🕹️Total War Warhammer 2 Breaking Down Game Design Episode 2

Game Goal: specifically for Mortal Empires take over as much of the map as possible as well as fulfill your personal character missions.
Fundamental Experience/Game Theme: feel like the ruler and general of an empire inside a fantasy world riddled with magic, monsters, and war.
Game Loop/Core Dynamic
It depends on the faction you are playing but for the most part it goes like this:
- Battle against warring empires, gaining loot, levels, and more
- Recruit troops locally or globally
- Take over cities
- Manage and grow empire by upgrading buildings, investing in research, and issuing commandments
- Manage relations with other nations through diplomacy
- Engage with factions unique system
- Repeat
Game Mechanics
Campaign Map:
- Cities can be upgraded to increase income, unlock new troops, increase growth, and more (CD2)
- Collection Gap: Cities make up provinces which have a bonus if you control all of them (CD4, CD2)
- Cities have obedience which give positive effects if high and negative effects if not (CD8, CD4)
- Cities have unique resources which you can build to access (CD4)
- Cities have barracks which can be used to defend against armies
- Cities are built inside terrain which makes them more or less suitable to being occupied by a certain faction
- Booster: Your troops replenish much faster inside a city
- Factions have inherent aversions or liking to you based on the race and character you're playing (CD5)
- You can engage in various relations with factions like organizing treaties, alliances, trade agreements, and engaging in war (CD5)
- Every faction has different legendary characters, troops, buildings, terrain preferences, unique systems, inherent aversions and liking from other factions, and more (CD3, CD1)
- Settling in unpreferred climates results in construction cost penalties, public order issues, and lower income (CD8)
- Random or story-triggered events offer choices with campaign effects. Can affect diplomacy, economy, units, public order, etc (CD7, CD3)
- Armies can adopt stances like Raiding, Encampment, Ambush, Forced March, etc. Each stance has specific pros and cons — for replenishment, speed, or concealment (CD3)
- AI-controlled rogue armies can spawn and cause havoc (CD7)
- Endgame chaos invasions (especially if you're playing Mortal Empires with Warhammer II or with Warhammer III's DLC) function as massive disruption mechanics and challenge pacing (CD1, CD7)
- Recruiting multiple armies increases upkeep for all armies due to the “supply lines” mechanic (CD8)
- Troops require upkeep to have every turn (CD8)
- Skill Tree: You can spend turns to research in your research tree which gives bonus effects campaign wide, to troops in battle, and more (CD2)
- Leaders and hero's gain levels through battle allowing you to upgrade them individually (CD2)
- Battle gives troops experience which makes them more effective in subsequent battle (CD2)
- Chaos, Vampiric, and Skaven corruption passively spread and impact obedience, public order, and attrition for non-native factions
- Heroes can wound, assassinate, block armies, spread corruption, steal tech, etc (CD3)
- Vision is impacted by terrain, agents, and diplomatic agreements
- Naval movement can trigger treasure maps and sea encounters (e.g. maelstroms, shipwrecks, whirlpools) (CD7)
In Battle:
- Can play against other players in pure battle
- You win the battle once the entirety of the enemies troops is routed
- The battlefield you fight in depends on where you engaged the enemy in battle on the campaign map
- Leaders, hero's, and some troops provide leadership bonuses to troops around them
- Leaders, Hero's and troops all have various stats on leadership, damage, speed, and more (CD3)
- Some leaders, hero's and troops have special attributes like amor piercing, fire damage, more damage in certain terrain and more (CD3)
- Rock, Paper, Scissors: Troops are split between infantry, archers, artillery, monsters, leaders, hero's, cavalry, flying creatures, and mixes between all of them which have advantages and disadvantages toward each other (CD3)
- If a leader is killed our routed there is a huge leadership debuff to their troops
- Troops routing around other troops makes them more likely to rout unless they are expendable
- Some leaders, hero's and troops can use magic (CD3)
- Units become tired or exhausted which can lower effectiveness
- Heavier units (e.g. monsters, chariots, cavalry) push through lighter units
- Terrains can have different effects on fighting like being in water on a hill or forest (CD3)
- The beginning of a battle the winds of magic power is randomly found and you can roll the die to increase or decrease it (CD7, CD3)
- The beginning of a battle allows you to position your troops on the allocated terrain (CD3)
- Winning a battle lets you choose from a few post battle options (CD3)
- Winning battles gives loot, experience (chevrons), levels, and more (CD2, CD4)
Game Elements
- Medieval Fantasy Aesthetic
- Story
- Chance
- Strategy
- Cooperation And Competition (Multiplayer Mode)
- Time
- Turn based and real time
- Rewards
- Resources
- Levels
- Skill Tree
- Map
- Procedural Generation
Octalysis Breakdown
