Post by Ryan on Aug 27, 2010 8:31:15 GMT -5
Copying this from a post I made at the MCS forum, this is a better explanation of my concept.
Basically I want a simple system broken down into three main categories of management:
- Military
- Economy
- Infrastructure
This is all managed via cartography - just like a game of Diplomacy - hence all the icons; and through citizen's actions.
The Military is broken down into four subsequent categories: Infantry, Armor, Navy, Air Force. This represents the bare minimum breakdown of military units for the sake of simplicity. Furthermore, this does not limit one's descriptions for recwar. You could, for example, easily include F-16's or MiG-23's in a description of an Air Force unit. It doesn't matter. Only the unit itself matters for purposes of its relation to Economy and Infrastructure.
The Economy is broken down into four categories: Revenue, Resources, Business, Industry. Like Military, these will be displayed as icons on a similar map. Each represents a different - again, the bare minimum - facet of a regional economy. And each has its own utility in relation to others. Revenue, for example, is the base taxed government income from a given area. With revenues you can buy military units or make infrastructure improvements.
The Infrastructure is broken down into four categories: Cities, Villages, Ports, Supply Depots. Like the above two categories, Infrastructure has its own map (one I already published as an example) to display the layout. And again, all four factors represent the bare minimum of infrastructure and provide specific utilities. Cities, for example, increase Revenue, Business, and Industry, and provide one recruitment slot for an Infantry Unit.
So in the end you end up with a structure something like this:
- Military
- - Infantry
- - Armor
- - Navy
- - Air Force
- Economy
- - Revenue
- - Resources
- - Business
- - Industry
- Infrastructure
- - Cities
- - Villages
- - Supply Depots
- - Ports
This is all maintained by people who run their provinces. So it could be combined for external recwars, or utilized for internal recwars and wars of succession (Shireroth specifically comes to mind). At the same time, it allows for regional development in other areas typically neglected, such as economy and infrastructure. It also regulates these factors and ties them in with a common system. This is something we have never had before, and which has been an issue of concern in the past.
In the end, I envision a system no more complex than the current recwar systems we employ, and possibly even less so. I image most time will be devoted to making the maps associated with the system.
Basically I want a simple system broken down into three main categories of management:
- Military
- Economy
- Infrastructure
This is all managed via cartography - just like a game of Diplomacy - hence all the icons; and through citizen's actions.
The Military is broken down into four subsequent categories: Infantry, Armor, Navy, Air Force. This represents the bare minimum breakdown of military units for the sake of simplicity. Furthermore, this does not limit one's descriptions for recwar. You could, for example, easily include F-16's or MiG-23's in a description of an Air Force unit. It doesn't matter. Only the unit itself matters for purposes of its relation to Economy and Infrastructure.
The Economy is broken down into four categories: Revenue, Resources, Business, Industry. Like Military, these will be displayed as icons on a similar map. Each represents a different - again, the bare minimum - facet of a regional economy. And each has its own utility in relation to others. Revenue, for example, is the base taxed government income from a given area. With revenues you can buy military units or make infrastructure improvements.
The Infrastructure is broken down into four categories: Cities, Villages, Ports, Supply Depots. Like the above two categories, Infrastructure has its own map (one I already published as an example) to display the layout. And again, all four factors represent the bare minimum of infrastructure and provide specific utilities. Cities, for example, increase Revenue, Business, and Industry, and provide one recruitment slot for an Infantry Unit.
So in the end you end up with a structure something like this:
- Military
- - Infantry
- - Armor
- - Navy
- - Air Force
- Economy
- - Revenue
- - Resources
- - Business
- - Industry
- Infrastructure
- - Cities
- - Villages
- - Supply Depots
- - Ports
This is all maintained by people who run their provinces. So it could be combined for external recwars, or utilized for internal recwars and wars of succession (Shireroth specifically comes to mind). At the same time, it allows for regional development in other areas typically neglected, such as economy and infrastructure. It also regulates these factors and ties them in with a common system. This is something we have never had before, and which has been an issue of concern in the past.
In the end, I envision a system no more complex than the current recwar systems we employ, and possibly even less so. I image most time will be devoted to making the maps associated with the system.