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(2 edits)

I def need a better explainer on Military. There's enough here to be engaging with army composition but there's so much guesswork around what these stats mean and how an individual tick of combat works. I'm trying to bring enough rogues to knock out arty before it can get a shot off but there's so much guesswork as to how this all works. Is Defense health? Are all units attacking at once? How much healing does First Aid do? Does healing mitigate incoming damage in the same tick or do we take the losses and then heal up the next tick? Do Horse Archers still get the 2x damage to melee bonus? It's all guesswork and the Help page only explains the UI, not how battle works.

It also makes for an easier game, but zero risk of attack outside of actively engaging in battle was a bit of a bummer. I can just fully demobilize with no risk when I'd rather shift over to Research or Pop Growth builds.

I'm having a good time with this, though, even with UI clumsiness. It def makes my autism brain go brrr.

(+2)

Hey, thanks for playing!

Every unit has 4 stats, attack (damage per attack, subject to randomization), defense (health), attack speed (well, more like delay, seconds between each attack, smaller is better, is slightly randomized +-0.1s after every attack) and range (in which column it sits).

All unit turns are processed individually, every game tick, so while the first tick it's indeed all at the same time, then attack delay difference and its randomization kicks in and they all desync.

Horse archers are cavalry, so regardless of range they get all cavalry bonuses and penalties.

First aid damage stat is their healing power, they don't deal damage. They heal everyone except themselves and artillery (to prevent softlocks) at the same time on their turn, they can overheal up to the initial health of the stack when it entered combat, but not above. So if you have 10 swordsmen, 1 survives, healers will overheal him until its 1 dude with the health of 10 (he still attacks as if he is 1). Since everything is desynced, healing does not mitigate damage it's all separate.

Defense walls only take part in battles labeled as defense.

Raiding (attacks on player) was a mechanic in the earlier stage of development, which we scrapped eventually because I couldn't make it fun in the general context of the game. Either raids are too weak and it's meaningless since they don't do anything, or if they are strong enough to be menacing, if a raid happens right before you want to attack someone, your troops die and you need to retrain them again, which was a bit infuriating. The alternative was to have two standing armies, one for protection always, one for attacks but it felt too artificial.

In the end I think removing them was a good idea, because turns out people really hate to see number go smaller in the incremental games. Majority of negative (and I mean, very negative, like 1-2 star review on google) feedback that I got over the course of these 2 month (not counting shitty UI, guilty as charged) was about production death spirals and how it sucks to be penalized for something. Then there was also battle readiness, which was degrading if you were pausing training for fully trained troops, also now gone because everyone hated it. So I dread to imagine what would have happened if someone got raided, lost, got his production hit and then it spiraled.

In short yes, the strat now is to win battles then unassign everyone and drop them into research to speed up things and then retraining everyone again.

Glad you like it, I pretty much made it for myself, because it was a game I wanted to play fpr my particular brand of autism. Then someone convinced me to promote it a bit more and publish on different platforms.

(2 edits)

What actually is the randomization on attacks? Is it just a flat rand()? The attacks on Catapults that I was seeing from my stack of Rogues was 6%, 15%, 21%, etc. I don't think I ever saw an attack larger than 1/4 their max attack value?

Also one aggregated stack per unit type targeting one unit at random allows an exploit. You should basically never go into battle without having 1 untrained unit of every single thing you have. You'll flood your army with so many false targets that can eat an entire enemy stack's attack for that turn. At basically no cost. It's only going to be one attack for that unit but if only 1/5 of my front line is real units then the odds of going several seconds of combat without them taking any attacks is pretty decent.

Oh, you are right, I've forgotten. There's also a flat mult reduction to all attack values, simply to extend the duration of the battles. Because otherwise with attack equal to defense for most units, battles would end in 1 tick.

The 1 unit strategy is the strat. congratulations for figuring it out. It looks silly, but it's an unavoidable outcome of random targeting. And since I didn't want to change random targetting, I decided to roll with it, so all future battles are balanced around this exploit.