Regular unit
According to BoogieBac, it will likely have following stat:
- Attack/Defence/Magic/Magic Resistance/Hit Points/Combat Speed
- Moves (per Turn on main map)
- Sight Range
- Weapon Range
The following is my wish...
I will wish Each unit has a "Leadership Cost". For example, a lowly peasant has a cost of 10, an Knight has a cost of 200. The balance is that a Knight can kill 20+ Peasant, under in purely melee circumstances, but the knight will have more extra abilities like healing, high morale etc etc.
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Regular unit -> Hero
Means of promotion: Survive many battles plus a random factor, or other factor
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When a regular unit is 'promoted' to an hero unit, gamer chooses 1 out of 3 Occupation choices from a long list of pre-designed occupations. Different hero will have drastic differences on how he leads a battle, or how he one day become a Sovereign.
- Time traveler: reduce cost of time traveling spells by 50%
- Diviner: Increase Magic/Magic resistance (for his stack), drastically reduce spell rarity of Divination spells (when he is a Sovereign)
- Sorcerer: Increase Magic (for his stack), double direct spells damage, while rarity of all other spells is increased (when he is a Sovereign)
- Paladin: Increase Attack (for his stack), Leadership Cost for all calvary unit halved
- Blacksmith: double defense value of metal armor (of his stack), smithy cost less to build (when he is a Sovereign)
- Miner: HP bonus (for his stack), produce way more mineral from mines (when he is a Sovereign)
- Druids: drastically increase # of summoned animal units, all plant units gain entangle strike
- Archer: Ranged units ignore range penalty
- Demonologist: reduce cost & spell rarity to summon demons
- Economist: Increased magic (for his stack), reduce research cost in the "Civic" tech tree by 50%
When gamer can choose the occupation for all his heroes, he has some control of how he develop his heroes.
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For a level 0 hero, all Attack/Defence/Magic/etc stat is reset to 0. When it levels up, these stats goes up. The rate of increase is affected by its occupation. A Druidic hero/noble/sovereign will have speedier gain of Wisdom & HP, but slower in Defense. The stats of an hero is added to all units it leads in his stack as bonus in battles.
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Each hero has a "Leadership Value" that increases with hero level. An Hero that has Leadership value of 2000 can leads either 200 Peasant or 10 Knights while giving his bonus in Full. When he leads more units than his "Leadership value" can afford, the bonus is diluted evenly amongst the units and the divided bonus is rounded down.
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When the stack a hero leads is destroyed, he does not die. He have a chance of dying only when the whole battle is lost. Heroes are normally not displayed as an unit in tactical battles, he merges to the stack he leads, providing leadership bonus. Hero is only displayed in the tactical battles only when he is the last unit of the stack.
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Hero -> Noble
Means of promotion: All heirs of a Sovereign are nobles. Any Hero can marry a heir to become a noble, which will then be shown in the Family Tree screen
Nobles have all attributes of a normal hero, and then some.
Whenever a normal hero gain Experience (EXP), all nobles in the country gain similar amount of EXP automatically. But a Genius noble will gain more EXP than a mediocre one, or way more than a dumb noble. The reverse is not true when a noble gain EXP, all EXP is kept to the individual noble. Nobles will generally give your kingdom more advantage than heroes because of the free EXP gains; but it is not without some risk because the Sovereign do not have absolute control of nobles. Nobles gain certain degree of freewill.
Nobility Ranks (e.g. Grand Duke, Prince, Duke, Earl, Baron, Knight) reflect the amount of money they receive from Sovereign's tax income. Whenever they have the money,
Noble purchases their personal army that is appropriate to their Occupation, and at a discount. A Knight can command 1 extra stack of army (on top of his own). Baron can control a total of 1+2, Earl control 1+3 etc... The extra stacks are usually lead by another hero the noble personally hire. Nobles also offer quests to any willing heroes, to fulfill their personal needs.
