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- cross-posted to:
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cross-posted from: https://sopuli.xyz/post/33658201
I am making a game similar to something like HOI4 with the differentiating factor being that it is situated during the Cold War, with power dynamics of both the Americans and Soviets vying for dominance while the non-aligned movement tries to balance on the fence between the two superpowers.
Unlike HOI4, there will be turn-based battles (kind of like in Pokémon, but without the catching part) rather than manoeuvring troops around a front. This means that my game will be decently different from all the Cold War hoi4 mods, have okayish controller support, and will also be much easier to program.
Currently, I’m planning to add three different navigable tabs: a political tab (where you can complete focuses relating to your politics, get advisors, see all your subjects, etc.), an industry tab (production/factories, trade, economic advisors, etc.), and a military tab (researching weapons, head of the army, etc.). There will also be a clock (similar to something like HOI4).
I’m thinking the political tab should mainly just be the focuses (see focus trees in HOI4) and advisors that give you modifiers like stability buffs and ideology support.
My questions are, what should I add to this game? What modifiers/stats should I add (something akin to stability, war support, etc.)? How should focuses work? What colour should all the territories be? What about the releasables (see African colonies, post-Soviet states, etc.)? How should modifiers like stability and war support and things like how much equipment you have in stock affect the turn-based battles?
Note that this game isn’t meant to be realistic whatsoever, and I’ve already planned out a few focus paths (many of which are very out there…) for some of the major countries (subject to change, of course):
- West and East Germany: Race to unify the country under their leadership
- unified Germany (western bloc): democracy vs Kaiser vs cars over politics (German car company coup)
- unified Germany (eastern bloc): align with the Soviets vs independent foreign policy vs NEW POLAND (due to proximity with old Poland. As you can see, not being very realistic. Like at all.)
- UK: Holding on to the empire vs independence
- United States: Democracy vs military dictatorship vs capitalism over politics (a company takes over the government in a coup)
- Soviet Union: Towards de-Stalinization vs supporting Stalin’s ideas, possible anarchist path?
- Yugoslavia: formation of the non-aligned movement, communism vs democracy vs monarchism vs sports over politics (coup by sports team or something? Not sure)
What other paths should I add? What should I change about these paths? What kind of modifiers/boost/war goals/etc should the focuses give you?
Espionage played a very big role. In the cold war it feels to big to glance over.
That seems like a good idea. Thanks! Spying on your enemies…
Just to add on to the idea if you haven’t come up with anything:
Espionage can, and probably should, be a major part of the game play given that it takes place in the cold war. I think it would be a good idea to make Espionage its own tab, and have the other tabs directly impact what options of espionage are available (Assassination, Propaganda, False Flag Ops, Information Gathering, etc)
Given that each of the super powers had their own tools of the trade you could do a little history research into things like the Kiss of Death or Bulgarian Umbrella for Russia, or the rectal tool kit from the US. You can use the different Ideologies, military, politics, and support to determine what you accomplish and build, and what your spies will be capable of.
I hope this helps, and good luck!
Unlike HOI4, there will be turn-based battles (kind of like in Pokémon, but without the catching part)…
Nintendo lawyers
Supersoldier breeding programs I guess, you strange but beautiful mind
that could be fun. Maybe once I finish the basics I could add that…
Cuba, but you are trying to build influence in Latin America.