I'm currently working on a medieval based war game, and have hit a few roadblocks. Maybe a few of you can shed some possible solutions. :)
I'm trying to make this game a little more in depth with resource management and population count. It's a little like risk in that you move armies around the board capturing countries, but you have to balance your population per country with that countries need for people to work the industries and such. Recruiting armies in a certain country reduces population count as well.
To deal with the massive numbers or civilians, I moved from pieces on the board to players having a playsheet where they keep track by writing information on their playsheet. Inevitably, dealing with such large numbers, I've run int a design block where I can't figure out how to balance management of thousands of units in each country, and army.
So now I'm considering moving from thousands of units, to more manageable numbers like you could have nine peasants in a country but you need four to run the countries industry so you can only recruit five units into your army until the population grows back again.
I'm still running into problems with how to balance everything and coming up with a system for population growth, plus nw the game doesn't deal with thousands f units, which I was wanting to use, for an epic/massive scale game feeling. :p
Any ideas? I'd be happy to answer questions too.
Thanks for your reply Mark!
I think your idea is neat, I'm going to tinker with that a little bit and see where it leads me.
At the time after my original post, I was doing some more thinking, and I just couldn't figure out how to deal with such large numbers and still have an interesting game to play that wasn't just a constant numbers crunch for players. I'll flesh out what I've though of below, and input will be read and appreciated!
I was thinking of cutting out the huge numbers of peasants, resources, and soldiers in armies, and going with a simple system that allows for the strategy in my game to be displayed and used.
Everything is now measured in income. Each fief gives you x amount of peasant income and money income per turn.
This amount is not stockpiled each turn, but is rather static in nature unless you buy upgrades or lose a fief for example. Eg:
1) I control 3 countries so I get +3 Peasants and +3 Gold per turn.
If infantry costs one gold per unit and a knight three gold, I can buy one knight and 3 infantry units each turn. I left four gold units unused that turn.
2) Players will also need income of weapons and grain obtained by placing buildings like stables, farms and blacksmiths on fiefs. For example to recruit one unit of cavalry, players need one stable, one farm, one blacksmith, and three gold income. Most fiefs can only contain one building so you need to capture a few before your army starts rolling along. Peasant units are free to recruit (or force) into service. There are also archers and infantry units with their own cost of income, etc.
3)Players can also place churches on fiefs to gain more gold.
Over time as players gain more fiefs, they will have a higher income of everything meaning more purchasing power.
The buildings that give bonuses and are needed for income will encourage raiding from other players to thwart production attempts.
I was thinking combat is to be done through die/dice rolling. But I'd like some ideas for this one too.
My current idea is that archer fire first, and then join the battle as peasants afterwards. I don't want them to keep firing over and over otherwise they could be way overpowered.
So archers fire first for say 3 or less, using 5 dice per 10 enemy units. My theory here is that they have a 50/50 chance of hitting all across the board. Each hit kills one enemy unit before any hand to hand fighting begins.
Peasants then roll, for a 1. (after all the have pitchforks.)(archers join in for a 1 in subsequent rounds)
Infantry rolls for two or less
Cavalry for three or less
Depending how many units you have of each type in an army dictates how many dice you can use.
10 (of a unit)or less two dice
11-20 three dice
21-30 four dice
31-40 five dice
41 and up six dice
Siege work the same way except the attacker receives a -1 penalty in rolls. Cavalry only counts as regular infantry in a siege due to their inability to scale walls with their horses.
That's how its looking so far, any input is welcome!