*** Kingdoms of Calradia Campaigns is heavily based off of a Battlefield 1942 Campaign Mod community called BFE-WaW that is still ongoing today (using the upgraded FH2 mod) ***
*** Kingdoms of Calradia Campaigns would be meant to potentially replace or run in tandem with Strategus ***-----------------------
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KINGDOMS OF CALRADIA CAMPAIGNS--------------------------
WHAT IS IT?Kingdoms of Calradia Campaigns ("KoC") is a concept in which clans and individuals in the cRPG community sign up to join a pre-existing Calradian Kingdom (number TBD), choose their core leadership, make strategic moves on the Calradian map in a turn based nature, fight battles over key resources and landholdings, and seek to overtake Calradia for their kingdom.
The leaders of each kingdom would have the ability to choose which key resources to go after, where to build castles and forts, etc.
SPLIT INTO CAMPAIGNSKoC would be comprised of Campaigns lasting anywhere from 3-6 months (TBD) wherein these kingdoms vie for control of the map. At the end of each campaign, the map is reset, kingdoms are reset, and after a short recreational break it all starts over again in the next campaign. Each campaign is a fresh start in this manner and each campaign has a finite end as well. There could even be a new map for each campaign and new starting locations, etc.
------------------------------------- HOWS IT WORK? -------------------------------------ENLISTMENTAt the beginning of each new campaign, individual players would sign up for one of 2 (or more) pre-existing kingdoms. Clan leaders sign up their clan for a particular kingdom, and everyone in their clan is enlisted in that kingdom as well.
THE NOBLESAfter enlistment is over, each kingdom is given its own temporary subforum for general communication and planning during that campaign. Within that subforum, anyone who is interested can APPLY to be the KING of that kingdom. Everyone in that kingdom would vote and a King would be chosen. Any leader of a clan with over 20 members (TBD) in a kingdom is made a LORD of that kingdom. Any leader of a clan with over 50 members (TBD) in a kingdom is made a DUKE of that kingdom.
The King, Dukes, and Lords (the NOBLES) would coordinate throughout the campaign in making decisions about their kingdoms movements and decisions. This could be done through a weighted voting system or done in a more “sandbox” method where the leaders figure it out between themselves.
** Either way, the KING (and possibly the Dukes) are the ones with the actual ability to make moves on the map for their kingdom. **TURNSTurns, or rounds, last 2 days each (TBD) and are simultaneous. This means that each turn, each Kingdom makes a move on the map - moves their army one space, continues building a structure, etc. Passive actions also occur once per turn, such as gaining income from towns controlled, gaining lumber from lumber yards controlled, stone from stone quarries controlled, etc.
Each turn, each kingdom can do the following:- Move each ARMY one space, or keep it garrisoned in a town and collect troops.
- Attacking an adjacent army or being attacked counts as the move for that turn.
- Splitting an army costs as the movement for that army.
- Initiate 1 building project - towers, castles, town improvements, ships?
- Passively ongoing building projects will continue, as will the yield of resources for that turn.After each kingdom has made their choices, the changes are made simultaneously to map and the turn is played out.
* If for some reason no action is made, passive generation will continue *WINNINGA campaign will end when either one kingdom takes out the others entirely, or the allotted time for that campaign runs out (which is much more likely). When the campaign is over, points will be added up for various things such as holdings, land held, troop counts, gold, etc and a winner will be established and put in the records for all time!
----------- RESOURCES -----------The game would function off of a few key resources - GOLD, WOOD, STONE, and of course TROOPS.
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loginGOLDThis would be gained from controlling towns on the map. Each town would be given a random (within a range) prosperity at the beginning of the campaign. The yield of gold can be slightly increased by the players in your kingdom playing a lot of cRPG
*Gold is used to purchase weapons/armor/siege equipment from towns and castles, build structures, build town improvements, and pay for troops.
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loginWOODThis would be gained through controlling lumber yards on the map at a rate of X per turn. Wood would be used (often in conjunction with stone) to build structures such as guard towers, castles, improvements to towns, and ships (?). Lumber yards would be found in forested areas.
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loginSTONEThis would be gained through controlling stone quarries on the map at a rate of X per turn. Stone would be used (often in conjunction with wood) to build structures such as guard towers, castles, improvements to towns, etc. Stone quarries would be found around mountains.
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loginTROOPSTroops are gained at a rate of X per turn from each town, the more prosperity a town has, the more troops it yields per turn as well. Troops cost X upkeep per turn.
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ARMIESArmies are what troops pool into. To gain troops, a kingdom must have one of their ARMIES positioned at a town, at which they gain X troops from that town into THAT army per turn (if they have multiple armies there they can choose). Each kingdom starts with the capacity for 2 ARMIES, but can have up to 5 (TBD). To expand from the starting 2 armies, they must enlist a MARSHALL for each additional army, and thus pay extra upkeep for that Marshall.
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WHAT MIGHT AN AVERAGE TURN(S) LOOK LIKE?A turn or sequence of turns might look something like this. Each kingdom will likely have some armies gaining troops in various towns, as well as purchasing gear - while other armies are marching towards prime resources they wish to conquer from either the neutral area or other player kingdoms. They may initiate a building project such as a tower near one of their key resources to better defend it. Passively they would be gaining “ticks” of gold, wood, stone, troops each turn from their holdings.
Each time a battle is initiated, it would be scheduled just like Strategus battles are handled now.
HOWEVER - in KoC, players could only fight for THEIR kingdom.
WHAT WOULD PLAYERS DO?The NOBLES of each Kingdom would be coordinating together and overseeing the overall strategy for their kingdom that campaign. The individual players and clan members who are not in the NOBLE group would be busy fighting KoC battles for their kingdom, training, playing cRPG to increase gold yields for their kingdom, and perhaps aiding their kingdom in other semi-passive ways.
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WHAT STRUCTURES CAN YOU BUILD?This is all TBD but kingdoms could build guard towers, castles, town improvements, and ships to use on ship lanes (explained later).
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loginGuard Towers2 Stone, 1 Wood, X Gold, 3 TurnsGuard towers when constructed would yield additional view into the Fog of War surrounding them, as well as offer a defensive position for armies stationed there (a custom map can be used for this when an army attacks another army at a tower).
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login-- Castles --Wooden Castle5 Wood, 2 Stone, X Gold, 6 TurnsArmies stationed here would hold a defensive position on a custom map of a small wooden castle when attacked. They also cost less upkeep when garrisoned here.
Stone Castle10 Stone, 2 Wood, X Gold, 10 TurnsArmies stationed here would hold a defensive position on a custom map of a significant stone castle when attacked. They also cost less upkeep when garrisoned here.
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loginTown Improvements 2 Wood, 1 Stone, X Gold, 2 Turns EACHThese would include things like blacksmith shop (better weapons/armor available), stable (better horses available), tavern (increased troop yield), market (increased prosperity), etc.
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loginShips4 Wood, X Gold, 4 TurnsShips would allow armies to move from one PORT TOWN ( a town located on the coast line) to another PORT TOWN on a reachable coastline. Sea travel is X2 land movement and therefore is a good method of transporting armies or attacking an enemy kingdom’s back lines.
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THE MAPAll this would update on an interactive map (like the reference shown) and represent changes made each turn. Since each turn is basically a "Snapshot", it would be nice if viewers could "scroll back" in time and see subsequent turns to see the progression of events and map control, etc.
Most players could only VIEW the map, whereas certain NOBLES (KING + Dukes?) could manipulate their Kingdom's armies, etc.
FOG OF WAR could be used to inhibit sight outside one's own kingdom for all players.
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Open to thoughts...just an idea I had....