Here's some basic stuff (I'm very open to criticism).
The world (land and oceans) are divided into lots of little areas. Each area has the following attributes:
- Terrain type (ocean, mountain, city, etc)
- Faction ownership (Eurasia, Eastasia, Oceania)
- Inner party population
- Outer party population
- Prole population
- Child population
- Child fanaticism (between 0 and 1)
- Child quality of life (between 0 and 1)
- Prole fanaticism (between 0 and 1)
- Prole quality of life (between 0 and 1)
- Prole work rate (between 0 and 1)
- Outer party fanaticism (between 0 and 1)
- Outer party quality of life (between 0 and 1)
- Outer party work rate (between 0 and 1)
- Transportation level
- Max Transportation
- Food stockpile
- Shelter level
- Amenities level (things like clothes, furniture)
There would also be a table of installations. Each installation would have the following attributes:
- Location
- Type (floating fortress, farm, factory, propaganda offices)
- Prole jobs provided
- Outer party jobs provided
- Inner party jobs provided
- Output type
- Output magnitude
- Effectiveness
- Duration
- Following installation
There would also be a table of units.
- Unit type
- Unit position
- Unit strength
- Unit morale
- Unit fanaticism
- Unit quality of life
Finally, there would be a table of transportation orders:
- Type
- Magnitude
- From
- To
- Repeating (boolean)
The game works as such:
The player has four main screens that they will interact with: The world view, the territory screen, the production screen, and the military screen. Let us go through them individually.
World screen:
The world screen shows each of the territories, in a different colour depending on who owns it. For example, Oceanian territories would be blue, Eurasian would be red, and Eastasian would be yellow. The shade of each color (light/dark/normal) would vary depending on what viewing options the player chooses. If the player chooses the "military" view, then all territories are given colors depending on whether they have been invaded, have withstanded an attack, have launched a successful attack, have launched an unsuccessful attack, or have done nothing. If the player chooses the "Economic view", then the shade of each territory varies depending on whether the people are starving, whether they are not fanatical enough, etc.
Military screen:
The military screen examines the military forces stationed in each territory. From here, individual forces can be told to attack or move. However, the number of forces moving through a territory are limited to (Max transportation - Transportation level). If they are attacked, or attack an enemy, battle occurs. The respective strength, morale and quality of life of the units attacking and defending are compared. If the defenders win, the strength of both sides is reduced by an appropriate amount. If the attackers win, The defenders are wiped out, and the population in the invaded territory is exterminated.
Territory screen:
This is probably the most important screen. In this screen, the playor focuses on one territory in particular. The player sees the following information:
- Repeating shipments of goods incoming
- Non-repeating shipments of goods incoming
- Repeating shipments of goods outgoing
- Non-repeating shipments of goods outgoing
- Terrain type (ocean, mountain, city, etc)
- Faction ownership (Eurasia, Eastasia, Oceania)
- Inner party population
- Outer party population
- Prole population
- Child population
- Child fanaticism (between 0 and 1)
- Child quality of life (between 0 and 1)
- Prole fanaticism (between 0 and 1)
- Prole quality of life (between 0 and 1)
- Prole work rate (between 0 and 1)
- Outer party fanaticism (between 0 and 1)
- Outer party quality of life (between 0 and 1)
- Outer party work rate (between 0 and 1)
- Transportation level
- Max Transportation
- Food stockpile
- Shelter level
- Amenities level (things like clothes, furniture)
From this screen, the play would have the option to do the following:
- Set up a repeating shipment of goods to a neighbouring territory
- Set up a one-off shipment of goods to a neighbouring territory
- Relocate some people to a neighbouring territory
- Set priority levels for inner and outer party members
Finally, there is the production screen. This is where the player wil do the most interacting with the game. The player examines each territory and has the option of choosing what installations to produce there. The installations will be non-tangible things as well as tangible things. Setting up newspeak, for example, would be a production. Some productions will lead into other productions - For example, if you wanted to built a propaganda office, you initially be rewarded with the production "Propaganda office (building)" which would require a lot of prole work. After the proles have done enough and the production is completed, it will be replaced with a new production: "Propaganda office". This would provide continuous work for party members and would have constant effect once it is set up.
Finally there is the issue of what goes on every turn. Each turn is a week, and each turn the following happens:
- Goods are transported
- Migrations occur (if ordered)
- The work rate, fanaticism and quality of life are calculated for each territory. Quality of life increases birth rate but decreases work rate and fanaticism. Depending on what installations are in each territory, these can be affected appropriately. Work rate depends on how many jobs are available for each sector of society. A work rate will increase to 50% normally. As fanaticism increases and quality of life decreases, the maximum work rate in each sector of the population increases up to 1.
- A fraction of the adult population in each territory dies (depending on quality of life - a high quality of life decreases this)
- A certain proportion of the child population becomes adults
- The child population increases be a certain amount (depending on the adult population and quality of life)
- Basic needs are checked. If a territory does not have enough food or amenities, the quality of life is decreased, and they may die. In inner party has a minimum level of goods required: It is only if that level is met that the outer party is considered, and once the outer party's minimum level is met that the proles are considered.
- Productions and installations are processed.
- Attacks are processed
I've probably missed something out, so if you point it out I can explain further.[/list][/list]