State of the Realm - December 2023 - Feature Showcase
Hello, Heroes!
This one’s a bit past-due. However, we’ll make up for it with quite a reckoning of content/display. While I have some images to provide, the large swathe of this update will simply be text.
It’s time to officially showcase the Base of Operations system, serving as a critical component/feature tied to the storyline of Estheria: A Realm Divided.
Let’s delve in, shall we?
Status Update
In the past month:
- I’ve added an additional 10,000 words to the project, mostly tied to the Base of Operations System.
- Development began and progressed in earnest on the Base of Operations System. I’ve developed narrative, code, pathways and design, and numerous mini-systems within the broader feature.
- Developed algorithms to calculate usage variables within the Base of Operations.
- Wrote a new suite of characters, including 2 new RO (Romance Options)!
- Linked up two branching paths in the Prologue.
- Rebuilt the erased Base of Operations code, using an intricate measure of a located earlier file, images, and notes I had left.
- And much more!
I’ve done more than I expected despite suffering a major dental setback. I unfortunately had to have a tooth extracted two weeks ago. During recovery, I developed a dry socket, which caused excruciating pain. I was bedbound for several days, and during that time, progression had completely halted. That said, I’m back and swinging, so development continues.
Base of Operations - Feature Showcase
As promised… I’m pleased to present the Feature Showcase for the Base of Operations!
We’ll break it down piece by piece, detailing what to expect within the feature and content introduced to A Realm Divided as part of the playtest.
Quality of Life --- IMPORTANT ---
As I construct and develop the Base of Operations, I’m taking special care towards the quality of life for players who may not be interested in the mode/engagement of gameplay. In the initial playtest, you’ll be required to play out the mode.
That said, once the Base of Operations is integrated directly into the game proper, there will be an option to ‘simulate’ the gameplay and directly proceed on each War Objective based upon your prior choices, character development, and through several additional choices you’ll be presented with.
Separately, I’ll introduce three difficulties to the Base of Operations system.
Your difficulty will directly determine Royal Assistance (explained below) provided, losses that may occur, and key narrative checks/skill checks throughout the storyline.
Experience the Narrative of War
The Base of Operations system encompasses a narrative heart, much like other content within A Realm Divided. You’ll experience a riveting, multifaceted narrative experience woven with branching choices, consequences, and unique characters.
From the very jump, a narrative reason is provided to establish why the Base of Operations exists. As the newly anointed Arcanian Commander, you’re tasked with launching a wartime offensive. You’ll engage directly in missions that take the form of both Adventures (Story Quests) and Stories (Side Quests). Each will deliver ample narrative content designed to immerse and test your leadership.
In the playtest, you can access one Adventure and three Stories. This will provide significant content on top of the overhauled Prologue to tide you over until Update 2.
Note: This playtest contains significant spoilers for Act III of A Realm Divided.
Construct your Cabinet
Following the previous poll, you’ll have the opportunity to appoint handpicked candidates to comprise your War Cabinet.
Every Cabinet position features three choices. Each of these has their own personality, backstories, and unique Traits/Perks. An example of the work-in-progress candidate profiles is below.
Candidate Profile Teaser
Your War Cabinet is formed from a total of six positions. They are as follows:
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The Vice Commander: Your Vice-Commander will provide key advice in critical leadership moments based upon their personality and experience and will also run the Base of Operations when you are out on deployment. Choose wisely, for a single misplaced call can throw victory to the wind.
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The Minister of Finance: Your Minister of Finance directly handles the logistics of financial appropriations, updates and handles the war coffers, and proposes additional angles that can produce the fruit of an expanded income. Their in-depth knowledge is paramount to a financially successful operation.
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The Minister of Stockpile: Your Minister of Stockpile is directly responsible for the management of your supplies. They’ll work to procure additional supply lines, redirect and provide changes that can bolster your surplus, and work to avoid the catastrophe of falling short on key munitions and aid.
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The Minister of Operations: Your Minister of Operations is responsible for the management of injuries, upkeep of morale, management of operational functionality, and more. Their efficiency is directly tied to ensuring you have a healthy fighting front.
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The Minister of Expansion: Your Minister of Expansion is responsible for executing tasks to upgrade your Base of Operations. This will include new structures, upgraded weaponry and materials, and much more. You’ll work in close conjunction with your Minister of Expansion to oversee these efforts.
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The Minister of War: Your Minister of War is responsible for the training and management of the troops under your command. Anything involving direct War Efforts will be affected by the Minister of War, whom will have a direct impact on their success.
As you’re able to see, each member of the War Cabinet has a major impact on your gameplay. They’ll be those you talk to and receive advice from during critical moments and whom you interact with when touching their section of your Base of Operations.
Ensuring that your Cabinet melds well together is crucial, as the Base of Operations system will take into account the individual personalities of Cabinet members when rolling out pseudo-dynamic events that require your resolution.
Resource Management
Throughout your time as the Commander, you’re expected to maintain a positive upkeep of resources. This includes ensuring your budget remains out of the negative, that you’ve got enough troops in fighting form to execute missions/deployments, that they’re well fed, that morale isn’t negative (or experience the side effects), that they’re well equipped and much more.
You’ll work with your Ministers of Finance/Stockpile/Operations/War to ensure your operation remains viable on this front.
