I have implemented a new combat and military system for Imperial Kingdoms. Here is an overview of the new changes and features:
Custom Equipment and Stats: Equipment now directly affects unit stats like armor penetration probabilities. Ranged weapons and projectiles are now produced through the economy.
New Military Training View: Units are now trained using a queue system.
New Template System: Assign equipment templates to your troops.
Supply and Starvation Mechanics: Armies on sieges, raids, or stationed garrisons now consume food and starve if supplies run out.
Global Army Management: Added new UI and tools for selecting and tracking armies across sieges and the global map.
The Imperial Kingdoms Playtest is open on Steam.
If you want to test the new military features and mechanics, head to the store page and click "Request Access".
If you find bugs or have feedback, feel free to drop them in the Steam Discussions.
Below is the full changelog covering everything I implemented in the latest development builds:
UI
Town info is no longer visible after placing capital
Hidden tiles are now a bit lower to increase contrast to visible tiles
Added hints for construction list without assigned workers
Added tooltip for recruitment costs (citizens and military)
New default font
Added stats to endscreen
Military changes
Implemented attributes for military Equipment
Removed provisions to simplify food mechanics
Implemented production for ranged weapons and projectiles
Implemented army and template stats
UI actions on map for enemy buildings are now hidden
Armies of other players are now visible on own regions
Added food consumption and starvation for stationed military units
Moved military transport to global transport system
Added range projectiles to siege/town view
Changed housing limit for archers from barracks to archery yard stage
Added food consumption and starvation for military units on sieges and raids
Split citizen and military unit data
Implemented new military training view with queue
Implemented equipment assignment to military units
Implemented a global army selection
Improved military info for towns and sieges
Number of archers and militia in neutral regions depending on region size
Changed values for armor penetration to a probability
Created separate services for military actions
WIP: Implementation of sieges
WIP: Implementation of raids and guards
Citizen changes
Removed military training from citizen view
Added training queue
Economy changes
Added info about assigned and available workers to production sliders
Removed fabric upkeep from clerics
Changed housing limit for clerics from houses to scriptorium stage
Added current storage and capacity to transport view
Resource buildings on map can be deactivated
Research changes
Change research unlock mechanic
Added warning for idle clerics
Added warning for missing paper
Fixes
Scouting canceled active siege
Bots no longer build roads to enemy buildings to "connect"
Flag for closed siege view was not set properly
Road connections were not updated for existing roads after conquered
Speed indicator is now synced to clients
Re-arranged frames of minimap
Equipment now decreases agility instead of increasing
Weapon changes on template view update UI
Paused research no longer increases paper upkeep
Research speed gets increased with more assigned clerics
Fixed wrong order of regions from savegames
Clearing list of armies on each map creation
Neutral armies no longer starve without a siege