So recently Fizzer admitted that a WarLight spin-off is something he's totally cool with, considering WarLight is a Risk spin-off. Of course, this might never be a thing, but if it did, we would have to be careful and do something that can be found agreeable for most parties that normally player WarLight. Or, we could do something that acclimates to one specific party. Nonetheless, the idea is to pitch a good spin-off of WarLight! It doesn't have to be realistic or even too strongly related to WarLight, but it has to retain the core concepts of WarLight, but introduce new things, to "spin it off" of the derivative. I'll pitch one right now!
I've said in an earlier thread that we should introduce Unit Diversity as a selectable WarLight feature. I'll leave a link so you can read (and understand what I mean, because I won't explain in this thread).
https://www.warlight.net/Forum/92160-rockpaperscissors-type-combat-warlightTaking similar concepts, and then things from standard Grand Strategy games, like Total War for a good example, we then merge it with WarLight and form.... LeadersLight!
You see, earlier in my life I wrote 2 rough drafts/outlines for games that I imagined up. One was called Revolutionary Leaders, the first. It had a whole mumbo jumbo of DLC's and Expansions, but the Core Game is all that's necessary for the purposes of the pitch. The second I drafted was Legionary Leaders, being based in Classical History from roughly 350 BC - 450 AD (whilst Revolutionary Leaders is based in 1700-1800).
In the games, you had normal Grand Strategy systems. Currency, diplomatic features, provinces you could manage. But, taking heavy influence ( basically stealing ) from Total War, you would send troops into battle and they would fight in Real-Time formation-based battles where you could personally command the army.
But, we'll rip out provincial management systems and replace that with bonuses. As far as bonuses, there could be systems to devalue bonuses over time based on warfare algorithms in the region, but we're just glossing over that.
Your income you normally get from bonuses is turned into Capital that you can hold onto and don't necessarily deploy as armies, but can use for other means. However, the primary means is to purchase units of soldiers to put into your armies. Here comes the heart of the game (and the heart of the Leaders games.)
Each nation has 9 units in their rosters, including Navy and Artillery (stuff like Navy might get phased out in this game for purpose of ease). To give an example of a few rosters:
Rome - Hastati, Principe, Triarii, Velite, Equite, Socii Hastati, Socii Equite, Onager, Bireme.
United Kingdom - British Regular, Grenadier, Highland Cavalry, Indian Elephant, Durable Cannon, Light Cannon, Ship of the Line, Galleon
Carthage - Elite Hoplite, Numidian Infantry, African Pikemen, Mercenary Numidian Cavalry, Mercenary Iberian Infantry, Carthaginian Cavalry, Heavy Ballista, Quadreme, Quinquereme
These units of course have different costs, so you have to wisely spend your capital on what you think you need most. In the end, you get simplistic battles that are dependent on each side's strengths and weaknesses.
Now, other things to add into the mix just for fun could be different terrains and standard Diplomacy features. In the end, you get a game where you move armies around the map, but you have to consider that some factions are better than you at certain things and that you have to acclimate accordingly, meanwhile you get limited intel (depending on the settings a player uses) on what your enemy is like, so at the same time you can't completely prepare correctly.