Hi
Im doing a realtime total war/europa universalis style large scale empire builder (you control cities on a map and train armies). Setting is near future post-nuclear holocaust. Combat occurs when to armies meet and is for now locked until one is destroyed. Units continuously pick and attack hostile units. Battles goes on as the game continues with player starting new battles, managing his/her cities etc.
Units are trained and form armies (up to 20 units in an army). They have 3 strength ratings (city attack/city defense/fighting on the map). First try is included below to give a sense of my idea.
Below is the unit lineup for now. Everything is rather abstracted, but that's the way i like it (research can change and modify later but i want to keep the no of base units rather low).
Artillery is strong for its cost but their strength drops fast if the army doesnt have enough "core" land units in it to back up the artillery.
Militia (1,2,1) - cheap, requires no infrastructure
Infantry (2,3,2) - core, require no factory work
Light mech (3,4,3) - core, first factory unit unlocked. Represents AFV, APC. Better name?
Tanks (5,3,5) - core, small bonus vs inf/militia. Could be called heavy mech maybe?
Anti air (2,2,2) - huge bonus vs air
Tactical artillery (5,5,5)
Siege artillery (8,1,2) only good on the offense
Gunships (4,2,4) good bonus vs tanks
Fighters (3,2,3) huge bonus vs air
Bombers (8,1,4) only good on the offense
Ships (lets do this later)
Does it make sense? Could a modern/near future battlefield work this way? (i know clashing two armies together is not really how wars are conducted these days but IF i sortof need that kind of gameplay)
Do the basic mechanics presented here seem reasonable? (I experimented with a lot of ways the player could be more active in the battles but it didnt work with the strategic/management layer of the game)
The idea is that battles will represent player planning and economy of the empire rather than action/control of the battles.