(WIP)
For those who’ve played the Total War franchise of computer games, and stared at the Empire strategic map too long, I present this rambling speculative imagining for your entertainment and/or commentary. The setting of Empire LARP as a Total War game, here abbreiviated from (Total War: Surrounded Empire) to TW:SE.
Using generically the units and mechanics of the Total War: Warhammer series, probably with extras.
Playable factions: All the Imperial nations are playable, and you play as, functionally, the Egregore
There’s always been a tendancy for the TW character to be a “national guiding spirit” and this fits. You pick from a choice of three Egregores, each with a slight buff to your nation.
All the nations start off with at least one province (except the Imperial Orcs) and one+ campaign army.
They also start off in full Military Alliance with all the other Imperial nations, and this can’t be broken.
The provinces in TW:SE will be, by the standards of TW games, fething huge. The smallest (such as Holberg) will have 5 counties, the largest (such as the Barrens) will have 11. They might not all have 4+ building slots though. This allows for some large but poor areas (Semersuaq) and some small dense ones (League cities).
Here’s a silly level of detail: Each county you have the option of assigning to the control of a group (House, Hall, Spire etc), who then get a little flag over it on your map. Each group may has a tiny buff dependant on how many counties they control; magical covens, economic income, army replenishment, offensive or defensive battle, Eternal relations, Piety, growth of the province…. This allows you to select which groups (pick your favourites!) have wide lands in your Empire, and which buffs you want…. frequency of groups with each buffs is also a nice way to flavour the Nations at this level: (eg the League get a lot of economic buff groups, but few for offensive battles.)
Currencies:
Thrones (the cash, raised from owned land, battles, trade. Spent on buying bourse resources and building up provinces)
Bourse resources: All four, spent on advanced buildings and armies.
Imperial Influence: How much sway your nation has across the Empire. Gaining such would be do-able without too much effort. But there’s a lot of places to spend it. Examples of ways to build Imperial Influence: Buffing your allies, sending your armies to fight where asked, building some wonders, trading, acts of faith…. I’m thinking of frequent RP situation pop-ups which let you choose one way or another. Spent on the Anvil screen.
As well as the classic big campaign map view, and the RTS battles, you’d also have:
The Anvil screen.
Which is where you’d be co-ordinating with the other Nations. It forms the basis of the turns of the game, and ticks 4 times a year.
Covens from the groups go into buffs (or debuffs) on deserving targets.
The Archmages can be asked to get blessings/curses from Eternal Realms, depending on how they feel about you and the Empire in general.
Bourse resources can be bought and sold, prices depending on what other nations want to sell/buy (for cash, needed for building lots of things.)
In the Synod, you can trade in the piety generated from your groups for buffs or Influence.
And (as with military alliances in TW:WH), you can ask other nations to send armies to various places. Other nations will want to keep armies in their own territories unless at full strength, and commit them on their borders if possible. It costs a lot to get armies committed far from home.
(I’m leaving the Throne vacant for now….)
The military game would work thusly: Wherever you’re invading an enemy territory or defending an Imperial one, there’s a theater of war. You assign armies to existing theaters or start new ones. You can then trigger a battle in one of the extant theaters. Winning this gets all Imperial armies in the area buffs.
This is the RTS section, and is also the game version of an Empire Battle. Yes, one per season. No nation wieghting, and no limits
For how this works, see the “building an army” post below.
Imperial armies can be moved, assigned, improved, replenished and given pre-set orders on the campaign map. They each have a trait specialising them to one thing or another.
The armies fighting in the theatres of war is auto-resolved, and casualties assigned based on numbers, orders, buffs, etc on both sides.