FeudalSim: Gameplay Mechanics
Overview
FeudalSim is a medieval economic and political simulation set in the historically accurate world of 1455. Players take on the role of individuals in a persistent world where all actions take time, require skill, and utilize tools. The game focuses on realistic economic simulation, political hierarchy, and social interactions within a node-based map system.
Map System
The game world is structured around a node-based system where each location (city, town, village, castle, etc.) is connected by travel routes.
Node Types
- Cities: Regional economic centers with large marketplaces and diverse population
- Towns: Smaller settlements with specialized industries
- Villages: Agricultural centers focused on farming and raw materials
- Castles: Military and administrative centers
- Forts: Strategic military outposts
- Resource Nodes: Specialized locations like mines, forests, quarries, etc.
Travel
- Travel between nodes takes realistic time based on:
- Distance
- Terrain type
- Weather conditions
- Mode of transport (foot, horse, cart)
- Road quality
- During travel, players can encounter:
- Other travelers
- Merchants
- Bandits
- Military patrols
- Natural hazards
Character Progression
Players begin with minimal resources and must work to advance their position in society.
Character Skills
Skills improve through practice and are categorized as:
- Resource Gathering
- Forestry
- Mining
- Quarrying
- Farming
- Fishing
- Hunting
- Crafting
- Carpentry
- Blacksmithing
- Weaving
- Masonry
- Leatherworking
- Brewing
- Knowledge
- Medicine
- Literacy
- Mathematics
- Theology
- Law
- Languages
- Social
- Trading
- Diplomacy
- Leadership
- Deception
- Intimidation
Skill Progression
- Each skill ranges from 0-100
- Skills improve through active use
- Higher skill levels:
- Increase work output quality
- Reduce resource usage
- Speed up production time
- Unlock new crafting recipes
Economic System
The game features a realistic supply-chain and resource processing system.
Resource Categories
- Raw Materials: Gathered directly from resource nodes
- Wood (various types)
- Ore (iron, copper, silver, gold)
- Stone (limestone, granite, marble)
- Clay, sand
- Agricultural products (wheat, flax, vegetables)
- Animal products (wool, hides, meat)
- Processed Materials: Created from raw materials
- Lumber
- Metal ingots
- Cut stone
- Yarn/thread
- Flour
- Leather
- Crafted Items: Created from processed materials
- Tools
- Weapons and armor
- Furniture
- Clothing
- Wagons and carts
- Construction materials
- Luxury Goods: High-value specialized items
- Fine clothing
- Jewelry
- Art
- Exotic spices
- Wine and spirits
Item Properties
Each item in the game has unique properties:
- Weight: Affects carrying capacity and transportation costs
- Quality: Determined by material quality, crafter skill, and tools used
- Durability: Items deteriorate over time at different rates
- Value: Base value affected by quality, local supply/demand
Production Chains
Resources follow realistic production chains. For example:
Tree → Wood → Lumber → Furniture/Construction Iron Ore + Fuel → Iron Ingot → Tools/Weapons Wheat → Flour → Bread Sheep → Wool → Yarn → Cloth → Clothing
Each step in the chain:
- Requires appropriate skills
- Uses specific tools or buildings
- Takes realistic time to complete
- Adds value to the resource
Market System
Markets operate at each node location with realistic economic principles.
Market Features
- Local Markets: Each town/city has its own marketplace
- Supply and Demand: Prices fluctuate based on local availability
- Reserved Sales: Players can reserve items for specific buyers
- Tax: Local authorities collect market taxes
- Currency: Regional currencies with exchange rates
- Regional Specialization: Different regions specialize in different goods
Trade Mechanics
- Merchants: Players can become merchants by buying low and selling high
- Caravans: Transport goods between nodes (with risk of bandit attacks)
- Trade Routes: Established routes develop better roads over time
- Smuggling: Avoid taxes by using illegal routes (with higher risk)
Political System
The game features a realistic political hierarchy based on medieval feudal systems.
