Gameplay

docs/gameplay-mechanics.md

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.

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