# Accursed Project General Design Document
## Summary
Accursed seeks to create a world where high fantasy meets the stark reality of the colonial era. Settlers, ranging from lowly thieves to exiled noblemen, will start out in hostile lands neighboring natives that view them with suspicion along with pirates that have taken over an overrun prison fort, a stark reminder of previous failures to colonize these dangerous lands. Dangerous monsters litter the countryside, yet powerful yet cursed artifacts await those looking to profit or seek its powers. Even within the settlement, there are trouble with competing factions seeking power over one another in their quest to rule these new lands.
The Old World Project seeks to establish a roleplay environment where conflict is rife, yet cooperation is required for individual and group success, especially with scarcity being a reality that the player must face. Cooperation will be necessary by default, and there will be an emphasis placed on needing to work with others to be able to fight effectively. Those with firearms have a powerful set of arsenals at their hand, yet it is inaccurate when fired alone. However, when fired in a timed volley, it can prove quite potent. Certain mages might find that their more powerful spells require focus, forcing them to cooperate with others for protection if they wish to use such powerful magic. Melee specialists, although quite competent in single combat, may find themselves outmatched without support. All in all, people will have to embrace cooperation with freelancers and those within their respective faction, all while having their own individual interests in mind.
## Goals of the Project
1. Create an open, heavy roleplay environment that encourages both cooperation and rivalry between factions and within fations.
2. Create an emphasis on scarcity and making currency rather valuable, especially in regards to obtaining blueprints, special items, and resources that cannot be obtained on the island.
3. Encourage unique group identity, culture, and practices that make each faction distinguishable by practice and culture.
4. Add More.
## Technical Details
* **Proposed Codebase:** Horizon
### Required Changes
## Factions
### The Empire of Tyr
Otherwise known as the Eternal Empire or simply the Empire, they represent civilization in the new world.
#### **Empire Subfactions**
* #### Imperial Colonial Governorship
Due to growing desertion rates among the colonists, the Hohenfeld are forced by imperial decree to relinquish power to a band of newly arriving mix of educated noblemen and commoners. Unfortunately, the damage is done, and the new colonial leadership must seek to maintain control over a new settlement that the deserting colonists have founded inland along with that of the port town, all while balancing the mix of competing factions within.
* #### House de Medicina-Pradt
Branch of the more famous House of Medicina stemming from an illegitimate son. They seek to claim fortune in new worlds. Bourgeise merchant family.
* #### House von Hohenfeld
Exiled impoverished noble family that is sent out to the new worlds. Initially founded and led the colony before being forced to relinquish powers.
* #### The Righteous
Gang of honest workers and opportunistic undesirables that heretically worship the former leading Paladin of the Emperor's Hand. A number of them poorly follow the teachings, ending up as nothing more than as a bunch of hypocritical thugs that exploit others, while others in their rank are more earnest. Due to being oppressed by the Hohenfeld, many of them have founded a new home inland, a mining settlement that the Empire seeks to maintain control over, while the Righteous seek to maintain autonomy if not independence.
## Proposed Combat Style and Mechanics
### Empire Combat Style
* Confer benefits for working together as an unit
* Able to push hard if they manage to maintain cohesion
* Being caught out of position makes it difficult for the Empire to win an engagement
* While capable in single combat, they truly shine when working together as a formation and utilizing mass combat tactics through unified firepower and being able to keep enemies at bay with spears and pikes.
The Empire should excel when it comes to fighting the enemy head on in direct conflict. They specialize in fighting together as a unit, and they live and die by their cohesion and discipline. Musicians provide a small movement buff to those around, while the standard bearer also offers additional to benefit to those around. Staying within the proximity of their officer offers further benefits. Officers should have the benefit of placing down markers around them to indicate where the men should line up. The more men that line up, the more benefit that gets conferred. Furthermore, when it comes to any ranged weapons, following an officer's command to fire confers accuracy bonuses within a second or two of the command.
When it comes to melee weapons, the Empire have spears that do a piercing motion that have two tile range with pikes having three tiles range. Each thrust can push back an enemy one tile. Sticking together allows for maximum efficiency, however, spears and pikes lose their efficiency if the unit is unable to keep the enemy back. They then have whatever secondary weapon for close-quarters combat from rapiers to swords to pistols.
Counters to the Empire would be skirmishes that are able to engage the unit and harass them with projectiles before fleeing. Ambushes, traps, and the like are particularly deadly to the Empire. Keeping the Empire from getting into formation will result in defeat. However, if they are able to get into a set piece, they can and will win the day. This depends on the officer's ability to lead and the mens' ability to follow the officer and work with one another as a cohesive unit.
## Natives
The Natives lack the firepower and specialization of the Empire. However, they are far more versatile than the Empire.
## Pirates