So... I noticed there wasn't much said on here about the actual troops used. So I can try to propose some things to have em fit in with the way you're doing things here?
Troop Basics:This would probably be the more complicated part of the thing, yeah? So the first section listing the troop types (sword and shield, spear, bow, pike, mounted, etc.), giving a brief explanation of them and how much Huang they would cost per unit. OH! A unit would probably be something like like 500 soldiers per unit. Make it something they really need to work toward. Unless they receive some more through plot. The next section go into the ranking of the units and how they can be improved (more huang or training). This could affect their equipment/effectiveness in battle. For example D-tier archers shoot up to 20 meters, while C-tier archer shoot up to 30 meters. Or D-tier swordsmen have bronze swords, while B-tier swordsmen have steel swords, etc. etc.
Upgrading/Training:Improving these troops could happen one of two ways. Either a general or the ruler can take a job/assignment where they oversee the training of the troops. The word count for these could equal the specialization training or the ability training threads. The other method would be buying their upgrade with a larger amount of Huang.
Specialized Troops: Like mentioned above, certain regions and Kings would have certain advantages as far as their soldiers go. Reim has the Fanalis Corps. Imuchakk as their elite squadron. Magnostadt (only) has an all wizard unit(s). Dependant on the king, they could have other special units. These would have to be attained through Conquer Job and it would have to be approved by staff. Take for example if a King was a Dominance based user. Depending on their rank they could have a unit of different kinds of beasts. The catcher for this is, all of the special units have a lower number than standard units. standard units may be around 500 people. The special units would have to be AT MOST 200.
Actual Battle
Okay. So, how I sees it... there are two types of war scenarios/Conquer stages. One would be the field battle and the other would be the siege. Cause, let's face it, if you don't invade the city you can't win. Either way, both battles should be moderated. A post order given by Proxy or just one from each person on either side, then Proxy wraps up the "turn" by giving a summary of what happened, where the units are positioned on the battlefield, any troop losses, and the morale of both sides.
Morale: "0" could be the starting, neutral value of morale. If the situation arises where Proxy feels that the morale should raise (a stirring speech from a general, an enemy unit was routed, a general wins a duel, etc.) then it can go in the positive direction up to "10". If for some reason Proxy feels that the morale should lower (a much larger enemy force, an ally unit was routed, a strong ally retreats, a general loses a duel and is captured/killed, etc.) then it can go in the negative direction down to "-10". If two units of the same tier meet and they have equal morale, all things being equal, they would lose the same amount of soldiers. If one unit's morale is lower than the other's, it would lose more troops and vice versa.
Troop advantages: Okay. So obviously different troops would have an advantage over another yeah? It could look something like this.
- Troop Pecking Order:
Sword and Shield > Bowmen
Cavalry > Sword and Shield and Bowmen
Spear > Sword and Shield
Pike > Cavalry
Bowmen > all units at a distance
Stuff on the above system:
Conquer Jobs: KEEP THIS! This is a very good idear as far as the tactical side goes. However, there should be jobs on the opposite side to try and solve the problems before they get too bad. Maybe keep an eye on this by having a weekly capital update? (that's very involved I understand. I'll think of better solutions.)
Morale and civil unrest: Morale seems more of an on-the-field type of thing. I'd save it for that and have it affect the soldiers' performances. If morale is low, have them deal a tier lower and vice versa. Haven't thought of a way to decide troop losses when engaging, but morale should have a big impact on that.
Civil unrest strikes me as a tactical ploy. So this would run in play with the Conquer jobs. If the number of jobs to cause a riot in the city becomes too much then Proxy can have this come into play either right before the siege or during the siege. This means that there needs to be some serious plotting for this to be successful or fail. It should also take into account how the King is actually doing. Take for instance the Reim situation now. If Reim was under a siege and the invaders sent a signal for the rioting people on the inside to begin, the revolt should be minimal if it happens at all. Despite the fact that the amount of the job has been reached, Lagi has been quite good to those people and they all know it. That would cause some of them to not revolt; at the same time, there is suspicion of Kou being behind the Throne so there would be that number of people wanting to revolt. Those two competing factors could make it so it is a small riot, if at all.
Education and Training: I, personally, don't see how this section is very viable. It just seems like an extra defense to balance out the Special Traits section, which could be easily fixed with Magnostadt's 3 layer borg instead. At least, that is IF my suggestion for the troops and their training is accepted by you all. If not, then by all means make this work lol.