to reach said maximum. They also have a total of 15 points to spend on their stats which have a minimum of 2 per stat. This means the maximum level of concentration of points a standard army troop can have is 9 defense, 9 melee, 3 offense, 2 everything else. However such a point value is VERY difficult to reach and a more likely value is 9 defense, 8 melee, 4 offense.
A standard infantry troop costs 10 rupees upkeep for every 100 troops, and 50 rupees to train every 100 troops.
Elite army:
An elite army soldier has a maximum of 10 per stat though it is very difficult for it to reach said maximum in multiple stats. They have a minimum point per stat of 3 and a total of 21 points to spend in all their stats, plus they often have special abilities that ordinary troops lack. Though such special abilities often cost them points to gain.
The upkeep cost for Elite infantry troops is 20 rupees for every 100 troops and it costs 100 rupees to train every 100 troops. It also takes twice the amount of time to train elite troops as it does lesser troops.