I'm glad a thread about this was started. Vae Victis has a lot of potential, but the management aspects of this game are unfortunately so lackluster that I don't find them appealing at all. I agree with the core assumption that having a game structure is fun and rewarding. The sexual conquest of the game are more meaningful when you have real conquest to accompany it. I
want to enjoy this aspect of the game and not simply the visual novel elements. However, the current implementation is both tedious and uninteresting, providing no real decisions or sense of accomplishment.
I notice the OP here mentions discussion within the existing framework, so I won't suggestion major reworks to the structure of the management. However, I will outline some of my major complaints and offer some suggestions that I think may work without fundamentally changing the core elements of the management minigame.
1. Resource gain is irregular.
The single biggest complaint I have with this aspect of the game is that there is no meaningful way to strategize with irregular resource gain. Sometimes you will get lucky and your troops will replenish after conquering a territory, other times you will get a 10-turn long dry spell of no troops and have no way to beat the RNG raids. It is appropriate and acceptable to have some modifier on resource gain based on morale/other factors, but the RNG as a whole needs to go.
Personally I think the simplest way to address this is resource gain for each occurs each turn, but it would also be acceptable to have resources gain at some interval (e.g. resources every 3rd turn, every 7th turn, or whatever). If resources are gained every turn, this significantly affects the resource economy of the game, but I feel like this would make the game substantially better.
2. Troops should not take time to send.
One of the least fun aspects of the management game is constantly sending troops to various territories after an RNG raid. This is a bad mechanic for several reasons.
- It's tedious to constantly reinforce your troops in certain regions
- Sending troops takes several turns, but structures are immediately constructed. This is weird and counterintuitive.
- The UI does a poor job of communicating if troops are en-route to a location or not. En-route troops basically disappear for several turns. The only reasonable way to present this is to have an icon appear on the map in the territory they are going towards.
- There is no gameplay-strategy reason for troops to take time to send, because the player never has advance notice of enemy attacks. This might make sense if you knew that Province1 had barbarians attacking in 5 turns and Province2 getting raided by pirates in 8. Since the player never has advance knowledge of incoming enemy attacks like this, it doesn't add any strategy or decisionmaking to moving troops around, it just makes the game punishing with bad RNG.
- If you are unlucky you might find that a territory gets attacked multiple times before your reinforcements arrive. It's just not fun to conquer a territory and then have to send all your troops there (-- Wouldn't they already be there if they just conquered it?)
3. Troop Number Limitation & Troop Upkeep
The game enforces a strict limitation on the number of troops you can sustain. In the current gameplay, it's understandable why this is done, as otherwise players could simply hit "Pass Turn" until they gained an overwhelming army and then conquer any territory.
My suggestion is that there should be no maximum army size (or, at the very least, it should be substantially more generous). Instead, there should be an upkeep cost associated with larger armies. This solves OP's problem #2, because maintaining a larger army would thus cost more gold. A gold-cost makes sense because equipping, training, feeding, and paying the salary of professional soldiers is logical. With a properly-tuned upkeep cost, it would not be necessary to cap the army size of the player since the cost of maintaining an army would naturally achieve an equilibrium based on gold income.
4. Troops Should Cost Gold to Purchase
This relates to the previous point. I think it's probably a mistake to have "Troops Yield" as a resource that is automatically given by territories. The player should have to pay in Gold or Obedience/Morale to recruit soldiers.
The "Troops Yield" property can remain as a way to distinguish territories. e.g. Gaunteinguk would yield 4 (+/- modifiers) soldiers when the player purchases soldiers there. Logically this also implies that we could (much like Force-Yield) only purchase soldiers
once per territory per turn.
5. Auto-Garrison Soldiers in Territories
This ties in with my point #2, it's very tiresome to constantly send troops to a specific territory. I want to be able to set a threshold to maintain a X troop count in a particular territory, and automatically pay some kind of gold & upkeep cost to maintain X troops in that territory.
I see some challenges with implementing this, but I think it's important to think about how to achieve this. It's particularly important when I look at the world map overall and imagine the endgame where the player is controlling ~15+ territories and might be forced to check every turn to send reinforcements to multiple territories. It's bad enough doing that with the current state of the game, now imagine 3x as many territories.
