Hi!
Im still planning what resources to include. Imagine a total war-like game, turn-based empire builder on a earth map. It's around the year 2100 after some cathastrophy so empires are starting to form: you control one of these upcoming empires.
Large regions (such as south-western europe) are what you control (similar to the map of the boardgame Risk). You contruct infrastructure ("buildings") and train armies/navies/aircrafts/nukes! Focus is on war and building up your regions.
Resources:
- Funds - Used for most things like infrastructure and units. Also for upkeep
- Influense - Used to affect others, diplomacy etc (not sure about this one...)
- Research - Used to unlock stuff and boosts (like +20% agriculture, unlock battlemech, +2 happiness from markets etc)
Funds will come from these sources:
- Taxes. Main source. Causes unhappiness in your regions.
-
Income based on regional ratings:
Mining (regional rating. Can be boosted with infrastructure).
Agriculture (gives mostly pop growth but also some funds)
Drilling (oil and gas is still important).
Logging? - Infrastructure like manufacturing plants, ports etc.
Thoughts? Influense (political power) is used in some strategy games (like Stellaris, hearts of iron) but would it work in a nuclear post-apoc when there is not much interaction between empires? Or maybe more interaction would be good? (also makes trade a viable mechanics). Influense could also be skipped and simply use funds (e.g. for bribing other empires) Also, how would you gain influense?
Research is gained from population - but strongly boosted by infrastructure (labs etc).