Large-scale faction war game, inspired by Slow War, taking place in the background of my campaign world. Here is my first draft of the rules, subject to change.
Each faction's ability to act is determined by the size of its Following (Fol). This encompasses the number of followers a faction has, as well as the resources available to it.
Factions take turns in order of Speed (Spd).
The other attributes of a faction are measured in dice. A faction with an average ability rolls 1d8 for a stat. The weakest stat is 1d4 and the strongest 1d12. The attributes are:
Might (Mgt) The military power of a faction.
Recon (Rec) The efficacy of covert units such as spies and code breakers who can bring in information.
Resourcefulness (Res) The quality of scientific/magical intelligences within a faction, in order to invent new technologies and strategies.
Reputation (Rep) The diplomatic face of a faction; how it is seen by the public.
Each day, the following options are available to players:
Move: Units may move 4 hexes (24 miles) each day. For each day of travel without rest at a base, the troops suffer a 1 point penalty to any combats they encounter.
Attack: Here's the first use of the core mechanic: Multiply the Following you have assigned to a combat by your faction's Might. The opponent also does this. If one army is in a base, that base's Fortification (detailed below) is subtracted from the roll of the army which is not in a base.
The winner of a military conflict loses 1/4 of the following spent in the attack; the loser loses 3/4 of spent following. The same goes for the Fortification score of any base involved.
Summary: Fol x Mgt (- Fort) vs. Fol x Mgt
Spy: Fol x Rec vs Fol x Fort. The defending Fol score is that of the Following present at the location where the spy is investigating. Spying may instead cover an area, requiring 1 Fol per observed hex. Finding specific information takes travel times plus 1d4 days.
Research: A faction may attempt to research new strategies and technologies. Choose the area (Might, Recon, Resourcefulness, Reputation) that you wish to research and allocate Fol. That following is occupied for Res/Fol x1d4 days in research. When research is complete, that faction receives a counter for Res x Fol/10 points to be added to a roll of that attribute at any time.
Recruit: Gain Fol x Rep/20 points of Fol
Build Base: Occupy a number of Fol for 1d10 days to build a base. The base has that number of Fol for Fortification (Fort). You may fortify an existing base this same way in 1d6 days.
If all a factions bases are destroyed, the faction loses half of its Following (after losses for battles, etc.)
This is how most actions will be resolved. Ask me if you want to do something not stated here. For instance if you wanted to attempt to move troops in secret:
Roll Rec and add as many points as you want to the roll. The number of points will be subtracted from combat rolls with that force (you are shrinking your army to try to not be noticed). The Rec number will be subtracted from Spying rolls to observe your movements.
Following is distributed among your bases. If you need more Fol in an area, you must move them at the normal rates. Followings in different locations being counted as one for purposes of a roll take 4x as long to accomplish a task.
I think that's everything. Please comment with questions, recommendations, critiques, etc. I expect to revise this.