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Gameplay
Dice play a primary role in the decision of the battles: upgrades add dice roles or lower the requirements for checks.
10,000 for +1 Territory
Opens a list of options to upgrade, where each option has different effects.
Train your armies’ battle skills to up the outcome of winning skirmishes.
- Adds to the battle roll for twice as much as its level (2d8 + (2 * Army Skill))
- Base price 8,000, increases by 800 * Army Skill
- Adds to the 1d20 roll for if armies survive during weapon failure
- Base price 8,000, increases by 1000 * Army Endurance
- Base price 8,000, increases by 1,000 * Army Endurance
Upgrade your weapon complexity. Be warned, however: the higher your complexity, the higher chance it has to fail in battle.
- Adds to the battle roll for 3 times as much as its level (2d8 + (3 * Weapon Complexity))
- Weapon Failure determined by 1d20 being less than 5 + 1 * Weapon Complexity - 50% of Army Skill
- Base Price 10,000, increases by 1000 * Weapon Complexity
By default, you gain 100 dollars every turn. However, this can be upgraded.
- +50 Passive Income per level
- Requires 1 territory per upgrade
- Base price 8,000, increases by 800 * Passive Income
By default, the player starts out with a level 1 commander. They can be leveled up in the tech tree. Commanders boost the chance of winning skirmishes by adding their morale stat to the battle roll. Commanders have a chance to fight opposing commanders (if both players have a commander) during skirmishes. This initiates a manual battle between the 2 commanders, and whoever wins will win the battle with their chosen outcome.
You recruit one army for 8,000 dollars.
Player fights their opponent in a skirmish. A player can choose their goal for the outcome of the battle.
Player can wreak havoc upon their opponent's territory.
- Opponent loses 1 territory
- Opponent loses 500-750 dollars
- Opponent loses an army
Player conquers their opponent's territory.
- Opponent loses 1 territory
- Player gains 1 territory
- Opponent loses 250-500 dollars
- Player gains 250-500 dollars
Passes your turn.
The complexity of a player's weapon both helps them in battle but also raises the risk.
A player's weapons are capable of failing during battle, which can cause 1 of 3 outcomes:
- Player loses the battle and flees with one less army and a range of cash between 500-1000
- Player manages to escape by a thread and only has to pay 500-1000 dollars
- The battle was devastating. Player loses 1300-2000 dollars, 2 armies, and a weapon tech level