Warsim: The Realm of Aslona

Warsim: The Realm of Aslona

CaoLex Jul 3, 2017 @ 1:13pm
Exploration
I don't understand how to explore? I always stuck with "used 1 chance of 2/3/4 for explaration".
< >
Showing 1-9 of 9 comments
CaoLex Jul 3, 2017 @ 1:29pm 
I found answer, I should enter 1 for every try.
Troy - Warsim!  [developer] Jul 3, 2017 @ 2:14pm 
Glad you found the solution :)
DazaKiwi Jul 19, 2017 @ 5:08pm 
Instead of starting a new thread i have some questions regarding Exploration:

1#
Is exploration points random per areas (ie. North)? or is some of these areas (South etc) locked to you until you meet some other requirements which as improving diplomacy or something like that?

2#
It seems like your PC (ie the King) goes out, why does he go exploring? doesnt make sense no King would risk themselves like that. I presume this is the case because there is no option
to say Order your chosen General or something who goes out with a preset number of troops for his protection? This could be a role already setup include his party number so he can be summoned at whim without having to make choices (maybe the max and min number of troops will be auto-matically met if he is low in troop numbers- saving the player time).

CaoLex Jul 20, 2017 @ 12:14am 
Originally posted by Daza_NZ:
It seems like your PC (ie the King) goes out, why does he go exploring? doesnt make sense no King would risk themselves like that.
Hmmm, I remember the old game, Birthright or something.
Troy - Warsim!  [developer] Jul 20, 2017 @ 2:30pm 
Well I like to think of it as you and your envoy exploring places but it's true, the king would logically send explorers, you can however buy maps and unlock locations from explorers in the throne room.

The areas are discovered one by one by exploring their areas
DazaKiwi Jul 20, 2017 @ 3:56pm 
TLDR: Add explorers who can level up. Upgrading and Promoting key roles/NPC, adding more traits to them both pos/neg who could be moved into different roles to increase specific traits.
A more ancient Rome like hierarchy for military and governing lands. Adjacent lands conquered could become a provience (player could name the province) once this is done the province could bring more resources to the table because its unified. A screen showing in ascii and text in a table form with square borders all of your lands in rows based on how far away they are and close to one another (this doesnt show foreign held lands- just yours) this would be ideal for attacking and defense which this screen shows how many men and other defense stats. If attacked the land's border on this screen flashes or turns red.

Ramble of ideas as above in more detail;

Okay so why add ability to hire explorers? since a King wouldnt be out exploring and you wont expect a high chance you could be attacked for doing so at a ripe chance to take out the King. These hired explorers could have differing experience levels so hiring a cheap one will gain you less explored ground and possibility he will get killed vs a expensive explorer who has experience and can gain more exploration points for you to spend or perhaps rather new areas open up that he has explored in a region you send him too (also u can choose who will go with him for protection- cheap soldiers or seasoned ones). Based on his skill level he might have addition information about new areas- like the tribes there are easily provoked and love war or questioning certain people there- there is a rumor etc.

Upgrade Experienced Explorers to Ambassdors:
Expensive Explorers who have experience to start with still might need leveling up until they can be upgraded (at cost) to become an Ambassdor not just based on his experience but also other traits he may have that would be useful.

A cheaper explorer who has little experience cannot be upgraded until much later. So he lives long enough and gains experience, slowly improves stats on traits (this path could actually over time- if he survives of course- have more experience (higher cap) than hired explorers with inital experience which has a smaller cap. So its an long term investment.

