Documentation
Military System (Deterministic, Optional)
Optional, deterministic combat layer with simple rules and clear local strategy.
Military System (Deterministic, Optional)
Armies are designed to be a secondary layer.
Design constraints
- one army per tile
- deterministic combat only
- clear modifiers
- short action cooldowns
Core ideas
- Armies spawn in neutral zones through periodic auctions.
- Each army has visible strength and upkeep.
- Armies consume low-level resources each period.
- Stronger upgrade paths consume high-rarity resources.
- Armies can contest ownership effects on occupied land (e.g., tax/subversion/yield disruption).
Example combat resolution
A simple deterministic score can be:
combatScore = baseStrength + terrainBonus + allySupport + readiness - upkeepPenalty
Higher score wins.
A smaller army can still win if defending position + support + enemy fatigue/cooldown edge > raw strength.
Why deterministic?
- No RNG means better transparency.
- Outcomes can be reasoned and explained.
- Trade-offs stay in planning and positioning.
Early v1 scope recommendation
Ship first with:
- summon, station, move, upgrade, cooldown
- no deep unit specialization
- no hidden modifiers
- no multi-stage battle chains