HEY!!
Is anyone still interested in this?
I am.
I've actually been working on it. And I've been able to condense this whole, huge, needlessly complex thread into a single post. So you can just ignore the rest of this thread, this post is all that really matters.
Its going to be a lot more simpiler for the players (but not for me
). Here's everything you can do on your turn:
[/li][li]Build a new city/build a city larger- This costs wood and ore. It increases your money income, increases your population. But if you build cities too fast (you'll get a warning), bad things might happen (not enough people to man all your new buildings)
[/li][li]Build a power plant- Power plants power your cities. The more cities you have, the more powerplants you need. but depending one what you've researched, you will have different powerplants then other nations. Of course, you could always sell the plans...
[/li][li]Build an army- You choose how much money and how many people to put into the army. The army can be Airforce, Vehicles, Infantry, or Navy. At the begingin of the game, they are all the same (except where they can travel, of course) but later on, countries may upgrade specific armies (one country might have very strong infantry, but weak tanks, for example)
[/li][li]Research- You will have a list of things to research. Research costs a lot of money, but it always gives you veyr good things- sometimes it even gives you bonuses you didn't see comming. Every country starts with the same beginging researches, but depending on what you invest in, your country will dramatically change.
Research is very, very important. Its what makes your country unique. Depending on what you research, your country will gain very, very diferent strengths and weaknesses.
Research takes a long time, though. Some things that are less advanced, like more efficiant powerplants, might only take one turn. But things that are very advanced, like, say, Robotechnology, may take many many turns.
If you arn't curently researching anything, you will be givin a list every turn of all the things available for you to research, as well as a description of each and
assumed outcomes.
[/li][li]War- You can move all armies up to 1 space, and/or you can attack. I will handle the outcome of every battle. There is a complex war system set up, the winner and the loser will both sutain losses depending on their relative strength to eachother. But there is also luck, and troop morale.
And thats it. You can do as many or as little of those things per turn as you want. Also, you can assign Underlings, NPC character I will control, to help you. So if you find it too confusing, you could always just ask your advisors.
Also, you could try doing special things (If you come up witha plan, you could just ask, and if it sounds resonable/realistic, I'll work it into the game ;D). You could try sending spys to infiltrate other countries, but if they find out, they probably wouldn't be happy. You could try raising an army without letting the other nations know, but if they find out, they might thing your up to something.
Oh, and just to let you know, you will know the
locations of enemy armies, and what type they are. But you
won't know how technologically advanced they are or how many people are in that army... unless you meet them in battle, have spies, or some other special case.
This is optional, but sounds fun: you can also think of a culture for your people as well. If you'd like, we could even give cirtain nations cirtain special abilities depending on their cultures. For example, maybe a warmongering nation could have batter morale in battle, or a nation that values new technology could research things faster.
Here's the map, with 5 nations. If you want to tweak the borders a bit, thats ok (if its ok with the other country as well). If I need to expand it, I will add a whole 'nother section to the map.
Oh, and on a final note... remember, you only have to post once a week!!