For those of you who have not read Atlas Shrugged, I will quickly summarize. For those of you who are reading it
Spoiler Alert
It follows a fictional US in the 1940s(I think no WWII) which is last bastion of free enterprise. Most of the rest of the world has turned into Soviet-esque socialist states. The story follows the "movers", the people motivated by greed and the desire to be masters of their creation in excellence, has they start to disappear. As centralized socialist economic policies start advancing in severity, the economy begins to suffer as more productive leaders disappear.
So the game you ask?
Everyone plays as one of the industrialists at the start of this process. There will be some kind of abstract economic system involving heavy industries splayed across the US. Each turn players will score for getting richer. They will also be forced to take actions that will ultimately degrade the strength of the economy. When a player sets it up correctly(or is forced into it), they will disappear to Atlantis where they score points, but on an increasing scale that is small at first but eventually competitive.
What I am curious about at this moment is the heavy industries to make up the main economy. Here are my initial ideas, but further ones are welcome:
Railroads
Copper
Coal
Oil
Vehicles
Machine Tools
I want enough of an industrial variety that certain things happen:
1) A simple production chain exists so that disruptions to this chain are felt.
2) Enough industries that players can vertically and horizontally integrate.
The Nationalization Narrative will not be as strict as in the book. However there will be a system in place that reflects how the world was dropped.
Along with resources to buy the initial industries/links, each player will have a hand of cards. These cards represent the "good" people who are not the players. You place down all your effective people in conjunction with your industries/links. Their presence provides bonuses of some kind(scientists for rearden steel, operators for carrying load, etc.).
After that everyone gets another hand of similair cards. Each turn every player can play one card of similar type to make a "mover" disappear from the game board. Also each turn players have to invest "doom chips" on one or more of the nationalization tracks. These are in order of severity:
Anti-dog-eat-dog - Each industry would have a track. Once it reaches a certain level, then whoever built in a particular spot for that industry first gets to stay. Also you can no longer try to compete in any area with that industry that is already occupied.
Fair Competition Act - Once two ADEDs are enacted, investment can begin. This act keeps any player from being invested in more than one type of industry. All current assessts outside this must be sold to other players, or to "movers" in their employ for free(you move the card).
Economic Freeze - Once the FCA is declared, investment can begin. This act blocks any expansion.
Nationalization - Once the FCA is declared, investment can begin. This is industry specific, once nationalized all "movers" in the industry disappear and no changes can be made(besides forced changes).