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"To wage war, you need first of all money; second, you need money, and third, you also need money" – Prince Montecuccoli.
In WargameProject as in reality your economy will be the backbone of your victories. To build great army you need resources, so the war is obviously hapenning around them. Castles (for Men and Dwarves), orc huts and portals (for Dark side) are the main resources in the game that are both unit training centers and gold/mana sources.
Men/Dwarves have conventional pseudomedieval economy model where castle population pays taxes in gold and villagers contribute food. The size of the income is determined by population multiplied by wealth and tax level. You can increase or decrease taxes which will in turn affect wealth and population growth. A good example when you would want to decrease taxes is after sieging a castle with catapults and bringing its wealth and population down. Keep in mind that castles with population less than 20 have reduced unit training capabilities, so you would want to restore population at least to that level as soon as possible.
Another great source of gold are ruins that can be explored by heroes, but this is more of a gamble (its dangerous), besides you may rather want to have most of your heroes in key points where their presence can change the outcome of war.
Dark side economy is completely different and is based mostly on mana income from the portals. For Dark side captured castles are just walls as they do not bring gold and units (population just exists there). Nevertheless Dark side can still spend money if got any (on bandits). For example player can enslave captured population and make it work in gold mines for stable income or sell them in shipyards.
Terrain influences unit's movement speed. Gives different possibilities for concealment. Some terrain may allow for ambushes. Not all terrain allows mounted combat. Certain structures may exist only on certain terrain types, e.g: gold mines can be found only in hills. Some terrain may be impassable and some terrain may be dangerous, units may die while moving on it(e.g: swamp).
Global map movement
All units without exceptions spend move points while moving on global map. Movement cost is influenced by terrain, map objects, unit skills and unit effects.
Energy points define unit's fatigue level. They are spent on global map (e.g: while moving) and in combat(e.g: attacking with weapon). Note, that unit's move points are spent only on global map.
Humanoid units such as men, dwarves, orcs and trolls have to eat. Each unit carries small amount of food in his backpack. Every turn unit eats some food according to his appetite or, better say, ration. As you can imagine, Troll needs more food than human does. When unit has nothing to eat he begins to starve. Continuous starving will eventually lead to death. While starving unit will lose hit points, morale and has a chance to become ill. Not every unit needs to eat though. Let's say, undead. They definitely care little for food.
Each unit has a body (surprise!). Body is represented by six parts. These parts are divided into three logical groups: legs, torso and head. Each body part may have it's own damage modifier. However, typical set of modifiers would be: legs take reduced damage (by 2), torso takes normal damage, head takes increased damage (by 2).
Armour is also divided into 3 categories: greaves (leg protection), mail (torso protection) and helmet (head protection). Only second category (mail) is significant when calculating unit armour type (light, heavy or very heavy). Armour could be pierced or shattered. Armour highly increases unit's chances for survival. But armour protection does not come for free, heavy units will spend more energy in battle and may become tired faster than light units (but still probably live longer).
Light Infantry
Notion of light infantry is all about absence of full torso protection. Absence of mail (and Wear Armour skill) makes unit light infantry. All units that fall into light infantry category, have these skills: Negate Terrain Move Cost, Negate Terrain Danger. These skills make light infantry very mobile and being capable to outmaneuver heavy infantry and cavalry on any hard terrain.
Flying is allowed only for units with Flying skill. Fliers travel at the same speed on any terrain. Hence, no terrain penalties (and bonuses!) are applied to their movement. Flying negates traps and terrain danger, but there's a price for that: Staying over water or swamp at the end of turn will cause unit to have less movement next turn. All units that fall into category of fliers, have Scout skill.
Swimming is allowed only for units with Swimming skill and only in shallow water.
Living and Undead
All living units have moves and energy. But undead does not care for energy. Their movement and actions are limited only by move points. Undead have no critical or less critical spots, so no body damage modifier is applied to body parts. Undead are immune to fear, but suffer from the Banish Undead spell. Undead can not stack with living creatures with the exception of Higher Undead species which have almost all attributes of the living beings.
Mounted and Dismounted Combat
Mounted combat is not possible in structures, in castle assaults and on some terrain. When dismounted unit loses battle speed, hit points and energy bonus and sometimes changes his weapon. If he survives the battle, old stats return. All mounted units can trample units that are smaller in size.
