Fantasy kingdoms spend a great deal of time wailing on each other. Although heroes are great hunting down monsters, they are much less great at battling other kingdoms. I suggest a war making system that switches a kingdom between questing and battling modes. Note that a kingdom is less effective at dealing with monsters while at war. A kingdom beset by monsters is not at war, they just have a monster problem 
Preparing for war
A kingdom prepares for war by constructing barracks which automatically recruit and train soldiers. Soldiers are strong against guards, decent against heroes, and weak against monsters. It's not wise to prepare for war while when there is a serious monster problem. To recruit soldiers more quickly, the pay of soldiers can be increased at cost of increased drain on the coffer and peasant population.
Availability of type of barrack and solider available is tied to the guilds and temples present. Heroes from these guilds and temples can be appointed as captains for the each barrack. Instead of adventuring, a captain earns a living training the soldiers in the barrack he's appointed to. To appoint a captain simply adjust the amount of gold offered by the post in each barrack. The higher pay attract more experienced heroes to the post, but also prevent them from adventuring and cost more to keep them at the post.
Guards can be mobilized as solider in a hurry, but they are not good at anything beside taking casualties and getting routed. To use guards in a war, increase the gold offered by the captain post in the guardhouse.
Blacksmiths and wizard guilds can improve the quality of soldier's equipment at a cost.
Artillery are expensive specialized upgrades for guardhouses. At peace they are manned by guards fire at wandering any monsters and lairs in range. At war they target hostile structures as priority. As artillery have enormous range and inflict at lot of damage, it's probably better to assign professional unit to operate them to increase accuracy during a war. (see planning)
Wizard towers can be upgraded with shield generators. These generators are handy in peace to ranged attack originated from monsters like dragon fire and rock throw by a golem, during wars they deflect artillery fire.
Planning a war
Majesty is about indirect control, waging wars should be no different. In the war planner, each unit (a captain and all Soldiers under his/her command) will be denoted by a flag that is initially positioned over the barrack. each unit can be assigned various way points. A time (relative to time of mobilization) can be assigned to each way point to coordinate activity between unit. A way point can be converted to a defensive position, where a second value is assigned to specify how long the unit will have to maintain the position. Way points and defensive position are contact sensitive, for example If a way point is placed on an hostile structure, the unit will attempt to storm the structure when they reach it. If a unit is assigned a defensive position on a friendly artillery piece, they will man it when they are mobilized.
Fighting a war
Of course plan is just a plan. To put it in motion. declare war against another kingdom then hit "mobilize". A list of available plan against that kingdom comes up. pick one and confirm. the units will then move out as they are told and how they conduct their business is up to the captain. For example, If they run into opposition they will probably engage, thus delaying their arrive at way point. if they are hit by several enemy unit they will probably route, and if the unit is lead by a captain with second thought, it might defect en mass to the enemy. If they defeat the enemy they will probably give chase and be annihilated by a trap. The captain will determine what to do with each situation - that is why guards or soldiers with no captain cannot mobilize.
At any given time, the a player could call of the attack, sign a peace treaty with the enemy, or in rare cases, sign an emergency alliance with the enemy against some other threat.
Things that can help winning a war
- A rogue can steal enemy's war plan before the war get started, suffice to say it could lead to surprisingly one-sided battles.
- ranged units on elevated defensive positions can inflict terrible causalities on advancing enemy units. a smart attacker will try to avoid tall buildings if possible - there is no telling if there are angry wizards inside. And a clever defender will build many, many defenses in peace if he prepares for war.
- artillery installations can pound enemy cities to rubble without ever sending a single solider his death, if they are build close enough to said city.
- it's impossible to sustain an offensive in hostile territory, especially if it's secluded, inhospitable and long way from home. Logistic problem will disable an army faster then any defense. Technology like teleportation gates and conjured rations will help greatly in subjugating violent natives.
- A dragon or two will decimate any army, take local monsters into consideration when planning an offense, or a defense, for that matter. Those pests who have been terrorizing your town might just be the thing you need to save it.
Preparing for war
A kingdom prepares for war by constructing barracks which automatically recruit and train soldiers. Soldiers are strong against guards, decent against heroes, and weak against monsters. It's not wise to prepare for war while when there is a serious monster problem. To recruit soldiers more quickly, the pay of soldiers can be increased at cost of increased drain on the coffer and peasant population.
Availability of type of barrack and solider available is tied to the guilds and temples present. Heroes from these guilds and temples can be appointed as captains for the each barrack. Instead of adventuring, a captain earns a living training the soldiers in the barrack he's appointed to. To appoint a captain simply adjust the amount of gold offered by the post in each barrack. The higher pay attract more experienced heroes to the post, but also prevent them from adventuring and cost more to keep them at the post.
Guards can be mobilized as solider in a hurry, but they are not good at anything beside taking casualties and getting routed. To use guards in a war, increase the gold offered by the captain post in the guardhouse.
Blacksmiths and wizard guilds can improve the quality of soldier's equipment at a cost.
Artillery are expensive specialized upgrades for guardhouses. At peace they are manned by guards fire at wandering any monsters and lairs in range. At war they target hostile structures as priority. As artillery have enormous range and inflict at lot of damage, it's probably better to assign professional unit to operate them to increase accuracy during a war. (see planning)
Wizard towers can be upgraded with shield generators. These generators are handy in peace to ranged attack originated from monsters like dragon fire and rock throw by a golem, during wars they deflect artillery fire.
Planning a war
Majesty is about indirect control, waging wars should be no different. In the war planner, each unit (a captain and all Soldiers under his/her command) will be denoted by a flag that is initially positioned over the barrack. each unit can be assigned various way points. A time (relative to time of mobilization) can be assigned to each way point to coordinate activity between unit. A way point can be converted to a defensive position, where a second value is assigned to specify how long the unit will have to maintain the position. Way points and defensive position are contact sensitive, for example If a way point is placed on an hostile structure, the unit will attempt to storm the structure when they reach it. If a unit is assigned a defensive position on a friendly artillery piece, they will man it when they are mobilized.
Fighting a war
Of course plan is just a plan. To put it in motion. declare war against another kingdom then hit "mobilize". A list of available plan against that kingdom comes up. pick one and confirm. the units will then move out as they are told and how they conduct their business is up to the captain. For example, If they run into opposition they will probably engage, thus delaying their arrive at way point. if they are hit by several enemy unit they will probably route, and if the unit is lead by a captain with second thought, it might defect en mass to the enemy. If they defeat the enemy they will probably give chase and be annihilated by a trap. The captain will determine what to do with each situation - that is why guards or soldiers with no captain cannot mobilize.
At any given time, the a player could call of the attack, sign a peace treaty with the enemy, or in rare cases, sign an emergency alliance with the enemy against some other threat.
Things that can help winning a war
- A rogue can steal enemy's war plan before the war get started, suffice to say it could lead to surprisingly one-sided battles.
- ranged units on elevated defensive positions can inflict terrible causalities on advancing enemy units. a smart attacker will try to avoid tall buildings if possible - there is no telling if there are angry wizards inside. And a clever defender will build many, many defenses in peace if he prepares for war.
- artillery installations can pound enemy cities to rubble without ever sending a single solider his death, if they are build close enough to said city.
- it's impossible to sustain an offensive in hostile territory, especially if it's secluded, inhospitable and long way from home. Logistic problem will disable an army faster then any defense. Technology like teleportation gates and conjured rations will help greatly in subjugating violent natives.
- A dragon or two will decimate any army, take local monsters into consideration when planning an offense, or a defense, for that matter. Those pests who have been terrorizing your town might just be the thing you need to save it.
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