Release 0.2
# Exiled Commander v0.2
By Otto_Silvio
An ancient-themed battle simulator where you command Roman and auxiliary cohorts against barbarian forces. Lead your army through increasingly difficult battles while managing resources, recruiting commanders, and developing veteran units.
## Table of Contents
1. [Resource System](#resource-system)
2. [Units and Combat](#units-and-combat)
3. [Command System](#command-system)
4. [Battle System](#battle-system)
5. [Environment Effects](#environment-effects)
6. [Enemy System](#enemy-system)
7. [Technical Requirements](#technical-requirements)
## Resource System
### Starting Resources
- Supply: 1000 (Used for recruiting and healing units)
- Manpower: 1000 (Required for raising new cohorts)
- Authority: 5 (Special resource for recruiting commanders)
### Victory Rewards
Progressive rewards based on battle wave:
- Supply: 250 + (wave-1) * 100
- Manpower: 150 + (wave-1) * 100
- Authority: +1
### Healing System
Costs per troop restored:
- Supply: 0.5
- Manpower: 1.0
## Units and Combat
### Unit Types
1. **Legionary** (Heavy Infantry)
- Role: Front-line combat specialist
- Position: Front Row
- Stats: High defense, high troop count
- Base Attack: Xd6 (varies)
2. **Bucellarii** (Light Infantry)
- Role: Versatile front-line fighter
- Position: Front Row
- Stats: Balanced, good accuracy
- Base Attack: Xd6 (varies)
3. **Sagittarii** (Archers)
- Role: Ranged support
- Position: Back Row
- Stats: High accuracy, medium troop count
- Base Attack: Xd6 (varies)
4. **Carroballistae** (Artillery)
- Role: Heavy ranged support
- Position: Back Row
- Stats: Highest damage, low troop count
- Base Attack: Xd6 (varies)
5. **Equites** (Cavalry)
- Role: Mobile flanking unit
- Position: Left/Right Flanks
- Stats: Balanced offensive capabilities
- Base Attack: Xd6 (varies)
### Unit Attributes
#### Nationality Bonuses
- **Roman**: +2 base attack dice
- **Greek**: +2 to accuracy modifier
- **Celtic**: +2 to initiative modifier
- **Persian**: +2.5x casualties modifier (base is 1.5x)
- **Egyptian**: +2 to defense
- **German**: Standard enemy type (no bonus)
#### Social Classes
- **Patrician**: Noble class (synergizes with Patrician Blood trait)
- **Equestrian**: Middle class
- **Plebeian**: Common class (synergizes with Plebeian Favor trait)
#### Combat Stats
- **Health Status Thresholds**
- Fresh: >90% troops remaining
- Healthy: >75% troops remaining
- Bloodied: >50% troops remaining
- Battered: >25% troops remaining
- Critical: ≤25% troops remaining
- **Exhaustion System**
- Formula: 100 - (current_troops / initial_troops * 100)
- Effect: Reduces defense by up to 25% at max exhaustion
- Defense Multiplier: 1.0 - (exhaustion / 400)
- **Veterancy System**
- Gained after battle victories
- Each level adds 1d12 to damage rolls
- Applies to all attack types
### Formation System
Strict positioning rules:
- **Front Row**: Legionaries, Bucellarii
- **Back Row**: Sagittarii, Carroballistae
- **Left/Right Flanks**: Equites only
- **Reserves**: Any unit (inactive in battle)
## Command System
### Army Commander
- Cost: 3 Authority
- Limit: One active commander
- Effect: Army-wide bonuses
#### Expertise Types & Bonuses
1. **Infantry**
- Front-line units: +1 to all stats
2. **Artillery**
