This is running off the assumption that most people have played or are familiar with both Dwarf Fortress and any Real-Time Strategy title. In most RTS games, each unit has a set amount of hitpoints, and can survive and escape without any negative effects at 1/100 HP. This is fine for the majority of cases, but it's not exactly how real life works. The alternative is a system like Dwarf Fortress, where individual body parts are modeled and react to injuries differently. But instead of "The Minotaur punches the Dwarf in the upper body, fracturing the bone and bruising the lung!", the system could be abstracted a great deal and still provide meaningful story-based gameplay. Here's my hazy, corner-cutting model: The body of each Citizen would be divided into 6 distinct areas, the Torso, Head, Left Arm, Right Arm, Left Leg, and Right Leg. Different kinds of attacks target different areas, and a number of effects can be randomly applied based on the kind of attack, ranging from Bruised to Broken Bone(s) to Burns to Severed and more. There could even be cases where the Head is attacked and a citizen's brain gets scrambled, randomizing all their preferences, fears, and traits. Like I said, half-baked and hazy. Still, I hope body and incremental damage is implemented over HP, but it would add a couple extra layers to the simulation that might not be needed, it would make fights rapidly one-sided, and will take up computational power where it could be better spent making the game Fun. Any opinions?