When a noble has high affinity with the Sovereign, the Sovereign has quite a lot of control the noble. But regardless how close a noble to the Sovereign, Affinity Point has to be spent when the Sovereign asks them to do something.
The Sovereign can command 'Any noble' to perform the following services:
- share line of sight to him (especially useful if the noble belonged to other Sovereign, located out of country)
- perform espionage/sabotage/steal tech
- smuggle item/troop/$$
- spread rumor to improve/reduce the Prestige of a Sovereign
- Give the Sovereign complete control for certain number of turns, so I can ask her to do battles etc. (under this period of control, AP is still needed to perform any action, like going into battle. The noble can still refuse the request)
- Break away from her currently affiliated country & come under the Sovereign's ownership
Please note that 'Any noble' above also includes nobles listed in other players' Family Tree too. Players can spend $ and perform various action to gain the affinity of nobles in other countries, in order to act as Spy for him or do stuff. Affinity Point (AP) is never accurately displayed to any player. Instead,
Affinity will be displayed in a somewhat inaccurate spectrum of Love, Like, Amicable, Neutral, displeased, hate, unknown, etc. This spectrum can be misleading some times. Depends on their Personality, some nobles will lie to you about their affinity to you, constantly refusing your requests even they claim they "Love" you. Nobles belonged to other country will generally refuse your request if their affiliated Sovereign has more AP than you have on him.
The gain or loss of Affinity Point is affected by many of the following events/actions; and
the gamer use the following means to influence noble:
- give her/her direct family more $$/land/item etc
- arranging a prestigious marriage for her/her direct family
- give her ample opportunity to level up quickly
- force her to lost battles, by not providing overwhelming force
- sparing her life, when she/her husband/son lost a battle with me.
- or, someone has murdered her beloved husband/son, etc etc.
- spread rumor against the affiliated Sovereign, prestige lost
- the affiliated Sovereign lost lots of war/Prestige/controlled area
- the affiliated Sovereign die
The Extend of Affinity Point gained/lost, or how much is needed performing a service, depends a lot on a noble's own Personality. Personality is never displayed, but gamer will have rough idea because of how they react to requests. 1-3 Personality traits are assigned when they first become a noble. Examples of Personality:
- Influential: make others in the Family tree love him, so others' affinity is much affected by this particular influential noble
- Moody: Affinity level frutuates from turn to turn, regardless how people treat them
- Erratic: the AP needed to perform a service is different each time
- Patriotic: Never harm his Sovereign
- Lawful: hate others bribe them, hate murder/assassination
- Ambitious: scheme to become the next Sovereign, when given a chance
- Gossip: like spreading rumor & especially effectively in doing so
- Courageous: do not need a lot of Affinity Point get into battle
- Murderous: do not need a lot of Affinity Point to kill anyone, included family
- Liar: the displayed Affinity level seldom reflects the true value
- Lazy: need extra AP to do anything
- Greedy: give him $, he will do anything, included harm to his family
- Loyal to wife: if his wife like you, less AP is needed to do anything
- Coward: avoid any conflict, risk to life; need a lot of AP to ask them to do anything seem risky
- Proud: less AP is needed to provide service to a Sovereign with high Prestige
- Evil: love Sovereign that are cruel and kills a lot
- Hunger for power, Like many wives/kids, Loyal to parent/children, backstabbing, rebellious, Diplomatic, Like Adventure, Trophy collector, Conservative, etc...
An ambitious noble may offer quests to kill his kins or even the Sovereign, so he will have a chance to usurp the throne.
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"Nobles" should add human nature into the game. Maybe there are magic spells that affect noble behavior/personality? All sovereigns will need to take care managing the nobles. Should the nobles get more power by promoting more heroes to nobles? Will the nobles one day topple my empire? If utilize well, the power of nobles can be effectively used to compete with other players.
Noble -> Sovereign
To be filled in.