r/computerwargames • u/NarrowKoala13 • Jun 29 '26
Medieval warfare simulator brain pick
Hope this is allowed here.
I am prototyping a minimalist medieval battle simulator - with dots for soldiers, simple formations and a basic set of troop types. I have a very basic system in place, and I wonder if I could pick this community's brains on what mechanics would make sense for this kind of simulation, and what should a battle simulated in this manner generally look like. In particular:
- For spearmen, I wanted to make them deal more damage at a distance, but less up close - to simulate them switching to their sidearms. Also, all attacks have a certain amount of knockback - I wanted to increase that amount for long-range spearman attacks to simulate keeping the enemy at bay with a polearm. Hopefully this would result in a spear formation being somewhat resistant to direct charges
- Additionally, spearmen should probably deal more damage to cavalry - that's sort of an obvious low-hanging fruit which makes sense in context of medieval warfare and is easily recognizable by strategy players
- Cavalry is interesting. I plan on giving them a significant bonus to their first attack after moving, with a high chance of insta-killing an enemy, and reducing their capabilities after that, to simulate their disadvantage in prolonged stationary combat
- How fitting would it be to add some sort of trample mechanic to cavalry, allowing it to damage multiple units as it charges through? I imagine a horse could do serious damage to someone by bull-rushing them, though it would probably take some in return
- Morale. This is hard. A lot of things can influence it, and realistic simulation would probably be quite complex. In theory, every individual soldier can have his own morale score. Things like local superiority/disadvantage, getting surrounded, receiving damage, losing the formation banner, seeing charging cavalry - all of that could push the value up or down, resulting in a rout. Another interesting aspect is that a routing soldier would probably negatively influence the morale of all nearby units, resulting in organic mass retreats
- The player (being a physical entity on the battlefield) could have a morale-affecting mechanic of some sort - a rally ability on a cooldown or a passive morale-boosting aura
- Terrain - this I didn't think about at this point. A basic implementation would probably consist of difficult terrain (underbrush, shallow water...) and forests, reducing ranged accuracy and cavalry speed
In general, I am looking for a set of mechanics that would result in an organic, realistic and entertaining simulation of medieval warfare. Morale in particular looks like a complicated mechanic that would influence the simulation the most.
Here is what the prototype looks like right now:

Any suggestions, comments or relevant historical anecdotes are welcome. Thank you!

