I was thinking of doing a war-type game, where everyone is a different country of the world, and every player plays a country. However, each person is also given a Government type which they have to use to run their country. Every Government Type has different advantages and disadvantages, and do better when allied with certain Government Types than others. I was thinking something like this:
-Each player chooses a country of the world to play as, and once all countries are filled or there are enough people to start, I hand out Government Types. I will get to those later.
-After receiving their Government Types, players are also given a list of their type's advantages and disadvantages, as well as who they work with best in alliances. Each Government Type also has it's own unique abilities.
-Once they receive all information, the game may begin. Players are allowed to make alliances with other players or declare wars on other players. Each player needs to achieve at least three of their faction's Victory Objectives to win, or be the last one standing.
That is just a brief overview of the rules, and I will get more in depth with them once I see who is interested in this.
Countries to choose from:
-USA
-Canada
-England
-France
-Germany
-Russia
-Japan
-China
Each nation are located where they normally would be on the map of the world. Each country is divided into territories, and the more territories you control, the more Supply you get to build units. Different Government Types also get different Supply Rates, but, more on that later.
Supply:
Supply is what is used to purchase units and upgrades. The more territories the player controls, the greater the Supply Rate. Supply Rate is the amount of Supply you get every turn.
Research:
Research is separate from Supply. Researching allows you to develop new technologies and units, and also makes certain kinds of upgrades possible. Research is measured by Research Points, and different research costs a different number of research points. To gain Research Points at a quicker rate, players need to either build a Research Facility or capture a territory that has one.
Buildings:
Different buildings are required to build certain units, upgrades, or research. For example, you need an Airport to build a Fighter Jet or Paratroopers, you need a Barracks to train Infantry, and a Factory to make Tanks. Some buildings also have the capability of increasing Supply. I will develop a full list of buildings later on. To build a building, you need to choose which territory to build it on. You may build it on either your own territory or one of your allies' territories (with permission, of course).
Units:
Each unit is unique in one way or another, and each unit is broken down into a Unit Type. The Unit Type the unit is depends both on where the unit is built and what strengths and weaknesses it has. Some units may be classified into more than one Unit Type category. So far, the list of Unit Types look like this:
-Infantry
-Transport
-Armoured
-Recon
-Aircraft
-Navy Vessel
-Support
-Defense
This list is not final and is subject to change as I develop the game more.
Government Types:
Before the game begins, each player is assigned a Government Type. Government Types of each country will remain hidden, and players must figure out for themselves which country has which Government Type. As of now, the list of Government Types is:
-Communism
-Democracy
-Fascism
-Imperialism (Empire)
-Monarchy
-Feudalism
-Republic
The Government Type of the country gives the countries' advantages and disadvantages, abilities and special units, as well as Victory Objectives. Each Government Type are better allies to certain other Government Types than to others, and some are opposites entirely.
Victory Objectives:
Victory Objectives are objectives the player must complete to win the game. In order to win, players must complete at least three of the Victory Objectives on their list. Allies may also decide to share their Victory Objectives, so that they can help each other win. If this happens, the number of Victory Objectives it takes to win is increased. The amount is determined by the number of players sharing Victory Objectives.
Capitals:
Each nation has a Capital. The Capital of the nation is chosen by the player before the game starts. If a player's Capital is lost in battle, all territories surrounding the Capital is lost as well. Whenever a player gains an opponent's Capital, they gain control of it and the territories around it. They also get both an increased Supply Rate and Research Point Rate.
Losing:
A player loses when they have no territories left or do not complete their Victory Conditions fast enough.
Alliances:
Alliances between players are allowed to be formed freely. However, if you ally with another nation, be aware that they can turn against you, and be aware that there will be limit on the number of allies you can have. This is to avoid everyone being allied and stalling the game immensely.
Other:
-Supply can not only be used to build units or buildings, but can also be used to pay other nations to either leave you alone, ally with you, or wage war on another country.
-Players may trade Research with each other if they wish. However, be careful who you trade it with, as it can be used against you.
-Each player is given a list of the possible Research they could learn with their Government Type. However, you can trade Research with other nations of different Government Types to gain their research as well.
Okay, so, that is what I have so far. Nothing is definite, and everything is subject to change. If you are interested, please PM me. Also, if you are willing to co-host or help me plan the game, let me know. I am also looking for a Map Maker.