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Introduction

I envision this game being loosely based on the fuedal system that existed in Europe during the middleages.  I see it as a cross between Mount & Blade and Crusader Kings.  It would be in the 3rd person for the majority of the game as you progress from some meaer begining to a balance between 3rd person and an overhead map as you manage your estates higher up the noble chain.

Overview

Starting out you can pick from one of several different stories.  Possible begginning in a noble family already on the fast track to higher titles but not as street smart as someone begining from more humble beginings.  There should be several kingdoms/duchies in the game but fantasy instead of medievil.  That way you can have greater lattitude in the storyline.

Ranks

Citizen - Build your base stats, complete your intro-story line events.  Possibly some endgame motivator revealed here.

  • This would be mailny focused in the third person.  There can be some strategic managing of their personal properties if applicable, ie their farmhouse, family, store, inn, etc. 

Student - Learning from tutors or at a monastary/abbey on chivalry and other worldy knowledge.

  • Once again, primarily third person.   This may be a good time to implement a strategic view tutorial.  Combat will be minimal, perhaps small tests or conflicts with other students. 

Page - Begin your apprenticeship following your liegelord around on whatever missions he may be assigned.  Plenty of crappy assignments like maintaining armor, cleaning/feeding horses, managing money etc.  Possibility exists to be thrust into conflict, but not too common.  Maybe stopping burglars, killing wolves but nothing really heroic.

  • Here starts to be a balance between the two.  I can see the page having access to certain portions of the knights strategic view relevant to whatever areas he/she is responsible for.  The amount the knight allows the page to control may be based on an assigned position or the page's stats.  The page will not see much open combat, though may find himself hunting for food or defending against an attack. 

Squire - Become the sole squire to a knight.  Follow him and fight alongside him throughout his adventures.  Observe him and make choices that help shape the type of knight you become.

  • More strategic responsibility for the squire in managing the Knight's holdings and possessions.  Also increased fighting on the part of the squire in third person.

Knight - Become your own knight.  Wander around as a loner or swear fealty to a lord.  Ride solo, with a squire, or with an enture entourage filled with pages, sergeants, footman, etc.  Potential access to an estate type holding within another's demense.

  • Can potentially become very active in the thrid person, though the option to have a large martial retinue doing the work for you may exist.  Also you will have greater strategic responsibilities.  You should be able to automate certain aspects to your squire, page, or other recruited members of your retinue. 

Baron - Rule over a small plot of land, serve a count or higher.  Have the option to employ a retinue.  May or may not include knights, servants, farmers, villagers, soldiers, etc.  Rento your land out, have access to the strategic map.  Plot and conspire with other nobles against your liege or neighboring nobles.

  • Maintain the option for "leading from the front" in third person, though at this level you may be able to operate exclusively in the strategic view if you prefer that gameplay.   Diplomacy, balancing your resources, intrigue, conspiriaces become increasingly important at this points. 

Count - Similiar to the baron, but with the option of having baronies underneath you.  Serve in the Ducal or Royal Court.  Pass laws and edicts in your land.  Develop your land by building forts, ports, cities, villages, etc. 

  • Maintain the option for "leading from the front" in third person, though at this level you may be able to operate exclusively in the strategic view if you prefer that gameplay. Diplomacy, balancing your resources, intrigue, conspiriaces become increasingly important at this points.  You may have an important role in the running/governance of your kingdom.

Duke - Similiar to county, but with options of having barons and counts underneath you.  Able to be independant without some sort of penealty that should apply to an independant count.  Able to raise vast armies.

  • Maintain the option for "leading from the front" in third person, though at this level you may be able to operate exclusively in the strategic view if you prefer that gameplay. Diplomacy, balancing your resources, intrigue, conspiriaces become increasingly important at this points. You may have an important role in the running/governance of your kingdom or even be independant yourself. 

King - Same as the Duke, but on a grander scale.

  • Maintain the option for "leading from the front" in third person, though at this level you may be able to operate exclusively in the strategic view if you prefer that gameplay. Diplomacy, balancing your resources, intrigue, conspiriaces become increasingly important at this points. You may have an important role in the running/governance of your kingdom.
  • Definitely room for more, or even alternating branches.  Perhaps going a non-noble route all together and coming to power through revolution. 
  • Marriage for yourself or relatives should be important at all levels.  Though, until you are a suitable rank, your say in them should be minimal.  IE, if you are a page and your sister wants to get married your opinion likely would not matter.
  • I can see a religious, merchant, and possibly bandit path as well operating along potentially similar lines. 
  • Game can be a good blend of hack/slash, crafting, RTS, city+ building, resource management, dynasty simulator all in one.
  • One thing i see in current games is structure in baronies, counties, duchies, kingdoms.  In this I would like to see you being able to choose what amount of land to give to a noble (baron or otherwise), pick where you would like to build what type of settlement (Estate, village, town, fort, castle, port, abbey, monastary, lone house, outpost, checkpoint, etc(obviously having some sort of mechanic so you dont build too close). 
  • Not every plot of land is the same.  If I dont like my brother, I can create some barony in the most inhospitable far reaching corner of my kingdom.  He has a title, but no chance of challenging me.  In contrast, I can create a large bountiful county and assign it to my favorite retainer.  Only restriction should possibly be acreage. 
  • Have research incorporated into resources to create more advances technology (standard better armor, more efficient buildings, policies etc)

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