Skills are unit's abilities to do something. Skills are not designed to represent unit's state, but rather his properties. Skills adhere to the following rules:
  • Skills divide into battle and global categories.
  • Skills can be passive or active. Active skills need user interaction to be used, passive skills live on their own. Hence, all battle skills are passive by nature.
  • Skills may consume energy and/or moves.
  • Skills may have a cool down (at the turn based level).
Magical abilities are represented by spells which are in a way similar to active skills. They are also triggered by the player. In addition to cool down restrictions, spells require mana points. Usually spell casters can cast only one spell per turn. Players for the sides of Men and Dwarves do not have global magic, each caster has his own points. In general magic plays only supporting role for these two races. The economy of the Dark side however is mostly based on global mana pool with both income (portals) and upkeep (creatures). Dark Ambassador, the master of the Dark side, is not only the strongest warrior, but also the most powerful spell caster in the game. Dark Ambassador can use all of the global mana, though other dark casters have their own points. Moreover if Dark Ambassador is killed, all mana is lost and all demons and undead units perish at once.
There are certain objects that need special protection in the game. Good examples are supply wagons and catapults. Both of them are easy targets as they are operated by single unit only. There is a special concept in the game used for their protection. When such objects are attacked, the enemy is intercepted by the strongest army positioned near the object being attacked. Only one army can intercept. If it is defeated, the enemy advances even if there are other armies that could intercept. Intercept also works for some static objects such as villages and orc huts.
Invisibility applies both to armies and static map objects. An army becomes invisible when all the units in the army are invisible. There are 3 levels of invisibility though. With the exception of an ambush, armies always have the first level which is revealed in detect range. Besides usual range parameter all units and structures in the game also have detect. Second level is usually given to static map objects. Detect parameter has no power to reveal it, instead such an object is seen only when standing on a nearby cell. The third level can not be revealed at all unless you accidentally step on the containing cell. Dwarven guard lair, for example, has this level of invisibility.
Castles have special defence attributes not given to any other structures in the game - walls and castle crossbows. To reach close combat attackers first need to climb the wall (which takes a few turns depending on unit armour/weapon/skills) and then try to take position on the wall with a chance to fall back down (taking damage) and start all over again. Of course this can happen only if there is a defender standing on that spot on the wall which makes it very important to have at least 10 melee units to form the first line on the wall.
On top of that castles (as some other structures) can have garrison which joins the army standing in the castle if any. While army size is limited to 20 units, garrison limit is 10 thus the total defending force can be upto 30 units.
Additionally castle is protected with a couple of stationary crossbows operated by the castle servants, so they always fire if there is at least one defender still standing. Of course they can shoot only outside the wall, so when the battle moves inside they become useless. Walls also provider some (but not full) protection against ranged attacks.
All this gives great advantage to the defending side. So unless poorly protected sieging a castle is a hard task that should be properly prepared. The ultimate weapon that will help you is of course catapuls. They allow bombing a castle from a distance (see Indirect Fire) damaging both units inside and the castle itself including wealth, population and even food supplies.
Each player has a reputation which may in different ways affect how the game will interact with him. Some of the actions and choices players make during the game affect their reputation. In other words by doing good or bad, players can craft their long term gameplay. In particular reputation will affect units with alignment which may or may not join the player. Actually reputation consists of two dimensions. In addition to good or bad, there is also noble and mean. Reputation is also divided into global and local scopes. For example each and every castle has its own reputation for all players, so the events that happen in the neighbourhood will change both global and local reputations. Among other things global reputation affects the chance of hero emerge and local castle reputation - accedence periods for knights.
Ships are transport armies that can carry an army, may have additional food supplies and siege weapons mounted. Transported army is also spending movement points while the ship is moving, so it is not possible to disembark on the same turn after a long voyage. Current implementation is limited, but in future there will be different kinds of ships with different capacities. Ramming will be possible. Pirates will be available for hire.
Indirect fire
Indirect fire is an option available for skirmishers, giants and siege engines. It allows these units to attack near cells on global map without engaging in battle. Skirmishers will rain arrows on enemies, siege engines and giants will hurl boulders and other stuff (i.e: corpses, fire bombs). Indirect fire is the only way to attack for siege engines.