Weeks 1,2&3: Concept

In this legendary age, heroes walk the earth. Yet it takes only a single impulsive act to spark a conflict that will shake the world. Audacious Paris, prince of Troy, takes beautiful Helen from her palace in Sparta. As they sail away, Helen’s husband, king Menelaus, curses her name. He will bring his errant wife home – whatever the cost!

King Agamemnon, wide-ruling lord of finely-walled Mycenae, hears his brother’s call. He summons Achaean heroes from far and wide, among them swift-footed Achilles and Odysseus of the silver tongue. The Greeks set course for Troy, towards inevitable war and slaughter. For there, on the battlefield before the great city, legends will be born…

Troy: Total War is the newest game in the Total War franchise, bringing to life a whole new age of combat. Troy explores the Trojan War and the combat used between the Trojans and the Greeks, calling on many of the features and mechanics you may know and love. This newest instalment takes us back to 12th and 13th century BCE and has a narrative and mythological take on the Trojan War with appearances from Achilles, Paris and of course Troy.
Weeks 1-3

or my DLC, I was thinking of making something that would call upon the power of the God’s to intervene and potentially turn the tides of a near-hopeless defeat. My idea was to be able to perform a ritual/ sacrifice of some kind which would allow the player to call upon the Gods to have either have a passive effect which could demorilisethe enemy or rally your allies, likewise it could also play a more active role. For instance, if the trojans called upon Zeus he could potentially drop an AOE lightning storm which would damage all troops withing the area.

Ritual/ Sacrifice Mechanic:
Priests, Overseers and Elders:
For any of this to work, there would need to be a way to “activate” this divine power, I have a few ideas for how this could be done. Firstly, I was thinking that there could be a priest-like character which can be used to provide small strategic buffs to the team however is near-useless in armed combat. To add to this line of thought, the priest can then be upgraded to an overseer which are the same as priests but have stronger versions of the priests abilities, on the other hand to become an overseer, the priest must hreach a certain experience threshhold either by helping their teammates or by damageing their enemies. Once they become an overseer they will need to complete similar tasks to be upgraded to an Elder (there can only be one elder at a time), at which point they will be able to call upon the power of the gods. As yo progress through the Priest tree the value/ cost to recruit each unit will greatly increase which would prevent higher skill players being able to access really string abilities early on in the battle.
Unit/Value System:
Another idea of how this could work was based on your team’s losses during that battle. I originally thought that it could be that you elect a friendly unit to sacrifice and you would just be given the ability to call on a God but realised instantly how easy that would be to exploit and would have no challenge to obtain so after some more brainstorming I came up with the idea that the player would have to fill up a progress bar that, once filled would allow the player to use one ability. This would work on a “unit-value” system (UV). For example, a very basic and low-tier unit would have a small UV whereas a strong unit or even one of the Mythical monsters like the Minotaur or Cyclops for example would have a much higher UV. I think this could be an effective way to prevent exploits because it promotes the player to sacrifice stronger units rather than his weaker units ie in a battle it would cause the player to decide what has more value, sacrifice a monster and some really strong units to call in a God to help, or is it worth just sacrificing hundreds of low tier troops for the same result. It creates a strange “love triangle” with strong units, weak units and the Power of the Gods. I genuinely believe that this could be a really good thing for the game, especially considering the mechanics and more relevantly the theme of the game, its about stratergy and extreme tactics, and having a mechanic which could open up a whole new dimension in the mechanics of the game would allow for so many new encounters allowing for much more replability and would keep the long-term players hooked.