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ChessWarss

ChessWarss is a Flutter strategy prototype where the campaign layer is Total War-lite and battles resolve on a chess-based tactical board.

Core Vision

  • TOTAL WAR; YET THE ARMIES AND WARS ARE "CHESS".
  • Campaign: logistics, pressure, occupation, and territorial control.
  • Eterna Mode: singleplayer adventure baseline (one human faction against multiple AI factions).
  • Battles: chess-like movement and positional combat as the main resolver.
  • Historical tone: strongly Roman-inspired, but not strict historical reenactment, take inspiration from Total War, also Kings and Generals and the Invicta series on YouTube.
  • It should be simple and keep the style of chess, yet have possibilities for interesting playability and fun.
  • Inside the folder .inspiration are some screenshots of how it should look like, and some scetches as to how the generals might look like.

Non-Negotiable Direction

  • Armies are constrained by logistics first. Caesar said an army marches on its stomach.
  • Starvation in enemy territory is possible, not bothersome.
  • Supply comes from forage, plunder, and supply trains/deposits/etc.
  • Settlements are population and resource centers, not generic gold unit factories.
  • Capture outcomes are explicit: spare or destroy.
  • Sieges should feel time-based and costly while still using chess-based battle resolution.
  • Temporary camps should create defender advantages on the battle board (traps first).
  • Pawn units do not auto-promote into queens.

Current Build Snapshot

The current build already includes:

  • Shit.

Current Scope (After Phase 1)

Implemented:

  • Per-army supply (not only global player food).
  • Supplytrains.
  • Starve and your army dies-
  • Starvation ladder with escalating penaltie, shown clearly and understandable.
  • Starvation in enemy territory is possible, not bothersome.
  • Settlements are population and resource centers, not generic gold unit factories.
  • Rework settlement captures.
  • Conquered-food scaling tied to occupation age and distance/connectivity.
  • Levy reinforcement from settlements and spared captures.

Scope Guardrails

  • Not a full Total War simulator.
  • Keep systems readable and testable.
  • Simple, optimized, interesting, and chess-styled is the design rule.

Product References

  • Execution plan: TODO.md

Getting Started

Prerequisites

  • Flutter SDK
  • Dart SDK (bundled with Flutter)

Install

flutter pub get

Run

flutter run

Quality checks

flutter analyze
flutter test
dart run tool/check_dependencies.dart

Current Limitations

  • Logistics-first warfare model is in migration and not complete yet.
  • Siege timing, long sieges, and camp-to-city conversion are not finalized.
  • Commander threat penalties for cowardly/green leadership still need expansion.
  • AI is heuristic-based and still tuned for current rule sets.
  • Casus Belli remains slot-editable (AI or human per slot), while Eterna defaults to singleplayer adventure pacing.

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