Battle Mechanics

Battles in Houses of Rome are similar to dungeons or raids that require taking part in new tiers of dungeons and raids to level up your character.
Each battle has a set amount of XP and loot available that you can earn. All characters, regardless of sROME contributed to a battle, will earn the same amount of XP for taking part. However, locking more sROME in a battle increases the probability a player has to earn additional and/or higher-tier loot at the conclusion of that battle.
The progression of each campaign is a linear one that requires the players' characters go battle to battle in order, permissionlessly. This permissionless approach is scalable and allows new players to always join later and start at the beginner campaigns while more advanced players may have moved on to later campaigns and battles.

Battle Parameters

The parameters of a battle vary and impact the flow of events for players:
  • Location: various battles happen in different environments, benefiting various troop types and impacting length of a battle.
  • Duration: the length of the battle (length the player's sROME will be locked).
  • Total Locked: total sROME locked in the battle by all players.
  • Active Troops: number of other characters also taking part in this battle.
  • Next Conflict: length of time until the next possibility of conflict, during conflict players have a chance of their character getting wounded, earning less spoils.
  • Classes: different classes have different advantages depending on the type of battle.
  • Resource Cost: sieges and other certain battles require resources to construct siege engines and other armaments before beginning a battle.

Battle Outcomes

A number of factors impact the outcome of any battle:
  • Player stats: higher stats increase chances of survivale and loot.
  • Terrain: certain classes will receive advantages depending on the environment.
  • Troop types: class counters, i.e. a legion of heavy infantry counter a legion of light cavalry.
Once players have sent a character to battle, that character can no longer join other battles until the duration of that fight is complete. Some players may choose to train multiple characters from the barracks or training grounds so they can level up multiple characters and partake in multiple battles at once.
Once players enter battles they watch the battles unfold over days and weeks on the map. Battles are the primary way players earn loot. The probabilities of earning loot are algorithmically controlled.

Raid Parties

Longer term, going into battles is encouraged to be a behavior performed with your friends. Players can form raid parties of arbitrary size and composition.
Players engaging in Raid parties must be from the same house!
The total combat level for that battle will be the average level of the players in the party. This mechanic allows higher level players to assist their lower level friends. But it comes at the cost of higher level characters being locked in battles that reward them with lower amounts of XP than the higher level battles they are capable of participating in.

Map Expansion

Before the first players are able to complete the first campaign, expansion for campaign 2 will have been released and ready for players with the prerequisite level to begin conquering new lands. This is also the time when prior campaign quest rewards can be unlocked.
Once lands are conquered in each territory it unlocks the next tier of resources for all players in Rome to harvest. We also gain access to new types of weapon, armor, and characters throughout each campaign.
While we currently occupy a slim portion of western Italy, over time Rome will spread out across the entire map of Europe, Africa, and Asia. We will conquer vast swaths of land and spread our forces and reach across all of the warmap.