Von_Lipwig's Blog
Forum Turn-Based Strategy Game - Part 6: Policies
by
, 09-07-2011 at 01:27 PM (5306 Views)
Hi there! This time, I would like to give some thought to Policies.
What are Policies?
Policies are acts of government that can affect everything, from your faction's economy to its army. It can vastly improve your chances on the battlefield, but choosing the wrong ones may cripple your economy or just plain not do anything useful for you.
How do Policies work?
Each faction has five Policy Slots. Eventually, I hope there will be a few dozen policies to choose from. Some more powerful policies may take up more than one slot. For instance, a policy that makes your economy very strong indeed may take up as many as three slots, which means you won't be able to include that other very powerful army-enhancing policy that also takes up three slots. You will now have a very strong economy (if you use it well) but your soldiers may be sub-par when compared to those of another faction. You can field more troops, however, so it'll balance out (hopefully!). However, the added economy might also enable you to buy that one building that will increase your units' stats or that will further increase your faction's economy.
Maybe after building that economic building, you will want to change your policy to a more military focused one now that your economy is being sufficiently boosted? Some Policies, however, may affect entirely different things. Not stats, but movement or ability to hide or maybe your city management?
Miscellaneous info
-Many Policies will offer a balance in and of themselves, boosting one thing but decreasing another.
-Some policies may be unique for a single faction
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These are some ideas I had. I haven't made up any real values yet, or how many Policy Slots they may take up; this is just mainly to show what you can think of when you think of Policies in this game.
(some of these policies may also turn out to be unique for a single faction, but I haven't decided yet)
Building outside the city walls - gives an extra building slot to a main city, but decreases its health.
Tax Collectors - gives a player more money per town owned, but decreases morale of lowest tier units.
Concealed movement - military units can remain hidden while moving, but their movement speed is cut in half.
Guerilla tactics - ambushes have twice the intercept range.
Spies - enemy hidden units become visible. Costs money per turn.
Innovative defences - Main City gains more health.
Experienced traders - trade routes yield more money per turn.
High interest loans - you initially lose a certain (high) amount of money, but after that your income increases a bit per turn.
Highwaymen - you steal a certain amount of income from all enemy factions (not very high, but it adds up)
Saboteurs - enemy main cities' health is decreased by a certain amount. More effective if you have one enemy faction than if you were to be enemies with all three (as damage is divided across all your current enemies).
Mobile city - (unique for Veterans) Veterans' main city (or rather, camp) can be moved, but its health is decreased. The city will remain hidden unless an enemy unit comes within a certain distance.
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There will be more Policies than this, but these are just to give you a taste of what kind of Policies you can expect. If you have any suggestions, please let me know! The usefulness, balance and cost of all these policies will have to be discussed and tested thoroughly. Be sure to give us your views, suggestions and ideas!
Another request:
If you are a programmer and know your way around programming stuff that would make managing this whole thing a whole lot easier, please send me a PM! While I don't mind working hard as a GM to make the game run smoothly, eventually I want to make it accessible to everyone, including other GMs (so I can play too! ). Basically this means that we need a programmer who can create a tool that does most of the work. I know what I'm asking is hard and I likely won't get much response, but please let me know through PM if you are interested in helping me with this, OR if you know someone else who would be!
In the next blog, I would like to talk about tech trees and whether I should implement them into the game.