Alright, so this is the roadmap for the game I'm making. I'll update it as I add in the planned features or otherwise decide not to add some of them. For now, this is what I have in mind:
Please read. This game as written here is no longer being worked on. I started porting the game to an actual game engine and as such many of the features described here no longer work as described. Even then, development is mostly on hiatus and will remain so for the foreseeable future.Damage dealt however, should not be constant, and potential damage should be a range. Not every attack should deal the same amount of damage, even if using the same means. Thus, potential damage is to be represented by a range, and the final damage should end up being a random number picked from within that range. Different weapons would have different ranges. Likewise, attacking should not be constant either. Spamming attacks should not be possible. The amount of attacks, or rather the time it would take for a combatant to attack should depend on the type of weapon they're wielding. Weapons like daggers and other kinds of shortswords should have a range of smaller numbers for potential damage, but it should be possible to attack multiple times in a lesser amount of time. Meanwhile, a longsword or a two-handed battle-axe would deal a higher amount of damage per attack, but would allow for less attacks to be made in a certain timespan.
Items can, of course, be obtained in multiple ways. The first to come to mind are through trading with NPCs (as somewhat explained in the "Friendly NPCs and Enemy NPCs" feature) and looting. Looting would entail taking from NPCs that are either unconscious or dead. (Although there being a difference here would imply that damage could be either lethal or non-lethal, which would in turn imply the existence of non-lethal and lethal weapons or other means of dealing different types of damage.)
Items could also exist within the environment itself, and could be taken by players without an NPC intervening like in the past two cases. What kinds of items appear would, in all cases, depend on who or where the item in question is being taken from. For example, in a forge, you could perhaps find different kinds of metallic gear lying around, and the Blacksmith himself could be wielding or wearing items of his own crafting. Obviously, just taking something from the forge without paying for it wouldn't exactly cause a positive reaction from the Blacksmith, so it would result in expected (maybe unexpected?) consequences.
The Roads won't actually be called Roads because they must have their own unique names (or else I would have to have many locations called for example, Southern Road, which would only work if I made them be different from each other by assigning a number to each of them like Southern Road1, Southern Road2, and so on, but that would get confusing). To address this, make the locations in between towns actually have unique names that are related to the wilderness areas in between them. For example, have the area between Mühlhausen and Würzburg be called "Thuringian Forest". Getting out of Mühlhausen would get you to the Thuringian Forest and from there you can go to Hersfeld (then get out of Hersfeld and back to the Thuringian Forest) or directly go to Würzburg, although to make this work there would have to be multiple Thurigian Forest locations (as in, different parts of the Forest, which would be named something like "Northern Thuringian Forest, Central Thuringian Forest, Southern Thuringian Forest, and so on) so that going from Mühlhausen to Würzburg doesn't take the same amount of time as going from Mühlhausen to Hersfeld.
That's just one example, but to give a few more, between Frankenhausen and Leipzig would be the Saale Bridge, a bridge crossing the Saale River, which is effectively between these two locations. Between Frankenhausen and Goslar, you'd find the Harz Highlands, and between Würzburg and Königshofen would be another bridge, this time crossing the Main river, which flows near the outskirts of Würzburg.
Other leaders within the peasant movement are Michael Gaismair, who, like Müntzer, is opposed to the Catholic Church, and wishes to establish a democratic republic within the region of Tyrol, abolishing noble titles for good and nationalizing many productive properties in the region. Finally, there is Florian Geyer, leader of the Schwarze Haufen, a group of remarkably well-trained peasants and knights, which included units of heavy cavalry in its ranks.
