Peijen and I came up with a great idea for a strategy game. We were wondering who would win in a fight between California and Texas. Then we realized we could generalize the question and build a game around it.
Most high-level strategy games have focused on nations (like Risk, Axis and Allies, etc), but you can do the same thing (but cooler) with states. Several players each start out with a single state and battle it out diplomatically and militarily.
Imagine: North Dakota annexes South Dakota to form the Greater Dakotan Empire. Then, their massed forces attack Montana and Minnesota to "liberate the oppressed ethnic Dakotans living abroad".
We expanded on the concept, but I don't have time to post all our ideas now.
New game idea
New game idea
I feel like I just beat a kitten to death... with a bag of puppies.
Here are a couple of our ideas:
-You vary the type of goverment using sliders for conservative/liberal, capitalist/communist, religious/secular, etc.
-Track the population of each state, but subdivide it into cateogries like militia-wackos, soccer moms, illegal immigrants, ambulence chasers, etc. Each population type has certain advantages and disadvantages. Government actions gradually change the population distribution. For instance, if you choose to teach creation in schools, you get more born-again zealots but less ivory-tower eggheads.
-Population types should have different preferences for government types, too. Their productivity should vary based on how close your government's policies match their preferences.
-You pretty much have to disable nukes. If anyone remembers Superpower, the game was just a countdown until every country obliterated every other country with nukes.
-Not only do you select a state at startup, you also select a leader based on that state. For instance, if you start in California, you could be Schwartzenegger or Pelosi. If you start in New York, you could be Hillary, or in Arkansas be Bill Clinton. Different leaders have different advantages and disadvantages also, and influence the happiness/productivity of the populations in their empire.
-You vary the type of goverment using sliders for conservative/liberal, capitalist/communist, religious/secular, etc.
-Track the population of each state, but subdivide it into cateogries like militia-wackos, soccer moms, illegal immigrants, ambulence chasers, etc. Each population type has certain advantages and disadvantages. Government actions gradually change the population distribution. For instance, if you choose to teach creation in schools, you get more born-again zealots but less ivory-tower eggheads.
-Population types should have different preferences for government types, too. Their productivity should vary based on how close your government's policies match their preferences.
-You pretty much have to disable nukes. If anyone remembers Superpower, the game was just a countdown until every country obliterated every other country with nukes.
-Not only do you select a state at startup, you also select a leader based on that state. For instance, if you start in California, you could be Schwartzenegger or Pelosi. If you start in New York, you could be Hillary, or in Arkansas be Bill Clinton. Different leaders have different advantages and disadvantages also, and influence the happiness/productivity of the populations in their empire.
I feel like I just beat a kitten to death... with a bag of puppies.
Another idea was various territories should have specific effects. For example, if you have troops stationed in the Las Vegas region, their cost of upkeep goes up dramatically. Florida randomly loses population and wealth to hurricanes.
I feel like I just beat a kitten to death... with a bag of puppies.
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Yes, this game ruelz!! We even thought of expansions to include canada and mexico.
More on population types and advantages/disadvantages. They produce different resource, some might having good fighting ability (militia-wackos), and some have high revenue generating ability (doctor, lawyer). However militia-wackos probably doesn't generate much income, and doctors will protest when you are the aggressor. Also they might not like each other. Different goverment type or civil building are needed for certain types of units, you can't have ambulence chasers without a court system.
More on population types and advantages/disadvantages. They produce different resource, some might having good fighting ability (militia-wackos), and some have high revenue generating ability (doctor, lawyer). However militia-wackos probably doesn't generate much income, and doctors will protest when you are the aggressor. Also they might not like each other. Different goverment type or civil building are needed for certain types of units, you can't have ambulence chasers without a court system.