Somewhat related topic: http://www.gamedev.net/topic/656757-how-to-make-moving-units-on-this-map/
The game is an assymetric (the player is government, the computer is rebels) single player turn based strategy. The country is composed of 5-12 provinces (depending on scenario). Each province has population (that can migrate to other provinces) and some infrastructure.
How to make combat in such game?
Example solution:
Each province has:
- control value (government/rebels, for example 60%:40%) it describes who exert control over the province (if the control level of your capital province falls below 50% you instantly lose the game)
- support value (government/rebels, for example 60%:40%) it describes who the population supports (government or rebels)
- 4 unit slots (drag & drop), you can put there any units (police, army) from your global unit's pool and these will start exerting their influence over the province
- possible rebels, they appear there based on events and based on support level (if the people hate you they will spawn rebels)
The player has:
- a pool of units (police & army), there are like 25 units total max, each has type and strength (1-6); these units can be depolyed to any province anytime (teleportation), but there are only 4 unit slots per province.
Core mechanic:
- when a revolution/rebelion starts (triggered by a mix of random event, scripted event and support level value) various rebel units spawn on the map
- additional rebel units might spawn in a province based on support level (if people hate you), but only up to a certain thereshold (each province can spawn a maximum number of rebels per one rebellion, so it's not infinite)
- over time the rebel units will move the control value of a province in the favour of rebels
- when rebels fully control the province a portion of the rebel units will move to a neighbour province
- the player will want to deploy police & army units to engange the rebel units (which means eliminating them AND/OR stopping from spawning additional ones or regaining the control value)
Additional mechanic/details:
- there are several types of rebel units (yellow - mostly agressive protesters, can be stopped by police relatively easy; orange - semi military rebels, can be stopped by police with effort; red - rebel army, can be stopped by army only)
- there is a cost (upkeep & loss of reputation) associated with deployed units, so ideally the player would want to crush rebellion without using all units available (especially army, if only/mostly police was used the people will not get an impression the government is losing control / is weak, also the civilian casualties will be minimized)
Give a feedback on my solution/edit it or propose another one (preferably better :D)