General's stats are recorded in DFgenerals.txt Troop Stats are recorded in DFtrooptype.txt Spell lists are recorded in DFspells.txt *IMPORTANT REVISIONS* Generals HP reduced drastically, and randomized during level-ups. Regeneration down to 25 hp. Starting Out: A player starts with a level 20 castle, one Ruler type general who has three ranks, and four normal generals who each have two ranks. Neutral castles start at level 15 with three random general, each with one rank. All generals start with pre-recruited troops and start at level 1. Progress of the DFRPG: Recruiting phase: Before the week starts, each player is allowed to distribute troops to their generals. The maximum number of troops that can be alloted to generals in that castle for each week is 10 troops plus 2 additional troops for each level of the castle. Troops not distributed to generals are not carried over. Also, during this time, all generals regain 3 MP and 25 HP, up to their maximums. Captured generals have a 10% chance of joining during this time. Ranks may be used to command additional troops during this time; One rank will increase one of the listed troop types for that general: Two will increase a standard troop type that general does not have: Three will increase either Dragons or Zombies. Planning phase: During this time, each player selects the actions which their generals take for the week. A general may fortify the castle, recruit more generals, move to or attack an adjacent castle. None of these actions are resolved until the next phase. To prevent counter-planning (Taking all your generals into one castle when an enemy announces an attack), All this planning is secretly penned onto paper, and only revealed during the Action phase. Action phase: During this time, all actions other than battles are carried out. Recruiting, fortifying, and moving take place. Recruiting gives a general a 10% chance of finding a random general willing to join up. Fortifying allows the player to either add 1 to the castle level or roll a 1d6: On a 1, the castle's level doesn't change. On a 2, 3, or 4, the castle's level goes up 1, and a 5 or 6 makes the castle go up 2 levels. Battle phase: Any number of generals may attack a castle. Normally, the attackers choose their general first before the defenders do. If two armies attack each other, they meet in the middle and the player to choose first is randomly chosen. If two armies attack one castle, they have to come to an agreement (Or fight it out) before one can attack the castle. Neutral armies are controlled by a player other than an attacking player. Retreating armies automatically go to an adjacent friendly castle of their choosing, and may not retreat from their last castle. After generals are chosen, battle begins. Only the first 20 units of a given army can do damage with their regular attacks, with the exception of Archers. A general has to start at the back of the army. Attacks are made in groups of 10. An attack consists of a die roll of 1d10, adding and subtracting the following numbers: Attacking Troops Power: The first number listed in a troop's stats Defending troops defense: The second number listed. Castle Bonus: Troops defending a castle gain a +1 bonus to both stats for every ten levels of the castle. Troop Type Bonus: Some troops gain +2 to both stats when fighting certain other troop types: See DFTrooptype.txt. Manuever Bonus: All generals have manuevers, which are essentially free spells that add to a troop's attack or defense for the attack. Spell Bonus: Stone Pedistal (Possibly others) adds to the defense of troops. First, if any mages can attack, they do so before either general can do anything. This applies only to the very beginning of a battle. Then the first 20 troops of each army are allowed an attack. If there are less than 20 troops, round an attack to the die nearest to the number of troops instead of 1d10. Then, each general casts their spell (Or performs manuevers). They are considered to happen at the same time, so TKO's are possible. Damage which rolls over to the general (Or a new type of unit) does the same damage, regardless of the newer troop's defense. If an army retreats, the opposing army gets one last attack in before battle ends. After all battles have taken place, regardless of who won, reduce the castle's level by 2. Other notes: A general starts at level 1, always, and gains one level if he wins his level in battles at that level. Thus, it takes 1 win to reach level 2, 2 more wins to reach 3, etc. A general's "Win" stat is reset to 0 each time he gains a level. Thus, it takes 10 total wins to hit level 5, and 45 total wins to hit level 10, and a whopping 105 wins before a general hits level 15. There is no penalty for an empty castle, aside from the fact that it has no defense.