
How battlefield command works in my Kingdom-inspired game (vision, reports, and rank progression)
I've been working on a battlefield command system for Rise of the General, and I wanted to share how I'm thinking about it.
One thing Kingdom does really well is this feeling that:
You don't actually see everything
And you still have to make decisions anyway
That's what I'm trying to capture.
Battlefield layout
The battlefield is split into:
- Left
- Center
- Right
Each section has its own general and troops.
You're not controlling every unit directly.
Instead, you're:
- receiving reports
- reading the situation
- making decisions
- and deciding when to step in
Each front can be:
- holding
- under pressure
- breaking
- or about to break through
And that information isn't always perfect.
Battlefield Command Concept
You don't always see the battlefield clearly
What you see depends on:
- your core stats (Insight, Command, Warfare)
- your substats (scouting, awareness, etc.)
- terrain
- where your HQ is positioned
If your HQ is on higher ground:
- You get better visibility
- faster and clearer reports
- more accurate information
If you're in a bad position:
- Reports can be delayed
- Information can be incomplete
- enemy movement might be hidden
At that point, you're relying on:
- scouts
- messengers
- your sub-commanders
So a lot of it becomes:
How much do you trust your information?
Command isn't about controlling everything.
Each command phase is basically:
- reports come in
- You look at the battlefield
- You make decisions
- things play out
But you can't fix everything.
You have to choose what matters most.
- Reinforce the left?
- push the center?
- Trust the right side?
- Commit reserves?
- Step in yourself?
You're always giving something up when you choose something else.
Sub-commanders matter
They're not just placeholders.
They use the same stat system as the player:
- Martial
- Warfare
- Command
- Presence
- Insight
- Vigor
So when you leave a front alone, you're not ignoring it.
You're trusting someone else to handle it.
Sub-commanders can win or lose battles.
This is something I care deeply about.
Sub-commanders aren't just stat holders.
They can actually decide the outcome of a battle without you being there.
- If you trust a strong commander to hold a front:
- They might stabilize the line under pressure
- break through the enemy's lines
- If you trust the wrong person:
- They might hesitate
- overextend,
- misread the situation
- collapse entirely
And the important part is:
You won't always see it happening in real time
You might get a report like:
"left side holding… then suddenly breaking."
or
Right flank pushed further than expected."
So part of the gameplay becomes:
- not just making the right decision
- but trusting the right people to carry it out
That's the feeling I'm trying to recreate:
- You're not winning battles alone
- You're relying on people who may or may not live up to it
Rank changes what you're responsible for
This is something I really wanted to get right.
Ranking up isn't just about stats going up.
It changes what your role actually is in battle.
Early ranks (5–100)
You're leading small groups and trying to survive.
- 5-man, 10-man → small squad leadership
- 50-man, 100-man → holding a line
At this stage:
You're still receiving orders
And your focus is:
- keeping your unit alive
- reacting to situations
- proving yourself
Elite unit ranks (300–500)
This is where things start to shift.
Instead of just holding positions, you're given specific battlefield tasks.
Things like:
- flanking
- ambushes
- breaking through lines
- targeting key enemies
It becomes less about holding ground.
and more about executing missions
Mid ranks (1,000–4,000)
Now you're responsible for a single front.
You're no longer just part of the battle.
You're responsible for a section of it
You start getting reports like:
- left side holding but under pressure
- The center has a chance to break through
- enemy movement on the flank
And now you're the one making decisions for that front.
High rank (5,000+)
This is full battlefield command.
You're managing:
- left
- center
- right
- reserves
You're deciding:
- where pressure goes
- where reinforcements go
- When to commit
- When to trust your generals
At this point, the question changes from:
"How do I survive this fight?"
to:
How do I win this battle?"
Rank / Command Progression Concept
What I'm aiming for
I don't want this to feel like a puzzle where you see everything
I want it to feel like:
- You're on a battlefield.
- You don't see everything.
- You're getting pieces of information
- And you still have to make the call
I'm still refining this, so I'm curious what people think
How much information should a commander realistically have in a battle like this?
And how much should come down to trust and judgment?
If anyone wants to follow the project or see more:
Steam Page:
https://store.steampowered.com/app/2480350/Rise_Of_The_General/
Game Subreddit:
[https://www.reddit.com/r/RiseOfTheGeneral/