Contents
About
Turn-based strategy game about the monstergirls taking over the world. Monstergirl units of the radical faction set out to monsterize humanity for the demon lord; in response, the humans take up arms to defend themselves and ultimately exterminate them. (Yeah, I guess boring spods can be the humans and play it like every other TBS ever if that’s really fucking important to them.)
This document is an ongoing work in progress.
Units
Monstergirls
A unit is a party of one or more monstergirls who use monstrous abilities to defeat and convert humans. They can engage humans in battle, crushing their defenses and capturing them for monsterization, or just changing them on the spot if they have the power. They can sabotage their essential resources by tainting them with mutagens. They can infiltrate cities to trick or convince them into helping the monstergirl cause.
Men
Each monstergirl should own 1 or more men who support them by buffing, healing, guarding, carrying items, and so on. Note that monstergirls vary in their need and attachment for men: if his owner is very clingy but you often command him to assist another monstergirl, both his owner’s morale and unit cohesion will suffer. Same if a monstergirl has no man for too long and starts to covet those of other monstergirls.
Civilians
Peaceful monstergirls and humans whom units can meet in their travels. Monstergirls and their men can provide information or services to the unit at no cost. Humans can too if they are friendly or the unit can trick them into it.
Humans may also be recruited - women can be monsterized and either join the unit or start a new one, men can be claimed by monstergirls who need them. If they are unwilling or resistant, the unit must either trick them or win a battle with them.
Structures
Cities
The main targets of the monstergirl invasion. The most common objectives are to capture a major city or all of the cities.
The in-game functions of a city are to deploy, replenish, and garrison units. The more resources supply the city, the higher the city level and the better it performs its functions.
Resources
A resource produces some raw material for a city. The material originates from a set source point and flows into the city along set paths. (Examples: Farms make food and ship it via roads or boat routes. A spring produces water which flows down streams.)
Players use them as vectors for poisoning an unfriendly city. (The raw materials themselves are not directly useful.) Resource types vary in how essential they are to cities, the damage they do when tainted, and the ease of noticing the taint.
Unit Actions
Combat
When doing battle with humans, monstergirls want to take them alive. They favor seduction, spells, and magic weapons to try and deplete stamina and spirit more than health. The gains from winning a battle are not only experience but the surviving humans, whom you either add to the pool of any captured city or monsterize right there.
Espionage
To do: spying, tainting resources, sabotaging defenses.
Diplomacy
To do: alliances, trading, pro-monstergirl campaigning.
Retirement
A monstergirl with 1 or more men can settle down and become a civilian after she reaches her experience limit.
City Actions
Create Units
Each city has a pool of monsterizable women and men, with stats that make them best suited for certain monstergirl types and men's duties respectively. When a monstergirl is created she will immediately pick a man for herself (more than one if she is high-level). If she had a romantic interest in the man when she was human, he gets a compatibility bonus whenever assisting her, but she might get very possessive of him as described above. The surrounding land determines the available monstergirl types and the city level determines the levels of both the monstergirl and her man.
Garrison Units
A unit can stay in a city to defend it if humans attack and/or heal themselves in less time.