I've been doing a little thinking and came up with this.
I have Endemic: A Hexographer Game as a working title, and borrowing some concepts from previous Hexographer games run by Sonereal. Map is undecided yet.
Joining -
To join, you are given 5,000 points; you may spend the points in any way you see fit, according to the list below, but you must have at least 1 city with at least 1 factory, and one of each RGO (Mine, Farm, Power Plant)
Economy, Production, and Supply -
Your production is your lifeblood, both from RGOs and factories. RGOs produce the metals, food, and energy your society needs to operate smoothly.
Mines can be put on Forested Hills, Hills, Rocky Deserts, and Mountains, and can have up to 5 population working them.
Mine Productivity -
Forested Hills & Hills - 1 pop/5 metals
Rocky Deserts - 1 Pop/2 metals
Mountains - 1 pop/10 metals (Maximum of 2 pop working)[/spoiler]
Farms can be put on grasslands and plains. If you want to put a farm on a forest grassland, the forest must be first chopped down. A farm can have up to 5 population working it. 1 food can support 1 population, and 1 extra food will produce 1 population the next turn. If you cannot feed a population, you will have 1 turn to reconnect them to a food source or they will die.
Grassland - 1 pop/10 food
Plain - 1 pop/6 food[/spoiler]
Power Plants can be built on any non forested, non ocean tile. Maximum of 1 population/plant, but they can be upgraded to improve output. Their output doubles each upgrade level (with level 1 starting out at 1 power unit a turn). It takes 1 power to power a factory, and 1 power to give power to 10 population. Population without electricity will not be able to work, but still take up food.
Factories produce a number of things, and are extremely important, but also costly. They produce supply, troops, and research. A factory requires 1 power to operate, its power usage doubling with each new level. If you cannot power a factory, it will go to the lowest level your power levels can provide (If you have a level 3, which requires 4 power, but only have 2, your factory will operate at level 2 levels). They require 5 metals to operate as a baseline. 5 population can be employed at a factory at any one time, with the number employed increasing by 5 for every new level. It takes 1 pop to produce something.
Factories can produce:
Supply:
Supply is vital to keep your armed forces alive and in fighting shape; units use supply every turn, whether they move or not, and thus having a bloated army requires having an industry dedicated to supplying it. Troops within your borders and on roads or in cities/forts/air bases connected to roads will receive all their necessary supply, as will any units 1 tile off of the road/city/etc. Troops deep in the wilderness of your territory will only receive half of their necessary supplies, reducing their fighting strength by 50%. Troops in enemy territory on roads, cities, airbases, forts, or in cities that are resisting your authority will receive 75% supply and fight only at 75% effectiveness. Troops that are deep in the wilderness of enemy, or neutral, territory will receive only 25% of their supply and fight at 25% effectiveness. Aircraft and ships will not function unless they are at 100% supply.
Military:
There are 3 branches of the military - Army, Navy, and Air Force - each with their own distinct mechanics, strengths, and flaws.
Attack/Defense/Supply/Movement
Army -
Navy - (Note that all ships can blockade all adjacent tiles, which stop all shipping
unless another ship breaks through the blockade. Useful to isolate colonies.)
Aircraft - Aircraft have two combat values. Anti-ground and anti-air. The first value will be anti air, the second anti ground.[/list][/spoiler]
Terrain -
Terrain is simple: it changes movement and defensive modifiers.
- Grasslands and Plains have unchanged movement and no defensive modifiers.
- Deserts hinder movement by 1 (unchanged if you have only 1 move) and increase supply by 25% (minimum of 1)
- Forests decrease movement by 1 and increase defensiveness by 25%.
- Hills decrease movement by 1 and increase defensiveness by 25%.
- Mountains decrease movement by 3 and increase defensiveness by 100%.
- Cities increase defensiveness by 25%
- Forts increase defensiveness by 50%
The Disease -
Now, for the name of the game. At an undetermined point of time in the future (not at gamestart), infections will begin to break out in small towns and cities across the world. After this 1 turn of preparation, the first enemy combatants will appear. Your troops will receive a -95% combat modifier on the first turn of the invasion, and a -25% combat modifier on the second, to both reflect the novelty of the enemy and your troops ignorance on how to deal with them and to allow the invasion to get off the ground. There will be only 1 type of unit for the diseased - a Zombie - who has 1 attack/1 defense/0 supply/1 movement. These have special mechanics. Since they do not require supply, they will never suffer from negative combat modifiers. They can move underwater, and if they do so they are immune to damage from aircraft and naval ships.
If a Zombie takes a city, it will turn each population point into a new zombie (up to a maximum of 75% of the population if it exceeds 50 population). If a zombie kills a unit, it will produce 1 Zombie.