He could be later on upgraded to an ambassdor with higher experience than ordinary ambassdors because of his traveling experience and being exposed to other cultures at a boots on ground level. So this cheap explorer could be a slow way to get ahead later- if he survives. There could be other traits that improve too- so your ex-explorer now Ambassdor who had a good charmisa rating that allowed him to gain +1 intel now can use that trait which could be above average in his role as Ambassdor which you might use this guy to defuse tensions with a faction who is stronger than you. Other Ambassdors might have other traits used elsewhere- eg. speaks fluent XYZ, History buff etc. I just think it would be more interesting to have different traits that have the player think carefully about where to send him based on knowledge of perhaps the king of certain lands. A king might be arrogrant but is vain, so you send someone who has high flattery. But there could be negative traits too- such as the one just mentioned has a fondness for too much wine. So he might actually mess it up occassionally. Maybe if you are known to be a shrewd King the fear of getting executed might curb negative traits, but of course other areas of ruling a Kingdom are affected if you rule heartlessly- it helps in some areas but not in others etc.

Sorry for the ramble- but the idea of upgrading certain roles/units (im not talking about ordinary units like peanuts, soldiers but like Captains and other specific roles/NPC) also lends to the idea of changing roles for other characters who might have traits that lend themselves better to other roles. In real life if you are stuck in a job that doesnt use your talents- then those talents dont develop and grow as well as those in a job that use them all the time. So in this game, perhaps people you hire you could place them in some roles to increase stats/traits they might have in some areas until good enough to switch them out to another role to bolster another trait. However if its a dangerous role- he might die or if where he is based is attacked and taken over then he could die or chance he got away or maybe imprisoned and later freed if you take the land back.

This idea would give the game more depth and also you will care more about characters you hire that you might have plans for, so maybe there will need to be more special roles opened up for this and different ranks, so you can upgrade or promote men who seem to outgrow their posting and would be wasted if left there are moved into higher command positions. Like Battalion Captain who commands a garrison in a land you occupy.

Then there could be a command level above that which might oversee 5 garrisons etc- he brings buffs to those under his command, pick a poor one and the buffs might be little and maybe he is too hard on the men and the morale is lower. Ideally the positive traits that would get him the job needs balance with some negatives that you are willing to put up with in order to get those buffs. Wont want it to be simple as putting the best buff and exp men in those roles and thats it. You want the player to think carefully and weight up is he the best fit- would his negative traits backfire on you. Lets say he has a fear of fire- like he will go to pieces and lose it fear- and you gamble that if his garrison is attacked it wont be set on fire. His postive stats makes up for the risk. But what if by chance an enemy specialises in archery and they use flaming arrows? what if you know about such enemies nearby- so you dont place this Captain in command of a garrison near them but much further away etc.

Im not suggesting having hundreds of NPC who have individual and varying traits good and bad that you have to manage, but on a hierarchy level like say ancient Rome or modern day armed forces where you have chains of command overseeing many. Who you place to look after and protect your lands is important. This could also mean less micromanagement for the player if they can end up having lots of lands and provinences. Occupy enough lands and it becomes a Province (player could name the province) once this is done the province could bring more resources to the table because its unified. Provinces can have a Governor installed to rule over there as per King's decrees and orders- he takes care of little problems the people there might have (again much like how Ancient Rome did things) however if you install bad Govenors civil war and unrest could ripple across your kingdom if you have dropped the ball on this and if bad enough could give wind to a coup back home. So in effect the player is managing not the Kingdom directly but his Governors, Generals of various levels and Ambassdors and advisors and other entities that might be added.

Sorry for the ramble, but this game has huge potential to expand even further and i guess keeping it simple at the same time is important so it wont be a huge learning curve- but then again the type of players who would be attracted to text based game and strategy would be the kind who would be patient enough to learn how to play it.
Troy - Warsim!  [developer] Jul 21, 2017 @ 9:31am 
Wow, you're full of ideas! I'll note it down! and let me know of any other ideas you have for the game, I'm always up for hearing them :)
Seimalau Nov 18, 2022 @ 7:19pm 
Resurrecting this thread..
I have explored North, South, East and West, I've also bought everything there is from the cartographer but I heard of places like far north etc. How do I get there?
Troy - Warsim!  [developer] Nov 20, 2022 @ 2:17pm 
Far North is the third part of the Northern lands, should be accessible by exploring towards it
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Jul 3, 2017 @ 1:13pm
Posts: 9