That's a somewhat brief description of the situation. Now, how will the outcome of the war be decided? Well effectively to make it be decided by a game system that means I don't have a lot of options, cause it'll have to be set in rather simple and specific conditions. Either I make it so that the war ends when all the leaders of a faction have been defeated (and captured or executed) and the side that remains is the winner, or I make it so that one of the factions has to reach a certain condition to win that doesn't necessarily entail completely decimating the other side, but I wouldn't know what that condition could be. At first I was thinking of having it be to reach a certain number of casualties, but I'm not sure of how that would work. Let's say, for example, the peasants would have a limit of 100 thousand losses (because that's apparently how many men of their side died in real life) and nobles a limit of 8500. The problem with this is that for that to work in game and a noble victory to be feasible (and not only feasible, but also probable since that's how it went in real life) I would have to make a noble capable enough of taking down about 12 peasants on their own, and I don't know how I would go on about doing that. Regardless, I think it's best if I go on about doing it this way: Either when all the leaders of a faction are captured (and unable to escape their captors) or executed, or when it is no longer for them to keep leading the faction because all of their settlements have been captured by the other side, even if the leaders themselves remain alive they would be unable to keep mustering a force capable of continuing the struggle.
So, battles will probably entail having the two sides battle it out at a settlement in order to decide who gets to own it (if the attackers win, they capture the settlement. If the defenders win, they keep the settlement) I imagine the logic behind battles could work something like this; The invading army prepares to attack in a location near the settlement that will be invaded, and the defender army prepares the garrison in order to repel the attack. After some in real life minutes, the invasion begins. If the player decides to visit the battlefield, depending on the faction they belong to, they may get attacked. If they are part of the nobles, the peasants will attack the player. If part of the peasants, the nobles will attack the player instead. If the player doesn't belong to a faction, they may be forced to leave the battlefield instead. After a few real life minutes of the battle having started, the outcome will be decided according to a calculation. It will depend on the amount of forces and quality of forces mustered by each side. Noble armies will usually always be lesser in numbers than peasant armies, but will be of higher quality to compensate for it. Quality of troops should determine how many troops a single troop can take down before being taken down. So for example, let's assume a noble trooper has a quality of 20. Meanwhile, a peasant trooper has a quality of 5. That would mean it would take 4 peasant troopers to take down that one noble trooper. In higher numbers, this would mean a battle between a thousand noble troopers and 5 thousand peasant troopers would end in a victory for the peasants. 5 thousand peasant troopers would muster a strength of 25 thousand, while a thousand noble troopers would muster a strength of 20 thousand, which ultimately means the nobles lose and the peasants win, although the peasants take more casualties, and have only a thousand troops left. The problem this raises is that this means inevitably nobles will lose all battles so long as the peasants have a huge numerical superiority, which they will have because 100 thousand is always more than 8500. To solve this, I thought of morale. For every casualty taken, morale could decrease, which could affect the overall quality of troops making it so that nobles can take down more peasants while the peasants take down less nobles as the war goes on. Morale should however affect units and not the entire faction's army. Evidently not every peasant trooper will have a default quality of 5 and every noble trooper won't have a quality of 20, and also not all armies supporting the peasant faction are fully composed of hastily trained peasants (like the case of Geyer's Schwarze Haufen, which contained actual knights and heavy cavalry within it) and not all noble armies are composed completely of the most professional knights in all of Germany.
In large scale battles, the player doesn't play a very significant role. Whatever amount of troops they manage to take down, whether peasants or nobles, will be accounted into the total casualties of that side after the battle, of course, but this will most likely not affect much at all since the amount of troops a player could take down won't be a significant amount as it is pretty much impossible to do so as one single person. Where the player could come in and have an important role is in leader takedowns. Since leaders are, in fact, individuals, then it would be completely possible for the player to aid the war effort of their chosen faction significantly by attempting to assassinate or abduct one of the leaders of the opposing faction. Not that this would be an easy task, because I would be led to believe leaders would be highly protected most of the time and even then one would have to assume the leaders would be capable enough of putting up some resistance themselves, making it quite a complicated task to try and kill them. You would have to find their location too, which may prove to be quite the uneasy task too as you would have to rely on information and sources being reliable.