Hrm. I have the urge to make a Freeform Roleplay, but I can't think of a good idea. Help?
Bay12 takes over a nuclear powerplant, Bay12 stranded on a uninhabited island(Complete with cannibalistic natives), Bay12 after an apocalypse of some sort, Bay12 during the First/Second world war,...
Anyway, completly unrelated idea.
Nations of ...
Another likely not to be used game idea. Players control nations on a world where magic and technology both exists. Magic is linked in strength to the magical fields that are generated by sources from the ground below. Industry also requires resources, and disaster will wreack havoc
All regions are more or less equal in size, and possess one or more distinctive features, there are also some stats related to regions.
Ownership: Which nation controls the land, and how happy/rebellious it is
Magical field strength: How strong the magical field is. Extensive use may cause depletion, which can be solved by using different techniques to reach the deeper fields and/or the source itself.
Resources and other natural phenomena: (Self explanatory)
Population: Needed to work the different industries
Agriculture: (Land used)/(Land useable) Agriculture provides food and such. The used land would increase when the population working it increases. The limit can be increased by redistributing land or new technologies
Industry:(Land used)/(Land useable). Provides income and gets things done. Industry also limits the amount of soldiers you can supply and aids in construction works. Consume a variety of resources.
Commerce:(Land used)/Land useable. Provides more income. However relies on supplies from industry or other places to sell things. This includes harbours and infrastructure, limiting the amount of trade and goods transport.
Defensive rating: How good the basic defenses here are
Buildings:
Includes a variety of things, including farms, mines, different types of industry. Buildings will be quite freeform.
There will be 2 types of research. Normal research, processing along a tree made up by me and special projects(made up by the player). Technology and magic are two different trees, though both can be researched. Players started of with 4 levels of research(They have to buy level one too), which they can divide among the trees. Each tree(which is quite a bad word) has five research item per level. On each level there are 3 economical research projects and 2 military ones, of which 1 military and 1 economical project are defined by a focus. These can be selected by the player. Focus based research can be traded.
Tech: (examples)
Naval, Agriculture, Commerce, Ground , Sustainable, ...
Technology
-Surface mining (Allows surface mines. Low gains, Low costs, requires surface deposits)
-Sustenance farming (Lowest farming tech)
-Iron tools (Reveals iron ore)
-The wheel
Magic
Field detection
Level: 1
-Dedicated farming (Allows you to acces to basic farms, ranches and all that stuff)
-Home industry (Small scale industry)
-Basic militia (Allows militia to spring up for you to hire, militia squads will form when attacked)
-Focus: Economic
-Focus: Military
Level: 2
-Subsurface mining (Allows you to create deeper mines
-Architecture (Stone buildings, roads, walls, ports)
-Bronze tools and weapons (Better weaponry and armor. Reveals copper)
-Focus: Economic
-Focus: Military
Level: 3
- Advanced irrigation systems (Allows to use farm land more intensively, and unlocks more land)
- Manufactories (Allows mass employement, and larger trade institutes)
- Profesional armies (What it says on the tin)
- Focus: economic
- Focus: Military
Level: 4
- Universities (Better research)
- Steam power (Better mines, industries and others, at the cost of serious resource usage)
- Steel weaponry and tools (What it says on the tin)
- Focus: economic
- Focus: Military
Level 5 and others: (added later)
Level: 1
- Apprenticeship (Allows apprentice wizard units to spring up for you to hire. Apprentices will arise when your bases are attacked)
- Source scanning (Can look for magical sources)
- Basic protection spells
- Focus: Economic
- Focus: Military
Level: 2
-Magical cults/schools (Can build small scale schools and such. This allows you to train apprentices on demand)
-Magical food gathering (Luring wildlife into traps, food production
-War wizards (Allows you to use wizards as an attack force)
-Focus: Economic
-Focus: Military
Level: 3
- Domestic magic (Domestic uses of magic can increase efficiency in all sectors, but might drain the magical field )
- Magical construction (Allows you to actively use wizards units to aid in construction)
- Advanced healing magic (Faster regeneration of troops))
- Focus: economic
- Focus: Military
Level: 4
- Unseen Universities (Better research, cheaper apprentices. Allows the training of mediocre skilled wizards)
- Deep magical field tapping
- Summons/wildlife control
- Focus: economic
- Focus: Military
5 and other, added later.
Players have 2 actions a turn. This number may be increased. Below are the things that don't require an action. Player can invest money into their actions to increase succes chances, but this isn't needed.
Construction: Up to one project per region, other can be done with actions
Military movements:
Recruitments:(Only when you have professionall armies./ magic shools/ magic universities)
I might add other stuff later.