So what I hear is that the rules need to become somewhat more complex. I do agree with Dave that we should make a system that is forum playable without a gm. While these rules do fit in this, we have now seen that they are somewhat flawed. That is okay right? We knew this was just another test run of the rules. We all heard some wonderful ideas here and I think a lot of them would fit.
For combat. I do agree that we need some multipliers in the rule system. Not too much though, but enough to make it worthwhile. While a multiplier in most brains would look like simple x2 and x3 multipliers, I think it is better to keep the multipliers somewhat lower and do things with rounding.
For instance, a warlord now does not do much except raising the possibility of being superior in combat. While this is a good system as a start, it lacks complexity when combats grow bigger. Then it will just be a matter of attacking a stack with only one type of units with your army consisting of one of each units at least. Thus not so much tactics for everyone will do the same. And the bonus/penalty one will receive from combat superiority/inferiority is too much.
I propose the next. We keep the current system somewhat (for the next game this is). What do we change? I say we add another "fase" in superiority. If one side is superior by 0 (for defenders), 1, 2 or 3 points (or just 0 and 1) it is only slightly superior and thus inflicting 3/5 hits. The other side is slightly inferior and inflicts 2/5 hits (rounding to the nearest whole number). Thus one should try to pile the most bonuses to become vastly superior (and then inflicting 2/3 hits). Then we still must look at what gives a bonus and what doesn't and what the added random number should be (which should be lower then it is now. Maybe 4?)
Now about multipliers. These must not become too high for that would totally ruin the game balance (as far as there is balance). Also, if the multipliers become too high, it will be possible (if not very likely) that large battles will wipe both sides out completely.
There are multiple ways of doing this. We can give units "hit points", thus making sure sides will not kill each other easily. We can also rule that if both sides have multipliers that they will cancel each other out. So one side with a multiplier of X2 and another one with X3 will effect that the latter will have a X2 multi and the first none. Multipliers will simply add together and not multiply themselves. Thus hypothetical lets say a level 5 warlord gives a 1,5 multiplier and he is defending a level 2 city (giving a X2 multi). This will then add up as a X2,5 multiplier. This will effect the outcome of the hits inflicted in the end (thus after the random inferior/superior roll).
But then we must discuss what gives a multi and what does not and then how much. I say a warlord gives a multi of 1+(his level/10). A city can give his level, but that would make high level city's very hard to take.
I also think that the upkeep for cavalry and flyers is too high now. In a bigger map they should have lesser upkeep and somewhat more move so tactical hit and run attack are possible.
Endless possibilities. But kind of simple to implant. First, what do you think about the multiplier and superior ideas? After that we can think of the actual rules about it.



