Hey, I'm Crok - Foolish Crok
I'm working on my first game and my misfortune (and Yours :) )
I've come up with a project that will ruin me ... or it will not work at all because it's too complicated. There are many questions I am trying to answer like - should I have Victory Points game based, or more RNG...
The game is currently playable, and I'm working on the game's manual and graphics.
I am interested in your opinions
I am also interested if You played in similar game or found similar mechanics
As there is still a chance to change/rebuild concept, like I did before with removing whole Magic content so it's Medieval Ficion instead of Fantasy.
(Pardon Google Translate)
"Treason" - 4X strategy
Medieval Fiction (not fantasy)
The breakdown of the districts (Feudal Fragmentation)
Divided royal family and bastards of the deceased king are fighting for the throne occupied by the Regent
The player takes on one of them ...
Leaders - everyone has one other bonus
General rule - all aspects of the game are to be able to improve (eg by level up).
There are 6 resources in the game
Food - Allow creating town and cities, which increase limit of buildings You can place on hex. (population)
Production - for construction of smaller and larger structures
(Gold) You will pay for your Politics and your mistakes with fat sacks of gold coins
Equipment - Equipment for the army and combat specifics
Science - treatises
Experience (temp name) - Training army and maneuvers
Politics - costs gold, improve resource production, increase the number of turns, improve exploration
Treatises - Improve every possible action in the game for science points (25 treatises)
Trade - Exchange of resources, commercial contracts, mercenaries
Exploration - the world is great, the fact that you have maps does not mean that you have found everything
Exploration cards - like positive cards (see below)
Hexes / Map
Each player starts with a Estate that provides small amounts of basic resources in each round.
The Estate can be upgraded into the Palace.
Each hex has areas with additional (bonus) resources.
For example, Sawmill placed in wooded areas will give a production bonus, farms in fertile areas will produce more food.
Buildings
Each building can be upgraded
One building that increases the production of a given resource (6)
Bigger buildings
Possession / Palace - increases the amount of resources
Castellum / Castle / Bastion - trained crew allows you to defend the area / nearby hexes / crew harasses the enemy before it reaches the Bastion
Observatory / University - second level of the treaty / third level of the treaty
Actions that the player can take in each turn.
- 'Rewriting' - Use learning points to create a treaty.
- 'Construction' - Build up to two smaller structures / upgrade two smaller structures, or build / upgrade by one level, a larger structure.
- 'Influence' - Enhance the internal policy domain, occupy the free / non-free sector.
- 'Trade' - Trade, hire mercenaries, buy contracts
- 'Military operations' - Conscription and training for two military departments, Building fortifications, Movement of units, issuing battles.
- 'Exploration' - If Hexes do a reconnaissance and / or search for treasure.
Turn limit - no, but if You use more/less than Your current limit there may be positive / negative consequences cards. (see below)
Politics
9-10 topics from +1 to +5, you pay 1 for 1st level / 2 for level 2 ecc.
(examples)
Social relations - increase the turn limit
Infrastructure - will increase the production of tools
ecc.
Positive / negative cards - if you will do too many turns, pull something bad; you will pass earlier - pull something good
Each card give player a two choices
(Red card example)
After rain, water rained through the holes in the roof of the armory, causing the swords and armor to rust.
Choice 1 - repair the roof and clean the equipment - cost x + y,
Choice 2 - discard rusty equipment, discard x inventory resources
Rebellion and loss of land - you will have 3+ negative cards, subjects can rebel
(exploration card example)
As a Lord of the Realm, You have one group of loyal Retinues that can be used in various ways. One of them is Exploration.
Your Retinues found fertile lands
Add +1 to food production
ecc.
Your Retinues have found crashed wood cart, two dead horses and injured owner nearby. Cart is filled with xyz.
Choice 1 - Help injured owner and get abc at the end of the round.
Choice 2 - Rob the owner and get xyz now, let the injured rot and die.
Capital - it is not one hex, but three strongly fortified areas.
The capital begins with fortified positions and an army of xyz size.
The capital collecting taxes increases the strength on its hexes.
Taxes - Tribute must be paid otherwise the army of the capital will attack your land
Limit of rounds - Regent stabilizes the situation in the state, the allied empire arrives and sweeps players, Period.
Camps deserters - hostile branches / deserters in unseen areas
A free city - a neutral city, fortified, the player can get it in several ways
Fight - a simplified system
The player trains armies, trains in maneuvers, stronger wins
The fight takes place on the hexes on the strategic map
Fight - advanced system
The player trains armies from scratch, improves units, chooses equipment, conducts reconnaissance, fights on battlefields in the tactical system
Tactical system - each player has a 3x3 battlefield, sets the unit in secret, when it comes to clash - both of them touch battlefields and battle begins
Scouts - the allocation of resources for reconnaissance gives you the opportunity to discover enemy formations before the battle begins. The player who won may change the formation depending on how much he learned (resources + die roll)
Maneuver cards (advanced) - sometimes a good flank and appropriate military actions can change the player's fate on the battlefield
(example)
(A convenient battlefield)
Add 3x3 battlefield between You and Opponent before next clash
(wolf holes)
Add 1/2/3 on to Your battlefield before next clash
ecc.
Victory Conditions
Political - Regent resigns from the throne to the most influential player
Military - the strength player raises the capital
Scientific - the player makes a breakthrough
Building - the player creates a new capital / world wonder
Crusade/New World - creates a Crusade and conquers Jerusalem / creates an expedition to the New World
Capital - After x rounds - Regent wins the game, players lose
Lost (option)
The player takes over the capital and tries to revoke in desperation
Game modes
with Exploration - random hexes
with Map - without fog of war
Solo
Cooperation - the capital and neutral armies are stronger
Simple Battle - in the tactical system
Scenario - different set rules, event cards
One above All - one player plays as Capital vs rest
Home rules
Open game, examples of additional rules
I'm not actually sure which one is the typo. If you're talking about science, I think I'd call them "discoveries". A treaty is a formal agreement between two different nations.
It was a typo and I have corrected this.
Your people create treatises that improve any possible thing in game.
Like Sun Tsu have wrote Art of War, You can create a treatise that will improve military tactics (add certain bonus)
I have changed what I wrote under exploration, hopefully it will be easier to understand.
I assume the Regent is not a player.
I am a person that will ask that kind of question, why not? Maybe I could like to be a bady guy in this game or maybe You all (players) are bad, because You're not loyal to the crown and I will punish You.
Choose the mode that you really MEAN, and make that work.
There are a lot of options, but I am trying to make this step by step. Throwing everything in will make unnecessary mess.