To answer your questions:
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Is it focused on management? (hiring/recruiting/training members, dealing with resources/trading/upgrading your camp)
Is it focused on tactical combat? (positioning your units, having armour-piercing weapons good vs some kind of armour, drinking potions, etc)
I'm going for both combat and management.
Management will involve using stolen resources to build and upgrade facilities in your hideout. Occasionally moving your HQ (at the expense of time and loss of some loot/upgrades) to avoid it being found and destroyed. Positioning your raiding bands to areas depending distance from HQ, risk, type of goods, and amount of goods. I envision a starting player will have just one band, but as they grow they may gain as many as five.
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Is it realtime or turnbased? Do you see the battle from above, moving your guys around or is it auto-resolve? Is it 3D or 2D?
Both management and combat will be turn-based. The management aspect will be an overmap of the area surrounding your hideout where you can dispatch bands to prey on travelers, and a hideout screen that allows you build and upgrade your facilities.
Combat will be seen from above. It will be at an aspect ratio like most of the older 2D Zelda games. Combat may be auto-resolved or fought out. Fighting between characters will usually be very short and bloody. characters will die often, and the player will have to rely on ranged characters to take out a good portion of the enemy at first. It will usually take just two or three turns/attacks to kill a character. The game will be 2D.
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Is it fantasy or realistic? Is it medieval times? You mention copper and bronze, this wasnt used at all for weapons and armour. You would have iron and different quality of steel (in medieval times). Probably better to have general quality as in "crude sword" and "mastersmith sword" reflecting the skill of the person that made the weapon.
It's a traditional fantasy setting. I plan to take a few liberties with armament just to make things a little more interesting. I plan to add in a quality system for weapons armor and many types of generic goods once the game's basic structure has been finished.
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What is the flow of the gameplay? Do you just run fight after fight? Do you need to heal your guys in camp between fights? Do you plan what to ambush? Do you get choices of things to ambush? (small caravan, kings convoy, lonely farmer).
The flow of the gameplay should be mostly combat, but with perhaps %20 to %30 of player time spent on the management aspect.
Other than recuitment, and upgrading weapons/armor, I plan to have you focus more on keeping your bandits happy with booze and whores than healing them. Bandits may survive some minor wounds, but serious healing will very late game or not at all. Rather, your bandits will slowly spend their cut at your hideout or in a nearby town, and then, when they're broke again, they'll sign up for another "job".
The game will determine the success of the bands you sent out at turns end. This will be determined by their leader's skills, the groups stealth ability, the cover the terrain provides, and whether the area you sent them to is well frequented.
If they find a caravan you're given three choices, auto-resolve combat, manual combat, or to avoid. To aid making this choice, the caravan's type will be given along with some general information about its strength. There will be different types of caravans and caravans on different routes will tend to carry different items. "Caravan's" could be a single person, or a detachment of an army.
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What is the scope of your troupe? If you have just 5 guys full rpg-details is fine (STR, CON, WIL, maybe traits, lots of details when it comes to equipment), if you manage 10 or more guys, be VERY careful as adding to much details will just be annoying and not be a good way to add depth to the gameplay.
I plan to have a basic stat system in place. Raiding bands will vary in size between five and twenty-five men. I don't think it's necessary to have a lot of detail for them, and their stats will improve on their own. The player just controls character equipment and movement in combat. I want to make a stat system that improves based on use, not level.
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Do you have the means to generate the graphics / content you plan to include? If not, reduce the complexity so you can actually finish your game.
You can also look into the game "battle brothers" if you want an exampel of well implemented (detailed) tactical combat.
I believe I have the basic knowledge. I need to learn more Pygame and random map generation, but at least as far as the math and logic goes, I think I can manage it. I don't really like Battle Brothers since I feel its combat system is not actually very deep, and yet almost it's entire focus is on combat.
Thank you for your advice. You made me think about the game design in ways I hadn't before. I will try to reduce it as needed. I think right now I will focus on learning pygame and designing what I would call the "skeleton" of the game. Once I've got that written and programmed, I can focus on adding things. That's my plan anyway.