Sorry for the translation, it was translated without edits.
Introduction.
I look forward to your comments on the idea of the game itself in general and comments on specific parts of the gameplay.
If you want to read the document itself, here's a link to the google document https://docs.google.com/document/d/1TTH_Ny2sIKqzxvU3SeNDyV2qm6xMjF1Lh9dA2AZJbZc/...
It's open for comments.
Title: Peaceful Era.
Platform: Mobile Players. (PSP??).
Target audience:
20-25 years old.
Men.
Play in between work. -> play time 10-20 min (and/or can go out at any time)
Average ability to pay 7$
Genre:
Strategy.(because I want to).
Military (there will be a concentration on combat) ? \
Mix ? ++ (where the economic part will prevail)
Economic / +
Graphics:
2d (SUPER MINIMALIZM).
3d (low poly graphics)
Inspiration:
AGE OF HISTORY II
Age of Conquest IV
Call of War
Age of Modernity
HoI4 (well, it's a benchmark)
Gameplay speed:
Most likely turn-based.
Well, or time-based as in hoi.
Description
You play as the leader of the country and manage both the military and economic part. Your task is to capture most of the strategic points on the map and hold them for the duration of time.
The basis of gameplay is divided into economic and military part.
This part can change very much like any other )
Economy
The economy consists of different types of resources.
The main ones are money. They are spent on maintaining (and hiring) troops and building various "factories" that will bring the main and additional (so far it's hard to guess in front of, maybe they will not be, although unlikely, you need to diversify gameplay) resources.
Of additional resources will be:
Iron is needed for the production of infantry units.
Tungsten is needed for the production of artillery units
Chromium is needed for the production of tank units.
To begin with this is enough, you need to create an initial build and test.
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Ideas for future improvement:
More resources and the ability to build chains of production to increase efficiency, like in victoria.
Adding population and linking them to money, more people more money.
Adding "conscripts", you can't hire an army without them, like in hoi.
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Map
The map will be "provinces" with "squares".
The provinces are for economic development. There will be multiple cells in one province.
The cells are for war. Troops will move around on them.
It will essentially be a hokey system (but that's at best).
It is possible that I will abandon this whole system and put only provinces.
As for the visual itself, most likely everything will consist of octagons or in case of maximum simplification, just provinces and connections between them, like in AGE OF HISTORY II.
Warfare.
So far it's hard (and easy) to deal with, as it's not clear if it's turn-based or real time strategy.
Warfare will present itself as rock paper scissors. Infantry beats tanks, tanks beat artillery, artillery beats infantry. (But in reality these will just be attack modifiers)
Troops are hired as divisions (small army in fact), divisions can be combined into armies. When opposing armies collide, the army sent to attack and all divisions in the attacking province will enter the battle.
The battle under the hood will consist of two lines on each side.
Divisions are a combination of XP and ATTACK, for each type of division there will be bonuses and debuffs to ATTACK.
In the first row are tanks and infantry they attack the first row of the enemy choosing a random division (but infantry in the first place will attack tanks, and tanks in the first place will attack the enemy tanks, in short, knocked out in the first place tanks then infantry). Atra, on the other hand, hits the area and damages everyone in the first row.
After the destruction of the first row is attacking the second, where the artillery is located.
When the XP runs out, the division is removed. When all enemy divisions (or your own) are destroyed, the battle ends.
So far it's all cloudy and not clear.... need to create a build.
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Battles can last several turns.
You can place divisions in the desired rows yourself.
1) You can try to create a civ where you can combine units in one cell. The problem is that there can be too many squares and it's hard to keep track of everything.
2) We don't have "local" battles in principle, we have a front on which we can add cards and if you have more cards on the front than the enemy, you move the whole front.
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AI
This is the hardest part....
In terms of economy the AI will just build buildings in a random place, and in terms of money it will probably have no limits at all, troop creation will be limited by the number of provinces and game time.
It will keep troops along the entire front line, concentrating divisions opposite enemy divisions, and will attack by choosing a random "weak" spot on the front and pulling up troops from the "reserve".