1+ player turn-based strategy game. Has a few things that distinguish it from other games in the genre:
Heavily simplified mechanics -- low amounts of resources, building types, and so on so it's distilled to a very basic gameplay foundation.
Decentralization -- Resources have to actually be logistically shipped around, they don't just go to a central "bank" from which they can be used. This is part of why the mechanics are heavily simplified.
Complex Automation -- Instead of moving things around yourself, there's a heavy focus on automation. You can still track where things are or make adjustments but the automation takes out a lot of the labor-intensive parts of the game. The automation here can be conditional or can multi-task, allowing for some pretty customizable gameplay.
Loose technology -- With the use of Labs you can research whatever kind of upgrade you desire to bend or break the game systems as much as you like. More on that in that section.
The map uses the Continent Creator project (will have a post for this separately). Terrain generation is procedurally-generated and based on sculpting algorithms developed in shatterloop, with terrain variety based on the adjacents system developed in the mapgame project. The goal is more interesting terrain that makes gameplay more challenging.
Each tile will look quite large (for easier clicking), maybe 60x60 (or smaller on mobile. The map display lets you pan around the world and a menu area will let you look at various things in it.
The world should wrap around itself in all directions. The Continent Creator project keeps continents from smushing together at any of the edges, so this won't be a problem.
The actual size of the map/planet can vary by design -- adding players to an existing world should expand along one of the nonad seams to generate new continents according to the other dimension. Maybe having explicit greenwich lines would work best.
People -- used to build things, research, scout, as workers or soldiers, etc
Food -- feed people, or allow more people to be born.
Iron -- used for advanced buildings and weapons.
Other resources are obtainable as tech upgrades happen, either on a one-time-use or rolling use. Their names and locations are largely procedurally-generated. Maybe will do it in a shatterloopian way and require specific terrain combinations (provided they exist).
Buildings occupy land tiles and do various things. You can also build additional buildings from an existing building, using whatever resources are in it.
Castle -- Starting building, doesn't do anything but allows you to send out scouts and build additional buildings.
Farm -- Lets you harvest food from land more effectively.
Village -- Reproduce people more effectively.
Outpost -- Send out scouts more effectively.
Port -- must be built on the edge of water. Lets you transport stuff over water via boats and also build boats.
Sawmill -- Lets you harvest wood more effectively. Requires metal.
Barracks -- Converts people into soldiers. Requires Metal. See combat section.
University -- Research your free tech tree to your heart's content. Requires Metal. See research section.
Quarry -- Extract various procgen materials like metals, oil, etc. Requires Metal.
Factory -- Convert resources to other types of resources. Requires Metal.
Building a building requires wood and maybe metal. It requires people in order to build it, and the production rate is determined by the amount of people that live there (so if you send builders you start out with some at least).
Each building has 3 actions you can do with it each turn. Actions include:
Sending out scouts to explore land tiles. See Scouts section.
Gathering resources from scouted tiles. Inefficient, but you have to start somewhere. See Gathering section.
Building a building on scouted land. See building section.
Shipping out any resource contained within them, including people. See the Transport section.
Whatever the building intrinsically does, like extract metal or do research. The Castle doesn't have this option. See the appropriate sections there later on.
Actions that have units of things (like resources or items of research) count each type of unit separately and have no limits on quantity. So you can ship out as much iron as you want but shipping out wood too requires an additional movement slot.
Land comes in one of several varieties:
Plains -- Good for food, easiest to travel through.
Forest -- Good for wood, medium hard at travel.
Mountain -- Good for metal, hardest to travel through.
Water -- Starting out, can only traverse with a boat and has no resources.
Each land tile also has a variety of procgen properties, which are maybe splayed out in a sculpted way. These make various building types more effective in some way or easier to upgrade or w/e. They can also have various resources with a percentage resource effectiveness -- the basic types are above but the actual amounts vary a lot. Land tiles also contain procgen resources scattered in a procgen way.
You only know what the various percentages are and tiles do and can only use or build on them with the Scouting mechanic.
To scout, you send out scouts as one of your actions. Just pick how many people you're sending and click a tile to send them there -- it'll tell you how long it'll take and show their path. The amount of time is based on the distance limit (probably 7 or combine rise+run or whatever makes the most sense) and the kind of terrain you're crossing (plains are easy, mountains are difficult)
The more people you send out, the more land gets scouted between where you start and where you scout to. So if you send 5 people along a diagonal path that contains exactly 5 tiles, all that land will be scouted. Send 1 person (the minimum) and only the destination will be scouted.
Whenever they arrive back, the tile(s) will be indicated somewhat differently. Once a tile is scouted, it can have resources gathered or a building can be built on it. You can also view the tile to see percentages/bonuses/etc and it'll be available in various other trackers if I build them.