Hi!
Ive wanted to make a total war-like empire builder set in modern times/post apoc. It may be tricky, but this is the plan so far (it will not aim to be as serious/realistic as total war or the paradox games). Plz comment!
1. Its set in a near future, where a global virus or asteroid or something has reset the world and killed off most humans. The player controls one of several upcoming empires competing for world domination. Some cities remain but in reduced state. Empires are influensed by the world before but new dogmas/religions exist.
2. Its single-player, turnbased. You control cities on the world map which build units and structures.
3. Units form armies and when armies meet (typically to defend or conquer cities) a turn-based battle starts. Battles are played on a grid/board like a simple version of advanced wars or heroes of might and magic. Inf, tank, artillery, choppers etc are moved around on the grid and attack the enemy. Inf are stronger in forest/urban tiles etc. I know, this is NOT how modern war are actually conducted (armies meeting in "line battles"), but i hope the player can accept this anyway as it makes fun gameplay.
4. There is also long range bombing, firing missiles, bioweapons etc, this is handled from the map (not during battles).
5. 4 resources.
a. Funds. Pay for most things. Earn from taxes, mining, agriculture etc
b. Fuel. Needed for mid/top level vehicles (tanks, aircrafts). Earn from cities with drilling or synthetic factories.
c. Power. Needed for structures. Produced by powerplants in your cities. For simplicity, power balance is empire-wide.
d. Tech/Development. Unlocks units/structures and bonuses.
6. Managing cities is a big part of gameplay. Setting taxes, managing order, corruption etc. Im not sure how to handle production. An idea:
a. Infantry units available to recruit is generated by strcutures ("barracks"). Once available, ordered infanty units always take 1 turn to recruit.They have their own training cue. This works as in medieval 2: total war.
b. Most vehicles are built in "military factories". Each one has production (like 40p/turn). A tank may take 20p so that city can make two tank units per turn. These items go in a separate "factory cue".
c. Structures should have their own cue. It feels wrong to mix with military production. Maybe fixed time: like a "large barracks" always takes 2 turns?
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Thoughts? Both on the setting/lack of realism and the mechanics presented.
Thanks!
Erik