I came upon an epiphany today that ties in several of the proposed GAE implementations: RPG-style attribute scores. This ties together evasion (with an agility score), conversion (to be resisted by a willpower score), disease effects (resisted by fortitude) and character variability (because they would be somewhat random). How my idea works is that when one unit performs an action on another (like an attack), it compares the relevant variables to determine success. For example, when an Archer attacks a Swordman, the Archer's relevant score (agility, or maybe aim or something like that) against the Swordman's relevant score (agility) are compared and the difference affects whether or not the attack hits. Let's say the Archer's score is a 12 and the Swordman's is an 11. That would give the Archer perhaps a 10% better chance of hitting with his attack. Other applications for this include variable HP and EP amounts, attack power, and range, all of which could be modified by different scores, depending on the unit. A Guard would have a higher or lower attack depending on his strength score, while a Battlemage would have a higher or lower attack depending on his intellect or willpower. This is what it might look like in XML form:
<unit>
<parameters>
<size value="1"/>
<height value="2"/>
<max-hp value="700" regeneration="3"/>
<max-ep value="500" regeneration="15"/>
<max-ep-dep value="intellect"/>
BLAH BLAH BLAH
</parameters>
<attributes>
<strength value="9"/>
<strength-var value="2"/>
<agility value="10"/>
<agility-var value="2/>
<fortitude value="9"/>
<fortitude-var value="2"/>
<willpower value="12"/>
<willpower-var value="3"/>
<intellect value="12"/>
<intellect-var value="3"/>
</attributes>
<skills>
<skill>
<type value="attack"/>
BLAH BLAH BLAH
<attack-strenght value="140"/>
<attack-strenght-dep value="willpower"/>
<attack-var value="40"/>
<attack-range value="7"/>
<attack-range-dep value="none"/>
<attack-type value="energy"/>
<attack-check value="willpower"/>
<defend-check value="agility"/>
BLAH BLAH BLAH
</unit>
In this example, the Battlemage's EP score varies according to his intellect, his HP vary according to his fortitude (I think this would be universal, so it doesn't have to be defined in the XML.), and the strength of his attack vary according to his willpower. The range of his attack doesn't depend on anything, so it remains constant. When he attacks a unit, his willpower is checked against the defending unit's agility to see if he hits.
An alternative way of doing this would be as follows:
<unit>
<parameters>
<size value="1"/>
<height value="2"/>
<max-hp value="600+(fortitude*10)" regeneration="3"/>
<max-ep value="400+(intellect*10)" regeneration="intellect+5"/>
BLAH BLAH BLAH
</parameters>
<attributes>
SAME AS ABOVE
</attributes>
<skills>
<skill>
<type value="attack"/>
BLAH BLAH BLAH
<attack-strenght value="100+(willpower*15)"/>
<attack-var value="40"/>
<attack-range value="7"/>
<attack-type value="energy"/>
<attack-hit-chance value="50+((willpower-target_agility)*10)"/>
BLAH BLAH BLAH
</unit>
Unfortunately, I don't know enough about XML or about the Glest engine to know if this is even remotely possible to have equations like that, so the first example seems easier to implement.