At the conclusion of each Cycle (month), the Chancellor and High-General will calculate your prior cycle’s performance to determine your Commander Score. In turn, your Commander Score determines the amount of Royal Assistance provided.
Royal Assistance will take on the form of Tessetts (Currency), rations, luxuries, weapons, armors, and troops. All of these are crucial to determine which War Path you ultimately fall upon.
Speaking of War Paths…
Plot Progression
I’ve spent a lot of time devising how your progression throughout the Base of Operations would ultimately play out. Above all, I needed to strike a balance between causing frustration at the thought of a Game Over, and providing a path forward that rewarded investment.
This emerged in the form of War Paths.
Estheria: A Realm Divided will feature four unique War Paths, providing a unique branching to the storyline that changes a few key elements along the way. They are as follows:
- Absolute Victory
- Decisive Triumph
- Bitter Success
- Pyrrhic Victory
Ultimately, how you fare in your key War Objectives will determine which War Path you fall upon. Will you limp over the finish line? Or perhaps absolutely devastate your foes?
Multiple unique avenues will open in your storyline based upon the War Path you’ve fallen into. These will alter key Adventures and provide one of four endings to the game.
Expansion & Development
When you first arrive, there’s little more than makeshift masonry and paint.
As the Commander, you’ll have the direct opportunity to dedicate resources towards the construction and improvement of multiple buildings/projects throughout your Base of Operations.
These may vary from minor defensive improvements to the R&D of improved weaponry or armors/equipment. Perhaps you’ll find yourself wishing to accelerate the training of your troops; all it’ll take is the funds to upgrade the Barracks.
Through these avenues, you’ll be presented with a myriad of choices on how you wish to build out your operation. Ultimately, the key is balancing your finances to ensure that you can continually afford the upkeep that each structure takes in terms of Supply & Maintenance Costs
Requisitions
Drastic times call for drastic measures.
In an emergency, you’ll have the opportunity to requisition additional supplies, men, and equipment from either local Townships or the Chancellor.
These opportunities are limited.
Should you choose to gain a requisition, whether the request is accepted and, if so - the amount provided is directly determined by your Commander Score and prior requests.
Additionally, should you request a requisition more than once, you’ll suffer a hit to supplies provided on the next Cycle and a possible reduction in Loyalty from your troops. A Commander who requires emergency assistance due to poor planning isn’t exactly one most would be confident serving under, would they?
Mission Deployment
As Commander, you’ll be tasked with leading Missions. Each Mission contains a choice from one of two Stories, providing specialized narratives and decisions that will impact your broader war. The reason these are marked as Stories is that they’re technically optional. You’re not required to undertake them.
If you don’t, you’ll easily squander into the lesser War Path.
Expect a multifaceted engagement on each mission. They’re tailored to hold a broader storyline, complete with their own mini-Stories, characters, and choices/consequences. You’ll face a variety of challenges that will test your mettle, your skills, traits, and your morality.
After-all…
War’s not for the faint of heart.
As you deploy to Missions, you’ll have the opportunity to select from the Troops available at your disposal to serve as a supporting force - which may open additional narrative opportunities/choices. Additionally, you can determine how much equipment you wish to utilize as you deploy.
Your success/failures on Missions will directly contribute to your overall Commander Score through the accrual of injuries, loss/gain of equipment and weaponry, and other material losses/gains.
There’s plenty to lose and to gain by each undertaking; the choice is yours as to whether or not you roll the dice.
Troop Management
Your troops are split into four levels of competency:
- Tier I (Incompetent)
- Tier II (Competent)
- Tier III (Skilled)
- Tier IV (Precision)
These contribute to your total Assault Score. A higher Assault Score opens up special choices and opportunities throughout your Missions and War Objectives.
Most Royal Assistance cycles will provide Tier I (Incompetent) troops. Through your Minister of War, upgrades of your training facility, and overall success, you can directly influence how fast they rise through the ranks of proficiency - and, in turn, bolster your overall firepower.
Separately, your troops may/will be injured on deployments. The total injuries will be determined upon the conclusion of any deployment. Your medical skills and troop management determine the scope of loss suffered every time you delve into battle.
The Big Picture - War Objectives
I can imagine - the question has become: what moves the narrative forward?
War Objectives
Every three Cycles, the next War Objective’s deployment will begin. War Objectives are the Adventures that drive the plot of A Realm Divided forward. Everything you’ve built up to will provide additional avenues and unique choices throughout these primary missions.
How you approach each War Objective is split into one of three choices. Whether they’re all available is dependent on your overall performance and choices as Commander.
I’ve plotted development of each War Objective to serve as major blockbuster quests, split into a large-scale arc with multiple major set-pieces narratively. The goal is to properly showcase the tragedies of war while moving the broader arc forward.
Current estimates place a total of six War Objectives spanning the total of Act III and IV. Upon conclusion of Act IV, the game will coalesce into a tightly knit final arc for Act V - removing the Base of Operations system from play.
Finale
Phew, that’s a lot.
I’m extremely excited to showcase more of the Base of Operations system in the coming weeks as it’s fleshed out. I’ve already got plenty of systems talking to one another, and I’ve spent quite a bit of time honing in on the narrative.
This system will be a flagship feature of Estheria: A Realm Divided. I hope you’ll genuinely enjoy it.
See you soon, Heroes.
~Zach