I am just brainstorming for ideas.
I have in design a pacific world war 2 game. The problem is that the whole united states are on the map which mean all ressources are there. Since in WW2, the united states invested both in the pacific and in europe, I want some kind of mini side game that vaguely simulate the war in europe while players play in the pacific. The idea is to force the USA player to spend ressources in europe. Many war games simply cut the united states to reflect this. I don't want to do that.
The idea is to force the USA player to invest in the europe war, else the great brittain could be conquered and if it is the case canada, india and australia moves out of the war in the pacific. This makes sure that not all the ressources goes to the pacific, they still have to think about Europe.
The simpliest way to simulate that is having a track with a pawn in the middle and both sides of the war try to place investment to push the pawn toward their ennemy. ( A bit like the grail quest in shadow over camelot)
I was wondering if it really had a good historical representation (I don't want a perfect simulation, my priority is playability not simulation). One of the thing I thought is that there could be a strategy or a different behavior according to if you invade sooner or later.
Some sort of push your luck: The more you wait the stronger you will be but the harder it could be to reverse the tide, while invading sooner will have little casualties on the german and the USA will get easily pushed out.
I also thought that time should be an issue. Spending 100 ressource in 1 turn, will not as good as spending 25 ressources in 4 consecutives turns. You somewhat need to be steady in your investment.
Any ideas or suggestions?
Thanks for the feedback, it all seems very interesting. I like all your suggestions so far. In deed they are simple.
Some ideas inspired from the things mentioned above:
1- On a track or a minimap, you place a cube for each "territory" controled by a nation. For example, let say the track has 25 slots (or the minimap has 25 territories), Germans own 15, USSR 5 and England 5. If the USA invades, they eat up german cube and place their USA cubes instead. Invading the cube track cost more ressources that just progressing on it (maybe you must double the price). So when USA comes in, they must make sure they could hold position else if the germans kick them out, they need to pay the high price to come in again.
2- Instead of using cards I could use dices. Germans roll a certain number of dices (which could be variable to the empirer's size). USA rolls 1D for each slice of 5 points they spend. So The more they spend, the better are the odds to win, but it does not makes them win more territories. Invading cost twice the price.
Which mean that if USA invades, and germany removes 2 cubes when they attack, in order to hold possition, they need to have steady investments for at least 3 turns, so that if they have 3 cubes in europe, a german victory would not kick them out since 1 cube will still left. If USSR also attack, or try to survive he german attack, it could slowdown the german advance on the US and give a chance for USA to win (eat 1 cube in USSR and 1 cube in USA).
So waiting to invade could be influenced by if USSR is in the war or not. It could be influenced by the fact that USA can give support England without the need to attack, which might be easier to do until a certain point is reached. Also USA might want to build ships (which takes time to build) and when the productions is lauched use the budget to invade europe.
Finally, If I use a minimap instead of a track, I could let the japanese player decide where the germans are attacking. So it does not need to be a totally artificial intelligent mechanic since there is already a player playing the axis. Still, it's fun not beign able to control everything.
Anyways, it all looks interesting.