Finishing a framework, the end of war!

It's monday, so lets completely wrap up the military complex framework! With this final push, I hope to show a completely full functional system (if not but barebones) that can be implemented and easily augmented for tweaking/balancing. Let us talk about it all then else shall we?

First, the defense tokens. These are fortifications that you can play into territories, but they cannot be moved. They auto advance in Tech Ages (unlike military units) and for the sake of rolls, have land unit rolling powers. However, they protect land units in that territory, so it modifies enemy rolls to reduce the number of casualties while also depleting its own "health" or upkeep. Keeping them in a city costs credit upkeep that is added to the military spending bill, and if you lower spending they cease to function. They also act as a way to counter attack, and where as normally a land unit might not be able to attack a sea or air unit, with a territory that has a defense token they gain firepower % to fight back.

When you play a military token, you are given the option if you want it to be Land, Sea, or Air. This is a rock-paper-scissors decision as they each have their own little unique role they play in war.

Land Units! they are bread and butter units of the game, you get them first and ultimately, they are the most important. Why are they so important you might ask? They cannot attack sea units and barely survive against air, BUT they are the only units capable of sieging a territory, and take it over. They are effected by terrain modifications caused by the ground, and have the lowest upkeep costs.

Sea Units! Wow something new eh? Sea units are fun because they can travel the wonderful blue ocean with ease. They are also upgradeable with fun new abilities that allow for land bombardment, and anti-air guns to deal with land and air units. They can only travel two hexagons from land until ocean travel is researched limiting their ultimate range early on, also earlier tech age ships can be lost at sea before you gain better navigation technology.

Air Units! These come last and are unlocked by tech research, They are devastatingly powerful to defense tokens and land units, but it comes at a price. They have a very limited reach, and you must first play an airfield card on a territory. They can move from allied airfield to airfield however, but the upkeep is rather high, even more so in foreign land.

The basic way damage is calculated is:
{(%of damage) x [(dice rolls) + (offensive modifiers) / (morale below threshold %)]} - (defensive modifiers) = DAMAGE! 
Which then gets thrown into a secret converter that then kills of the specific number of units to remove from the military unit in battle. You can also daisy chain military units on a turn, so you can have army 1, army 2, air 1, army 3 all attack in order against an enemy force. And if you have multiple units in the same territory for morale purposes it counts the entire group as one big unit for size comparison.

Now for the awesome chart that shows you just how much damage each thing does to each other:

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