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

Exiled Commander 0.2.7z 18 MB
Dec 14, 2024

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