- Artillery units: +4 accuracy, +1 attack die
3. **Archers**
- Archer units: +3 accuracy, +2 attack dice
4. **Cavalry**
- Cavalry units: +1 to all stats
5. **Tactician**
- All units: +2 accuracy
6. **Veteran**
- All units: +1 veterancy level
7. **Logistics**
- All units: -25% healing costs
### Cohort Leaders
- Cost: 1 Authority
- Limit: One leader per cohort
- Effect: Unit-specific bonuses
#### Expertise Types & Bonuses
1. **Infantry**
- When leading infantry: +2 defense, +1 attack die
2. **Artillery**
- When leading artillery: +3 accuracy, +1 attack die
3. **Archers**
- When leading archers: +3 accuracy, +2 attack dice
4. **Cavalry**
- When leading cavalry: +2 accuracy, +2 attack dice
5. **Tactician**
- When assigned: +2 accuracy
6. **Veteran**
- When assigned: +1 veterancy level
7. **Logistics**
- When assigned: -25% healing costs
### Commander Traits
Each commander randomly gets 2 positive and 1 negative trait:
#### Positive Traits
| Trait | Effect |
|-------|--------|
| Accurate | +3 accuracy |
| Defensive | +2 defense |
| Aggressive | +2 attack dice |
| Resourceful | -25% healing costs |
| Disciplined | +2 defense, +1 accuracy |
| Veteran | +1 veterancy level |
| Charismatic | +1 Authority per turn |
| Patrician Blood | +3 accuracy with patrician units |
| Plebeian Favor | +3 accuracy with plebeian units |
| Tactical Genius | +1 to all combat stats |
#### Negative Traits
| Trait | Effect |
|-------|--------|
| Reckless | -2 defense |
| Hesitant | -2 accuracy |
| Wasteful | +25% healing costs |
| Incompetent | -1 to all combat stats |
| Sickly | -2 attack dice |
| Arrogant | -1 Authority per turn |
| Disorganized | -1 accuracy, -1 defense |
| Cruel | +50% healing costs |
| Paranoid | -2 accuracy with all units |
| Lazy | -1 initiative |
### Commander Names
Generated based on nationality:
| Nationality | Name Format | Example |
|------------|-------------|---------|
| Roman | Praenomen + Nomen + Cognomen | Lucius Cornelius Rufus |
| Greek | Name + Patronymic + (Optional) Epithet | Alexander Alexandrou ho Megas |
| Celtic | Name + Clan Name + (Optional) Title | Brennus mac Cathail the Bold |
| Persian | Name + Patronymic + Title | Cyrus ibn Khosrow Shahanshah |
| Egyptian | Throne Name + Divine Epithet + Title | Ramesses Meryamun Neb-Tawy |
| German | Name + Title + Tribe | Arminius der Tapfere von den Cheruskern |
## Battle System
### Battle Structure
Each battle round consists of:
1. **Skirmish (Turn 1)**
- Shock Phase
- Fire Phase
- Assault Phase
2. **Melee (Turn 2)**
- Shock Phase
- Fire Phase
- Assault Phase
### Phase Order and Unit Activation
Each phase is resolved in sequence, with all eligible units from both sides acting based on initiative:
1. **Shock Phase**
- Active Units: Front row infantry (Legionaries, Bucellarii)
- Initiative: All eligible units roll d20 + modifiers at phase start
- Combat Order: Units act in strict initiative order (highest to lowest)
- Focus: Melee combat
2. **Fire Phase**
- Active Units: Back row ranged units (Sagittarii, Carroballistae)
- Initiative: All eligible units roll d20 + modifiers at phase start
- Combat Order: Units act in strict initiative order (highest to lowest)
- Focus: Ranged attacks
3. **Assault Phase**
- Active Units: Flank cavalry units (Equites)
