Okay, back to this.
So, scouts are slow. To properly get around the world, you need [g]cars[/g] for land travel and [e]ships[/e] for sea travel. Cars and ships are created from Ore, like most things in the world.
Different types of ores are randomly created and randomly placed throughout the world. Ores have various different properties, that dictate what cars and ships can do when you build them. Maybe making a car out of iron will give it a lot of defense while making it out of bismuth will let it move a lot farther per turn and a car made from rose gold can carry bigger armies.
You don't know what different ores do until you craft with them, and you also don't know *where* you're going to find good concentrations of those ore until you go out and explore, however there should be some kind of useful tracking system that lets you know the things you *have* explored so you can figure out your next steps.
Cars and ships can act like scouts (explore and build), like armies (have a "weapon" equipped -- more on that in a bit) and can also carry armies up to some capacity. Sometimes all three usefully. Additionally, they might have some kind of movement bonus on different types of terrain.
All of these different properties rely on the ore you use to craft them, which is where Alloys come into play
!!=gold The Forge
This building lets you alloy arbitrary ores together, producing new ores (which you can name) that'll get a blend of their properties, sometimes both, sometimes neither, sometimes enhanced properties based on the same random algorithm that dictates everything else.
Much like farms, it'll convert those resources into the new ore every turn.
The barracks building allows you to create "armies" which are units that have some number of soldiers in them and some type of weapon. Weapons are crafted by combining ores into a few different types of "molds" to produce some unique weapon with the same property randomization technique.
Armies can move around in much the same way as scouts, and board or exit vehicles such as cars or ships. They can also attack buildings:
** Buildings of any type have upgrade-able defenses, and attacks. Battles should proceed automatically and predictably every turn. When you wear the defenses down, that building becomes yours.
** Armies can attack other armies as well.
** Vehicles with equipped weapons can attack armies, and vice-versa.
** Vehicles with equipped weapons can attack each other. They can also attack buildings.
** Destroying a vehicle will sometimes destroy what's inside of it, sometimes not (depends on the ore)
** When you've destroyed all bases, factories and ports of another player you should have beaten them, but idk there might be a point system or something too.
** You can create trades with other players .. these deals act kind of like shops, letting you trade resources with one another at any time according to preset deals. You can even do this if you're at war with them.
Gemstones are kinda like "magic" in the game and are a pretty rare resource and appear in rare tiles (like volcanoes and islands). They do several things:
** Allow you to upgrade vehicles and weapons in predictable and useful ways.
** Create special weapons that do special stuff
** Create special buildings that do special stuff (like warp gates that connect two arbitrary points on the map).
!!=cyan Placement of stuff
You can only have one thing on a tile at a time (with a couple exceptions), which leads to various stuff:
** If you have a tile that has multiple ores associated with it, you can only have an iron mine or a gold mine there, not both and you have to choose. You also can't have both a mine and a sawmill.
** Roads can have both the road and a vehicle or army on it.
** Ships get placed adjacent to a port. Having a port on a corner, an island or a port that lets you place ships diagonally or further out should speed up production a lot.
** Same deal with cars and factories.
** Scouts and vehicles can explore adjacent tiles. They also build in an adjacent direction if nothing occupies that tile.
** Armies should be adjacent to a barracks if you want to add more soldiers to them, unless the barracks can do it over more of a range or even remotely.
** Armies can probably merge. Maybe they can split too -- because of the tile limit thing that would be an interesting strategy to keep your enemy from advancing.
** Similarly, this lets armies guard tiles with useful resources so they can't be developed until the army is defeated.
** Whatever you're attacking should be adjacent, although it really depends on the weapon, some let you attack things further away, diagonally, or any tile in a big square.
Here's a list of resources:
** People -- you can either send these out individually as scouts or use them to create soldiers. They can also extract resources themselves (though not very much at a time compared to specialized buildings)
** Wood, Stone -- Used for building and upgrading buildings. Also building roads.
** Crops -- These turn into new people via Villages.
** Ores -- Used for building cars, ships and weapons
** Gemstones -- Used for upgrading cars, ships, weapons and buildings in special ways. Also allows for the creation of special buildings.
People, Wood, Stone, and Crops are all basic resources, while Ores and Gemstones have specific randomized kinds. Ores can also be alloyed together for new ores.
The game should have really simple mechanics but should still feel like a giant sandbox kinda -- I want the amount of possible complexity and strategies to be high even though the mechanics are simple and should feel fun.
The world can also generate many many different ways, especially with the different parameters you'll be able to set in the map editor.
Various game rules should also be customizable to some extent when you save a world and make it public.
Overall it'll be an interesting little project to play around with.
Edited August 26th, 2018