[faction] Imperial Dynasty

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JaxLaurant
Posts: 8
Joined: June 9th, 2009, 2:08 am

[faction] Imperial Dynasty

Post by JaxLaurant » June 9th, 2009, 8:33 am

Thesis

An Asian-themed faction for Wesnoth, created with the goals to provide an entertaining side for a campaign and multiplayer. This faction aims to be balanced on multiplayer while featuring at least one distinctive gameplay concept unique to the faction. Finally, an attempt is made to adhere to a level of realism to actual Chinese/Japanese weaponry and strategy, especially when it it is entertaining to do so.

Theme

I borrowed stylistically from my knowledge of Chinese as well as Japanese martial institutions - although it should be noted that their armies were often in contrast, and were more dissimilar than similar. In particular, I drew from the general army formation strategies of the Chinese Spring and Autumn Period while naming my units with a mostly fantastical vision of Japanese samurai.

For distinctiveness, I sought to capture an army reliant on its leaders and officers to achieve victory. So while I based the core of my units along slightly inferior versions of Loyalist units, the employment of the Imperial-only ability of command could potentially make them slightly superior versions of their Loyalist counterparts while creating an archilles heel in those 'command' units.

Finally, I envisioned the faction as generally more balanced and disciplined than their Wesnothian counterparts. Thus, I decided that the overall alignment of the faction would be neutral, with an occasional unit leaning to chaos.

Special Abilities

Command Ability - At the beginning of each turn, units with this ability will apply the Discipline status to all friendly units within two hexes of an equal or lower level: units adjacent to the command unit, and units two hexes away from the command unit. Units with the Command ability cannot receive the Discipline status.

Discipline Status - Units with this status have +2 movement points, and +25% attack. It lasts one turn. Units with Command Ability cannot receive the Discipline status. Discipline, obviously, does not stack for more than one Command unit.

Core Units

Yari Conscript
Advantages:
  • Armed with spears. Piercing damage.
  • Cheap, spammable.
  • Decent defensive capabilities.
  • With command units, capable of going on the offensive.
  • Neutral unit, no weakness during the night.
  • An effective defensive unit with great lethality to horse units and drakes.
Disadvantages:
  • No range attack, making them very vulnerable to range attacks.
  • Slower than Spearmen, making them very vulnerable to harrassment.
  • Weak attack, lower than even Spearmen.
  • Neutral unit, no strength during the day.
Spoiler:
Imperial Skirmisher
Advantages:
  • Fast swordsman. Even faster with commanders.
  • Excellent evasion on good terrain.
  • Good offensive(blade) capabilities, almost equivalent to Fencers.
  • Excellent for holding terrain like forests from elves.
  • Neutral unit, no weakness during the night.
  • Better mobility than Fencers with Command
Disadvantages:
  • No range attack, making them vulnerable to range attacks.
  • Expensive for foot infantry.
  • One less attack than Fencers, making them worse against entrenched enemies.
  • Easily outpaces command units and can become stranded behind enemy lines.
  • Neutral unit, no strength during the day.
Spoiler:
Lesser Oni
Advantages:
  • Powerful impact attackers.
  • High hitpoints.
  • Better mobility than Heavy Infantry with Command.
  • Chaotic unit, stronger at night.
  • Good resistances against blade and pierce.
  • Good hill and mountain evasion.
  • Devastating attack at night with Command.
Disadvantages:
  • No range attack, making them vulnerable to range attacks.
  • Very expensive for foot infantry.
  • Poor evasion overall.
  • Slow infantry.
  • Few attacks, trouble against high evasion enemies.
  • Weak against Arcane, Fire and Cold.
  • No resistance to Impact.
  • Chaotic unit, weak during the day.
Spoiler:
Imperial Samurai
Advantages:
  • Elite COMMAND unit.
  • Good blade attack with many strikes.
  • Good piercing arrow attack.
  • Dangerous charge attack.
  • Neutral alignment.
Disadvantages:
  • Extremely expensive(We're talking on the order of 20+ gold)
  • Not cost effective for its HP.
  • Low damage per strike, trouble against high resistance enemies.
  • Charge is lethal but also dangerous to Bushi.
  • Weakness to pierce.
  • Neutral alignment.
Spoiler:
Imperial Crossbowman
Advantages:
  • Powerful single ranged attack.
  • Inexpensive infantry, spammable.
  • With command, comparable to Bowman in both speed and total damage.
  • Neutral alignment.
Disadvantages:
  • A pitiable melee attack.
  • Slow infantry.
  • Less damage than Bowman.
  • Medium-low HP.
  • Neutral alignment.
Spoiler:
Imperial Rider
Advantages:
  • Effective ranged attack.
  • Fast. Even faster with command.
  • Melee attack slows.
  • Can cross almost all terrain with some ease.
  • Neutral alignment.
Disadvantages:
  • A pitiable melee attack.
  • Not cheap.
  • Poor defense on anywhere but flat ground.
  • Vulnerability to pierce.
  • Neutral alignment.
Spoiler:
Caveat

Yes, I know there is another Asian-themed faction already in development. For reasons too many to list here, it is not a similar faction to the one I'm proposing. For one thing, I have no Geisha or Ninjas in my lineup. This is intentional.

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Cloud
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Re: [faction] Imperial Dynasty

Post by Cloud » June 9th, 2009, 2:57 pm

Wow, seriously great planning (makes a change from the usual list of stats we get.). Oh and welcome to the forums :) though I know you've lurked at least a little ;).

I shall be watching the progress of this faction with interest, and wish you luck with it.
Softly/SoftlySplinter on IRC. Will be lurking around more these days
Mainline Animations|The Væringjar
Art for these mead-sodden, bearded mushroom-junkies by Girgistian!

JaxLaurant
Posts: 8
Joined: June 9th, 2009, 2:08 am

Re: [faction] Imperial Dynasty

Post by JaxLaurant » June 10th, 2009, 12:55 am

Thank you very much for your kind words! Your excellently-designed faction was one of those which I keenly studied before penning down this, admittedly, very initial notes on my own. I hope to be reading through the campaign development forum so I can work on a campaign for them soon, as well as make a schedule for the artwork.

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RenoOfTurks
Posts: 215
Joined: May 7th, 2009, 1:52 pm

Re: [faction] Imperial Dynasty

Post by RenoOfTurks » June 10th, 2009, 1:49 pm

i like this idea :o i like it!

JaxLaurant
Posts: 8
Joined: June 9th, 2009, 2:08 am

Re: [faction] Imperial Dynasty

Post by JaxLaurant » June 11th, 2009, 7:56 am

I've started on planning for the campaign design, starting with the first scenario

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