- Initiative: All eligible units roll d20 + modifiers at phase start
- Combat Order: Units act in strict initiative order (highest to lowest)
- Focus: Mobile combat
### Combat Resolution
#### 1. Initiative System
- Each phase begins with initiative rolls for all eligible units
- Roll: d20 + unit's initiative modifier
- Celtic units get +2 bonus to initiative
- Units act in strict initiative order regardless of side
- Initiative is re-rolled at the start of each new phase
#### 2. Attack Sequence
1. **Accuracy Check**
- Roll: d20 + accuracy modifiers
- Target: Enemy unit's defense value
- Critical: Natural 20
2. **Damage Calculation**
- Base: Unit's attack dice (Xd6)
- Veterancy: +1d12 per level
- Critical Hit: Double attack dice
- Modifiers: Weather & terrain multipliers
#### 3. Targeting Priority
| Unit Position | Target Priority |
|---------------|----------------|
| Front/Back Row | Front > Back > Random Flank |
| Right Flank | Right > Left > Back > Front |
| Left Flank | Left > Right > Back > Front |
## Environment Effects
### Weather System
| Weather | Accuracy | Morale | Damage | Defense | Notes |
|---------|----------|---------|---------|----------|-------|
| Clear Skies | 1.0 | 1.0 | 1.0 | 1.0 | No effect |
| Heavy Rain | 0.5* | 0.85 | 1.0 | 1.0 | *Ranged only |
| Thunderstorm | 0.6 | 0.7 | 1.0 | 1.0 | All units |
| Fog | 0.4 | 1.0 | 1.0 | 1.0 | All units |
| Scorching Heat | 1.0 | 0.9 | 0.8 | 1.0 | All units |
| Strong Winds | 0.6* | 1.0 | 1.0 | 1.0 | *Ranged only |
| Light Snow | 0.9 | 1.0 | 0.9 | 1.0 | All units |
| Blizzard | 0.5 | 0.8 | 0.6 | 1.0 | All units |
| Sandstorm | 0.5 | 1.0 | 0.8 | 1.0 | All units |
| Drizzle | 0.8* | 1.0 | 1.0 | 1.0 | *Ranged only |
| Hail | 0.8 | 1.0 | 1.0 | 0.8 | All units |
| Overcast | 0.9 | 1.0 | 1.0 | 1.0 | All units |
### Terrain System
| Terrain | Defense | Ranged Acc | Cavalry Dmg | Other Effects |
|---------|----------|------------|-------------|---------------|
| Open Plains | 1.0 | 1.0 | 1.0 | No effect |
| Dense Forest | 1.2 | 0.5 | 0.6 | - |
| Hills | 1.3 | 1.2* | 1.0 | *High ground |
| Mountain Pass | 1.2* | 1.0 | 0.5 | *Infantry only |
| Marshland | 1.0 | 1.0 | 0.5 | Move x0.7 |
| Rocky Ground | 1.1 | 1.0 | 0.6 | - |
| River Crossing | 1.4 | 1.0 | 1.0 | Damage x0.8 |
| Desert | 1.0 | 1.0 | 1.0 | Damage x0.8, Morale x0.9 |
| Coastal Beach | 1.0 | 1.0 | 1.0 | No effect |
| Valley | 1.0 | 1.0 | 1.2* | *Flank bonus |
| Grassland | 1.0 | 1.0 | 1.3 | Cavalry acc x1.1 |
| Urban Ruins | 1.2 | 1.0 | 0.7 | - |
## Enemy System
### Wave Scaling
- Minimum Units: 1 + (wave-1) * 3
- Maximum Units: minimum + 2
### Army Compositions
| Type | Front Row | Back Row | Flanks |
|------|-----------|----------|---------|
| Balanced | 33% | 33% | 33% |
| Infantry Heavy | 60% | 20% | 20% |
| Archer Heavy | 20% | 60% | 20% |
| Cavalry Heavy | 20% | 20% | 60% |
| Skirmisher | 20% | 40% | 40% |
| Phalanx | 50% | 30% | 20% |
## Credits
Exiled Commander v0.2 by Otto_Silvio
Files
Get Exiled Commander
Exiled Commander
An ancient-themed battle simulator
Status | In development |
Author | Otto_silvio |
Genre | Simulation, Strategy |
Tags | ancient, barbarian, battle, battle-simulator, Management, rome, simulator, War, waves |
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