Daniel13 said:
I have a feeling I should somehow create a mechanic that would allow the player to gain resources in an interesting way and then spend them. This could be the core mechanic but I've got no idea about how to make it interesting because simply clicking on buttons that add +1 resource time for -1 of another type is… boring
I would say resources are usually the means to achieve the goal. In RTS, harvesting stuff isn't the goal but you need it to achieve anything in the game.
You can make resources the goal if you have reach some huge number of them to win. No idea if that is interesting.
In both cases, the collecting/spending process itself is indeed not very interesting as you said, basically just book-keeping. So make it automatic, and shift attention of the user to increasing the amount or the rate of getting them, and/or how to make spening the resources effective or more effective.
Daniel13 said:
The map has provinces that are rather generic. I thought they could be the source of resources but I think I've to make them unique somehow.
Have more than one type of resource where provinces are good at one and less good at another. These could shift during game play. If you connect an opponent to some provinces, that might open interesting options??
Daniel13 said:
What should be challenging. Right now I have an idea that the main challenge of the game should be balancing between parameters. But again it sounds rather boring
I think politics are far from boring. In a democracy, every politician is playing the balancing game, give the opponent some room as well but not too much. What I find most interesting is the long-term consequences. You push now, and it back-fires several years later. This is especially the case in geo-politics.
“Sounds boring” is mostly about how you bring it. A new user doesn't know how the game works, a big part of playing a game is finding that out (at least for me). Obviously, you shouldn't tell the user the winning tactic. Give an array of tools he/she can use, and let him/her figure out the path to victory.
Note that as a designer, you have more knowledge about the game than any user. Thus what may seem trivial to you may be much less trivial to your users.
Daniel13 said:
So, all these problems, I believe, have a common source - my lack of understanding what should the game core gameplay look like. So, how do I invent it?
Stop desiging and make an actual game perhaps? You can forever toss around ideas and concepts. Instead, make a choice, and stick with it to something playable. Then you can give the game to other people and get feedback about that choice.