Governance Levels
- Local Level: Barons/Baronesses (Europe) or Beys (Ottoman)
- Control individual nodes
- Set local taxes
- Maintain local order
- Regional Level: Counts/Countesses (Europe) or Emirs (Ottoman)
- Oversee multiple nodes
- Coordinate regional defense
- Mediate local disputes
- Provincial Level: Dukes/Duchesses (Europe) or Valis (Ottoman)
- Control multiple regions
- Manage provincial economy
- Raise armies
- Kingdom Level: Kings/Queens (Europe) or Sultans (Ottoman)
- Set national policy
- Declare wars
- Appoint lower nobles
- Imperial Level: Emperors/Empresses (Europe) or Caliphs (Ottoman)
- Rule multiple kingdoms
- Highest authority
Political Mechanics
- Elections: Some positions are elected by councils
- Appointments: Higher nobles appoint lower positions
- Land Ownership: Nobles grant land rights to vassals
- Laws and Edicts: Authorities can set local laws
- Corruption: Ability to make under-the-table deals
- Rebellion: Possibility for uprising against unjust rule
Land Ownership and Buildings
Players can acquire land and construct buildings as they progress.
Land Acquisition
- Players must reach level 1 to buy land
- Land is purchased from local government
- Different types of land are suitable for different purposes:
- Agricultural land for farming
- Urban plots for workshops
- Forest land for lumber
Building Types
- Residential: Houses, manors
- Production: Workshops, smithies, mills
- Agricultural: Farms, pastures, orchards
- Commercial: Shops, warehouses, taverns
- Military: Barracks, armories
Building Mechanics
- Construction requires:
- Appropriate resources (lumber, stone, etc.)
- Workers with needed skills
- Time to complete
- Buildings deteriorate and require maintenance
- Better quality materials increase building durability
- Buildings can be upgraded to improve efficiency
Weather and Seasonal Effects
Weather and seasons impact gameplay in realistic ways.
Weather Effects
- Rain: Slows travel, increases crop growth
- Snow: Severely hampers travel, halts farming
- Drought: Reduces crop yields, increases fire risk
- Storms: Damage to buildings, danger during travel
Seasonal Cycles
- Spring: Planting season, good for travel
- Summer: Growing season, best for construction
- Autumn: Harvest season, stockpiling for winter
- Winter: Reduced production, difficult travel, focus on indoor crafts
Military System
Military conflicts are an integral part of medieval life and politics.
Military Units
- Infantry: Foot soldiers of varying equipment quality
- Cavalry: Mounted soldiers for rapid movement
- Siege Units: Specialized for attacking fortifications
- Naval Units: For controlling water routes and coastal attacks
Military Mechanics
- Only titled characters can raise armies
- Armies require:
- Funds to pay soldiers
- Equipment and weapons
- Food and supplies
- Military campaigns affect:
- Regional stability
- Trade routes
- Resource availability
- Political boundaries
Social Interactions
The game emphasizes social interactions between players and NPCs.
Reputation System
- Actions build reputation with different factions:
- Political factions
- Religious organizations
- Trade guilds
- Military orders
- Reputation affects:
- Trade prices
- Quest availability
- Political opportunities
- Social standing
Social Mechanics
- Alliances: Form business or political alliances
- Rivalries: Compete for resources or positions
- Marriages: Strategic unions for political advantage
- Apprenticeships: Train under masters to learn skills
- Guilds: Join crafting or merchant guilds for benefits
Religion and Culture
Religious and cultural differences play important roles in medieval society.
Religious Systems
- Catholicism: Dominant in Western Europe
- Orthodox Christianity: Eastern Europe and Byzantine remnants
- Islam: Ottoman territories and North Africa
- Judaism: Minority communities throughout Europe
Cultural Mechanics
- Different cultures have:
- Unique architectural styles
- Specialized crafting techniques
- Regional foods and goods
- Different laws and customs
- Cultural knowledge can be an advantage in trade and diplomacy
Implementation Guidelines
This gameplay mechanics document serves as a foundation for implementing the core systems of FeudalSim. Development should focus on:
- First implementing the map node system and basic travel
- Building the resource gathering and processing mechanics
- Creating the market and economic simulation
- Adding character progression systems
- Implementing political and social structures
- Adding environmental and seasonal effects
- Developing advanced systems like military and religion
The goal is to create a realistic, immersive medieval simulation where player actions have meaningful impacts on the persistent world.