Anyway, I'm delighted to see the layer idea again. The way I imagined it, the Dwarf player places constructions (standalone buildings like a barracks, things that modify the current location like a waterwheel or farm, and so on) within this map. Some of them can be put any-old-place, some work best if done a certain way (e.g., "farm" works best on soil but can be forced on stone, "forge" works best on magma but can be forced anywhere else), and some are completely useless outside of a certain location (e.g., "pump stack" needs water or magma).
Sounds good! adding it to the list.
Now we have to decide wherether or not these buildings are to be card based, or do we have them as freely contructible things.
A good thing might be to have a combination. Ie, once you build, for example, a central gearbox, you can build windmills and watermills on the surface.
As for the player cards, they should be placed in 3 types:
-Buildings : These are placed on the map, both for the friendly and the evil player.
-Instances: Has a direct effect.
-Summonings : These can place a variety of counters on the map. For example, a goblin invasion counter places goblins on the map.
Or we can simplify and say that the evil player can have no buildings, and the good one no summonings(And needs to get militia counters from say, a barracks building and resources.)
We need to get card ideas for the different biomes and players too...