Influence in a modern empire builder Hi! Im making a post-apoc/sci-fi/orwellian empire builder similar to total war on a risk map. You control regions of the world and build infrastructure, train armies, build nukes etc, you conquer regions and tax and develop them. I use "funds" for buildings and units, research for tech tree, and plan to use a "influence" resource for some things (spycraft and affecting the game in several ways). The plan i have so far: Earning influence: Your capital earns a flat +2. You can build 1 expensive building in a region ("Ministry") which gives +1 income. That is all right now. Maybe earn income when helping another weak nation against a bully nation or something? (such as gift some military units when needed -> gives +10 influence). Spending influence: Covert actions: incite revolt in a region, convert it, sabotage infrastructure, spawn units there ("proxy forces") Influence another empire: improve relationship, make them declare war on a third empire, steal tech from them, sabotage their research Once a region is conquered: spend influence points to make it a vassal state (more expensive the longer it has been part of your empire) Activate boosts for your empire or enable "edicts" which changes how your economy/production works. Buy generals (which enhances a single army. Not sure i need this however). Any comment? More ideas? https://ift.tt/eA8V8J
Hi! Im making a post-apoc/sci-fi/orwellian empire builder similar to total war on a risk map. You control regions of the world and build infrastructure, train armies, build nukes etc, you conquer regions and tax and develop them. I use "funds" for buildings and units, research for tech tree, and plan to use a "influence" resource for some things (spycraft and affecting the game in several ways). The plan i have so far: Earning influence: Your capital earns a flat +2. You can build 1 expensive building in a region ("Ministry") which gives +1 income. That is all right now. Maybe earn income when helping another weak nation against a bully nation or something? (such as gift some military units when needed -> gives +10 influence). Spending influence: Covert actions: incite revolt in a region, convert it, sabotage infrastructure, spawn units there ("proxy forces") Influence another empire: improve relationship, make them declare war on a third empire, steal tech from them, sabotage their research Once a region is conquered: spend influence points to make it a vassal state (more expensive the longer it has been part of your empire) Activate boosts for your empire or enable "edicts" which changes how your economy/production works. Buy generals (which enhances a single army. Not sure i need this however). Any comment? More ideas?
from GameDev.net http://bit.ly/2Vkc9pc
from GameDev.net http://bit.ly/2Vkc9pc
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