I think my previous campaign idea got off on the wrong footing, and that caused it to stall. I'd rather use a political/narrative method this time instead of a strictly area-based one.
Perhaps each faction could have a central zone and a few border zones, but campaign-wise there should be less emphasis on the battles than the positioning of armies, maintaning fickle alliances and scheming.
So here's my draft for the new campaign idea:
Campaign Turn
1) Manage Resources
A faction may give out new condotta, invest in enemy fortresses or improve their own fortifications.
One zone generates 500 florines each turn.
Costs:
Maintain standing army 250 florines per armyIssue a new condotta 1000 florines (roll 1d6 for number of pike blocks and 1d4-1 for other troop types)Hire assassin (no murder plot without assassings in the Scheming phase) 100 florinesUpgrade fort 200 florinesInvest in a siege (create siege train and transport it under the walls) 400 florinesPurchase units:Mounted MAA 300 florinesLight horse 150 florinesArtillery 150 florinesFoot MAA 250 florinesRaw pikeblock 100 florinesAverage pikeblock 180 florinesVeteran pikeblock 250 florinesMissile foot 80 florinesAuxiliaries 80 florines
2) Political Scheming
Plotting against enemies (or allies), sabotage, instigating a mob etc. happens in this phase.There is an opposed roll: the target of the scheming and the schemer both roll 1d6, higher scoring wins.Modifiers - schemer:+1 if there is an important political figure involved on their own side
+1 per every 100 florine of bribes (not applicable for assassination attempts)
Modifiers - target:+2 if the target chooses to stay on the defensive and not commit any scheming on their own in the current turn+1 if there was an assassination attempt in the previous 3 turns(This worked well in my Formaggian Succession Wars games)
3) Army movement
Move armies on the map and conduct battles. Armies previously invested in sieges (except when a relief force attacks them) stay put.Combat is decided using auto resolution or tabletop battles.
4) Glory
Each side gains one Glory at the end of the campaign turn for the following:
- a battle won
- a succesful scheming attempt
If multiple factions partake in a battle and win, the faction with the largest number of troops receives a single Glory.
A faction with more Glory:
- can extricate units without harm after a lost battle
- gains +1 for all scheming dice
- might more easily take the lead in an alliance
The campaign might last until a faction reaches a set number of Glory.
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