The island nation of Balgrantos has collapsed completely in the wake of the Great Cataclysm, and now, the few survivors rise from the ashes with the intent to restore civilization.
However, everyone seeks to rebuild the world in their own image, all claiming to be the legitimate sucessors to the extingished line that used to rule the realm, and by right of conquest, the Overlords prepare to assert their claim...
A blank map, could be modified:
Made a ruleset. Haven't had the chance to test it. What do you think?
1. A single turn is defined as a week within the game universe.
3. A player starts with five thousand (5000) coins, and nothing more.
2. There exist two types of buildings, villages and castles, and each serve specific purposes:
a) Villages constantly generate a specific amount of money each turn. This is explained through taxes and other means of production.
b) Castles have a levy attached to them. This means that each castle is able to field one army, but the moment the castle is captured then the associated army is lost.
3. There is a limit to one building per square, this is meant to encourage both expansion and strategy.
3. There must be armies garrisoned on the buildings for their defense, othwerwise they can be easily captured without a fight.
4. Your own character (generally the ruler of your realm) is defined as an "Overlord", and are able to aquire special abilities and powers.
5. Your generals and commanders are defined as "Lords", and you get to have one for each building built, acting as the local rulers or governors; they are allowed special abilities and powers, though not as powerful as those of the main character.
6. Mercenary Companies can be hired through a substantial amount at any moment, which will provide additional armies.
7. Movement is more heavily regulated, you only get to move a specific distance each turn. Roads will decrease movement time.
I particularly find it easier as a player to deal with 'money' as a single absolute factor.
The fact that economy is often one of the most important reasons anyone ever has went to war should be represented somehow, and currency is the most obvious solution.
Categorizing the buildings into either villages or castles serve various purposes:
1) In the lack of resource gathering, cities generate income and are vital to keep the economy going.
2) The concept of permanent levies from the castle make it easier to track where a player's armies come from, and how many armies is a player entitled to.
3) Giving the player the possibility to have a low-ranking commander (defined as 'Lord') in charge of each city/castle, which could have many different uses, including one of them taking charge of the whole army if the main character dies, and of course the storyetlling opportuinities with so many PoVs.
4) Increasing focus on the capture of castles/cities, instead of just the clashing of armies.
5) Increases immersion and storytelling, since it's assumed those villages/castles have people living inside their walls, and the effect the conflict has upon them.
About upgrades to castles/cities:
1) All the buildings' purpose is being defensive structures, with mostly defensive upgrades. To build or upgrade them you'd need to use gold, but the effects would be free and automatic.
About armies and army stats:
1) Each army is defined as unit, and each work on three main stats:
a) Strike: This defines the offensive strenght of the unit, and so long as it's higher than a defending unit's Fortify then it will win.
b) Fortify: This defines the defensive strenght of the unit, and so long it's equal or higher than an attacking unit's Strike then it will win.
c) Movement: This defines how many squares can the unit move on the map in one turn.
2) At the moment a castle is built, a player can customize the unit it will provide however they wish. The only limitation is that there can be only four (4) points spread across it's three (3) stats, and none can be set below one (1).
3) Further castle upgrades will allow for units to be customized with more than four (4) points.