less reliance on the click system...this can be avoided by more of a focus on tactics, which in turn will mean much more open ended gameplay, more variations on setups...
here is a general plan, ripped from Internet sources with modifications of my own, and thought up myself
...though i beg you not to read this with any preconcieved notions...take it as a new game
---general idea---
the basic idea of the game is twofold, you must build up a strong army and raise a kingdom. Raising a kingdom will mean building certain structures on a designated area of "land". These structures will raise the limits of what is allowed for the army. Homes will provide a higher maximum troop limitation...Hospitals will lessen the casualties suffered in combat...Outposts will boost defense and security a certain percentage
as you can see, homes raise the maximum ammount of troops per area of "land" so having a strong army is dependent on the balance of structures that are built within the land...if a player were to build all homes and amass a huge army, then thieves will simply walk in and assasinate everyone...or a small but highly efficient army will slaughter it...its all about balance...
of course a kingdom with no structures will have an extremely low troop limit, be highly inefficient and incapable at just about everything, and will get beaten down extremely quickly
but all of these structures are to be built on "land" this land must be gained from opposing forces by combat, of course the defenders will have an equal, or perhaps better chance of defending the land that they worked hard to build up, its not like KOC when you can pick a random target, attack blindly and will almost certainly win. When starting a new game, players are given an area of land to build and start on.
new areas of land may periodicly open up for use to allow expanding of kingdoms...i'm not sure how this will be incorporated as if the need to gain land through combat is compromised...then it will create sterile gameplay...but constantly more land is a must because of continuing growth and with any luck, extra players
---money and link clicking---
you may have noticed i've not included any reference to link clicking...
well, new buildings don't simply pop up off the ground, they need resources to be built, these resources may be gathered from clicks on a unique link much like in KOC
a certain amount of these resources (most likely to be called Gold) could also be produced on a per-turn basis...its up to you really, although i like to emphasis strategy rather than sheer volumne of popularity...
---combat---
i was discussing to Auron how there aren't any tactical combat games, games focused on clever use of a small team such as in Pokemon...just less...sad, it seems unlikely a small group should occupy an entire kingdom, which got me thinking, and i came up with this combat system...its complicated but it should be a blast to play:
Each side has created at the start a set of heroes (maybe 10), a certain ammount of money and land is needed to activate a hero, so a small, new kingdom will have less heros than older, more badass kingdoms
Now, these heros each have a set of skills that the hero can use, they should fit what type of a hero it is, fighter mage or thief...a Knight may have "charge", "cleave" etc etc.
now, the troops will be assigned to the hero, so the effects of a skill used will be magnified...
say a hero with 1000 men is assigned to him, he then uses "cleave" on a defending army, he would cause much more damage to the defending army than a hero with 600 men assigned to him...and thus would be more likely to win...all the troops are is a multiplier for the hero's attacks...nothing more
the obvious choice would be to pile all of your army onto one hero and get him to whack the enemy damn hard...well that'd be great...but strategy should also be avaliable to those who seek them
for example, you may assign 1000 men to a Knight hero and use cleave, hitting the defenders hard
when an attack is initiated, you should be able to use all the heros who have men assigned to them in a predesignated order
assign 300 men to a Wizard (maybe an Illusionist) hero, 700 men to a Theif (such as Assasin) hero, cast "blind" on the defending army using the wizard (this could do something like, multiply effect of thief movements)...then "assasinate" the enemy using the thief...
of course, if "blind" was defended...your assasins will go in fully seen...and be completely mauled over by the defense, this means that there are very great gains to be made by a combo, but if it fails...the effects could be very bad for your health... :ph34r:
this would create devastating effects, superior to if you had just whacked them hard...of course you will need to have chosen the right heros at the start, place men correctly on the heros, and have gotten large enough to unlock these heros
this would give combat a more varied approach, not just about who has bigger armies or better equiped/augmented armies...also, as gamers play for longer, it will get more interesting, not more boring...as more heros are unlocked...and thus more combos become avaliable...i believe this approach is unique...something rarely heard on the internet
---defending---
this is easy, plain and simple troop defense...no heros, nothing...move a portion of your troops to defense, more troops to attack may augment your Hero's abilities but will leave you vunerable on defense...and vice versa
jlw2's idea of defense, hold the ground, run away, fight till the death...is also good...it'll balance out a little all the badass combos people will be laying down on you...
also, the defense strength will be augmented by the structures you have, such as fortresses, outposts etc.
the amount of outposts and men on defense you have will also determine your resistance to thief encounters, and thus assasins and spies...
there ya go...thats my idea of a perfect game, if you could use a few ideas from there, i'd be delighted...but i understand if you have to strip it down to save time...tell me if theres any questions i've missed, glaring errors that i made...