Simplifying this is a big QOL improvement (Especially because the "Send Troops" UI is often bugged, see point #9 below.)
6. Change Garrison Structure
I think the Garrison structure should not be required in order to station troops in a territory. The fact that you cannot station troops in a conquered territory is fundamentally broken. Here is a scenario that has repeatedly happened to me:
- Attempt to conquer a territory
- Conquer the territory, suffering losses
- Immediately spend 40 gold to buy a Garrison
- Immediately send the bulk of my remaining army to defend the new territory
- Before my troops arrive at the new territory, it is attacked
- The garrison I just spend 40 gold on is destroyed
- My army that I sent to defend it disappears into nothing
- New territory is repeatedly RNG-raided and since there is no way to station troops there without a garrison, you cannot stop it
The player must always have the option of defending territories they own. The garrison already states it provides a bonus to obedience. If necessary, the garrison should act as a force multiplier on the defensive troops, but it should not be a requirement to station troops in a territory.
7. Reconquering Territories Must Reset Obedience
This item follows on from the scenario described in #6. When a territory rebels due to low obedience, it is virtually impossible to reconquer it successfully because its obedience remains at a low ~40-50 level. At this level, even if you conquer a territory and immediately build a garrison and station troops there, it's unlikely you will stop the negative consequences of low obedience. This leads to a permanent failure spiral. I just played a game where I captured the Marbia territory at least 6 times in a row, but each time I recaptured it, low-obedience negative events caused it to rebel, destroy its garrison, or otherwise prevent me from even getting the option to salvage the nation.
I doubt this negative feedback loop was intentional, and it should be fixed.
8. Attacking With No Troops = Game Over
This shouldn't be permitted as it is an instant game over. Happens easily if you forget to returned garrisoned troops to the army, and it's annoying. Losing a single battle should never be game over for our Khan.
(In general the game should probably define a way to lose a battle without a Game Over, since it's pretty normal to lose battles occasionally in warfare, even if it costs you some gold, troops, wenches, or territory).
9. UI Needs To Be More Informative
This isn't technically a problem with the management game per-se, but it is a problem and it affects every aspect of the management game. The key to making this type of management game compelling is understanding how your choices affect outcomes.
For example, when the player goes to build a structure in a territory the effects of these structures are not clearly displayed:
What it Currently Looks Like | How It Should Actually Look |
---|
A Gold Mine to Increase Gold Production - 30 Gold | Gold Mine (+1 Gold / Turn) - Cost: -30 Gold |
A Temple to Boost Morale - 40 Gold | Temple (+2 Morale / Turn) - Cost: -40 Gold |
More detailed information is needed in many places, this is just one example.
In other circumstances, the UI needs to respond more intelligently.
- For example, if the player uses "Force Yield" on a territory, which can only be done once per turn, shouldn't the "Force Yield" button grey out, or disappear?
- Another major problem is the "Send Troops" slider bar, which regularly bugs out, or has problems when the player has few troops (e.g. if you have 1 troop to send).
- Other annoyances: When you've built all the structures in a territory, the build button is still present and not greyed out.
- The UI displays a numerical value for Obedience and Morale, but the numbers are arbitrary and unintuitive. Why not use a normal scale of 1-10 or 1-100 for Obedience / Morale stats? Why no tooltips explaining the benefits/penalties associated with high/low values?
Overall, UI is a big challenge. Personally, I think it's a challenge to do UI properly in RenPy, so my expectations are not high. However, I believe it's possible to do a
better job without excessive effort simply by redesigning UIs. If I can find some time I will create some example UI mockups as suggestions. For some examples, I'd recommend looking at Harem Hotel which has great presentation of gameplay consequences via GUI.
10. World-Map Events Must Be Improved
The OP discusses this as well. I concur that more variety is needed. However, most of the OP proposals don't really seem to address what I view as core issues. The map-level management currently consists of a few things:
- RNG Nuisance Raids
- Troop Defections
- Low Obedience Penalties
First off, all of these events are essentially penalties (as are most of the proposed new types of events). There's nothing positive happening from any of these. When every popup is negative, the player just wants to avoid all of these annoying RNG items and hit "Next Turn." Not very encouraging. It's better if the events create choice and opportunity for the player, even if sometimes those events might have negative consequences.
