So hi all,
I'm currently working with too many games, but this one is about empire-building.
So game is for 2-5 players, but there is also 5 other countries to deal with. One turn is approximatly 4 months and there is three different kind of turns. April-July, August-November and December-March. Every season gives some advantage or disadvantage to moving and warfare. Also in the spring there are some elections, in autumn areas produce raw materials and in winter you collect taxes and pay your troops.
Every turn, each player including AI players can build, move their troops, battle, trade and collect income if possible. After every player has done these, there is negotiation phase with human players only. AI players take actions first. Starter of AIs is chosen by random and other countries follow in certain order. After all AIs have played, human players take turns in order, starter chosen by random.
There are 54 areas in game, 48 controlled by 5 different AI players and 6 controlled by players in the beginning. About 15 areas bring victory points fo current controller, 8 areas have points between 1-4, 5 areas 4-7 and 2 areas 8 or 9. 12 of these areas are controlled by AI players in the beginning.
Areas produce 245 monetary units and 230 rawmaterial units per year. There is also a chance for increasing or decreasing production and income separatly by random events
AI players are also capable to fight each others, but also able to ally with players or another AIs.
How do you find the game by this limited info? Is it too complicated? Is it going to be if I add food-resource? How are turns? Actions and order of turns?
Oh, I forgot to mention it :) And to make game more understandable: theme is politics of a 19th-20th century country and players are different political parties, AI is controlling other countries.
The goal is to gain certain amount of victory points. Victory points are in most cases related to some specific area, but you can also gain those by some extra-ordinary military achievements. I also considered that victory points could be bought, which could make economical aspect more interesting.
In negotiation phase there is also elections and running for different offices, for example minister of treasury. Every office is giving some power, instead of advanteage or disadvantage. Example Minister of education make decisions where universities are build and Armaments minister can modify military. It's also possible you to attach some of your party members as military staff or governors of provinces, but then you don't have so much supporters in parliament.
I thought seasons could have been nice, making turns little bit lighter, instead of collecting every resource every turn and making wars little bit more interesting by seasonal changes.
Hope this helped you a little bit. :)
EDIT:
Every year (every third turn) in the game appear some random events, divided in four main categories: Military, effecting on-going wars and casus belli, Economics, effecting trade and resources, Illness, effecting numbers of inhabitants and Enthusiasm, effecting citizens happiness.
Now I have a little problem of rank them in order of importance. I have mechanism which allows me to randomly choose 3 of 11 options. Every option is attached to one of categories. This means some of the random events are happening more often than others, so how should I balance these odds? In your opinion.