I want to preface that I hate the population cap as a mechanic. It feel restrictive to gameplay and destroys the hope of any large scale battles.
INSTEAD: units consume resources to field.
This can introduce so many interesting mechanics:
- Unit cap is removed. However, past a certain theshold, the field cost ramp up exponentially, creating a “soft cap”.
- Large armies grow slower, small armies grow faster, giving the underdog a chance to catch up.
- Perk called “Well-fed” for Order: where units start to heal and fight off poison at extra resource (could be gold, crystal, or new “ration” mechanic). Cost reduce with each barrack upgrade.
- Perk called “Cannibalism” for Chaos: where chaos units can feast on corpses (non-undead) to heal, and gain buffs on upgrade.
The perks are just examples, obviously, but the game could seriously benefit from extra mechanic to interact with because it is awfully lacklustre on that front, especially for a strategy game.
Formation Mechanic:
It is exactly what it sounds like. Buttons for different troop formations. To make this possible, units can no longer phase into each other to stack attacks.
Default formation:
= self-explanatory.
Defense formation:
= units will walk instead of run (slow units like magikill or zarek can catchup).
= Form the classic columns
= frontline units will be focused on maintaining their wall; may not aid archers if a stray enemy sneaks through the rank.
= Enemies cannot walk through the frontline.
= Defense bonus and knockback resist but damage nerf for frontline units.
Assault formation:
= Light melee units take lead.
= Melee units will prioritise backliners. Meaning if theres insufficient frontliner wall on the enemy side, they may be breached.
= Some nerf to balance this: maybe less knock resist, take more damage, etc.
Other fun stuff:
- if theres a fielded general, they may shout something upon formation change.
- Formation editor?
- Scout unit?