Second, none of these events develop any kind of narrative or character. The mechanics of the world map are disjointed from the game's visual novel style sections. I think the game would be dramatically improved by trying to incorporate mini-events with more of a narrative style, rather than the current "Popup Bad Thing You Can't Do Anything About."
Here are some examples:
- Barbarian Warlord threatens <Territory> unless Karder Pays Tribute
- Player sees Dialogue with Warlord
- Gives Choice: Pay Tribute (-10 Gold) or Challenge to Single Combat or Fight Battle
- Trader Asks Karder for Protection on Trade Route
- Player sees Dialogue with Trader
- Gives Choice: Send Troops (-2 Troops) for +6 Gold (65% Chance Success) or Steal Merchant's Goods (+2 Gold / -10 Morale) or Decline (No Effect)
- Farmer Asks Karder Help Alleviate Famine
- Player sees Dialogue with Farmer
- Gives Choice: Pay Gold (-2 Gold) for Food (+10 Morale) or Sex with Farmer for Food (+10 Morale) or Decline (-10 Morale)
- Wandering Mystic Offers to Read Omens
- Player sees Dialogue with Mystic
- Random Effect: Omens of Wealth (+4 Gold) or Omens of War (+4 Troops) or etc...
- Diplomat from Neighboring Territory Visits
- Officer in Your Army Defects
- Mercenaries Offer Their Services
- Peasant Discovers a Hidden Treasure
- Your Spy Uncovers Valuable Information
- A Regional Festival Occurs
- A Rampaging Ogre Threatens a Territory
- etc.
Fundamentally, this would help to integrate narrative into the overall management gameplay, while also adding much-needed variety. It is easy to imagine short events like this and once a structure is established such events could easily be dropped in as semi-randomized repeatable units. I also think this is a good way to add (light) amounts of characterization to both Karder and the wenches, who could provide assistance in solving problems from their respective regions.
11. Map Battles are Too Simple
"Bigger Number Beats Smaller Number" is not fundamentally interesting. This game already has the concept of Rock/Paper/Scissors style battles in single combat, so I think it's reasonable to try and map this idea onto larger scale combat. This change is pretty significant, so I don't really expect this degree of rework, however I'm throwing this out there so perhaps a few ideas can be picked off of it.
Here's what the battle scene currently looks like:
Your Force (#) | Enemy Force (#) |
Options:
Here's what I think the battle scene should look like:
Your Force:
- Infantry (#)
- Archers (#)
- Cavalry (#)
| Enemy Force:
- Infantry (#)
- Archers (#)
- Cavalry (#)
|
Modifiers:
- Morale (+12%)
- Obedience (-2%)
- Domia's Dominatrix (+15% Infantry)
- Khan's Cavalry (+50% Cavalry)
| Modifiers:
- Nahir Leadership(+20% All)
- Fortress (+50% Archers)
|
Battle Log |
---|
Turn 1: Karder used Cavalry Charge! Nahir used Archer Volley! |
Turn 1: Karder Cavalry slew 216 Marbia Infantry. Marbia Archer slew 31 Karder Cavalry. |
Options:
- Infantry Push
- Archer Volley
- Cavalry Charge
- Pillage
- Retreat
- etc.
Here's what I think this accomplishes:
- Provide meaningful interactivity in the battles with RPS-like choices on the strategic level (e.g. Infantry Push / Archer Volley / Cavalry Charge)
- Give players a battle log that breaks down the blow-by-blow. It's vastly more interesting to see blow-by-blow and the game is doing this anyway, you just need to generate some text to accompany it.
- Define modifiers and then show them. This depends on some programming infrastructure but gives you way more power to make interesting gameplay. If players can see their low Obedience value is hurting their troops then they will try to maximize that value, if they can't see it spelled out, then they just wonder why the dice always roll low.
Anyway, that's enough for now. I might try to come up with some more and do some mockups if I can find time.