Can we get some more information on the mechanics of the game? Like what actions units can take, how we get new units, how research works, how combat works... Really most things are very vague.
Yeah that wasn't the best OP ever. OK, I'm just going to do this stream of consciousness style.
The game is turn based. There are 8 turns in a cycle. Each turn a player can turn extra food (and any required resources) into units. Each turn a unit can take an action.
Peasants are the worker units. Each one can construct or operate a building to produce resources.
Soldiers can be sent to attack other settlements, or posted to defend yours.
Hunters and scouts and similar units go out into the cave system to gather food or other resources.
Mages can be used like soldiers, but they use mana when taking magical actions.
Priests are like mages but use faith.
Monsters are a constant danger and may attack your settlement or your units in the caverns.
Combat is done be rolls. Each race has a set health and strength. Combat units get extra health and strength. Attack rolls are d10 + base damage + bonuses.
Units cannot take action on the turn they are created.
Research is done passively, but slowly. It can be sped up with certain undiscovered units.
Buildings are constructed by peasants using resources. When a building is discovered, you will get the recipe for creation in a PM as well as a description of the building. Same thing if you discover a new unit.
Basically its a turnbased game in the theme of the Civilization games, but takes place underground. A lot of it is vague so that you have to discover it as you play. So there wont ever be a units list or a buildings list because each player has to discover it individually. Furthermore, there is a lot of freedom of action in this game. So if you wanted to research something like comedy (just pulled that out of thin air) then I would find a place for it in the tech tree. Same if you wanted to create a unit like a bounty hunter (also just an example that I haven't prepared for ahead of time). The game itself is going to be vague so that both you and I can tweak it to get more of what you want out of it, as well as allow for a discovery aspect.
Heres an example of some barebones turns:
Turn A
My peasant consumes one food.
My peasant produces 2 food by operating a farm.
I turn one food into a scout.
I begin researching mining. (After I receive a PM about my available techs to research and how long each will take).
Turn B
My peasant consumes one food.
My scout consumes one food.
My peasant produces two food by operating a farm.
I direct my scout to hunt for food in the caverns.
Turn C
My units consume 2 food.
My peasant creates 2 food.
My scout was unsuccessful in gathering food in the caverns. (Failed the roll)
So on and so fourth, but with RP in there.