Game Concept
"State of War" is a turn-based strategy game where players command military units on a grid-based map to defeat opponents. Players manage resources, build units, and engage in tactical combat.
Core Mechanics
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Grid-Based Map
- Size: 10x10 tiles (expandable).
- Terrain Types:
- Plains: Standard movement (cost: 1 MP).
- Mountains: Impassable.
- Forests: Movement cost: 2 MP, provides defensive cover (+20% defense).
- Rivers: Movement cost: 3 MP, units cannot attack across rivers.
- Resources scattered on tiles (e.g., oil, iron).
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Units
- Infantry:
- Cost: 100 gold, 10 iron.
- Health: 100, Attack: 20, Defense: 15, Movement: 3 tiles.
- Special: Can capture resource tiles.
- Tank:
- Cost: 300 gold, 50 iron.
- Health: 200, Attack: 40, Defense: 30, Movement: 4 tiles.
- Special: Ignores terrain penalties (except mountains).
- Artillery:
- Cost: 250 gold, 30 iron.
- Health: 80, Attack: 60, Defense: 10, Movement: 2 tiles.
- Special: Ranged attack (3 tiles), cannot move and attack in same turn.
- Infantry:
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Resources

- Gold: Used to build units and structures.
- Iron: Required for advanced units.
- Oil: Boosts unit movement by +1 tile (consumed per use).
- Growth: Gold increases by 50/turn; iron/oil are static.
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Turn Structure
- Phase 1: Resource Collection
Units on resource tiles collect resources.
- Phase 2: Unit Actions
- Move units (using Movement Points, MP).
- Attack adjacent enemies (melee) or within range (ranged).
- Phase 3: Build Phase
Spend resources to build new units or structures.
- Phase 4: End Turn
Opponent’s turn begins.

- Phase 1: Resource Collection
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Combat System
- Attack Formula:
Damage = (Attacker’s Attack × (1 - Defender’s Defense/100)) - Terrain Modifier - Terrain Modifiers:
- Plains: 0% modifier.
- Forests: -20% damage to attacker.
- Unit Health: Units are destroyed when health ≤ 0.
- Attack Formula:
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Victory Conditions
- Elimination: Destroy all enemy units.
- Economic Victory: Accumulate 2000 gold.
- Territory Control: Control 80% of resource tiles.
Advanced Features
- Unit Upgrades
Spend gold/iron to upgrade units (e.g., +10 attack for 200 gold).
- Special Abilities
- Infantry: "Fortify" (double defense for 1 turn).
- Tank: "Charge" (move +2 tiles, but attack reduced by 50%).
- Artillery: "Barrage" (attack all enemies in a 2-tile radius).
- Weather System
- Rain: Reduces movement by 1 tile.
- Snow: Halts all non-infantry movement.
- Diplomacy
Trade resources, form alliances (betrayal possible).

UI/UX Design
- Map View:
- Hexagonal grid (for clearer adjacency).
- Color-coded terrain (green = plains, brown = mountains, dark green = forests, blue = rivers).
- Unit icons with health bars.
- Resource Panel:
Real-time display of gold, iron, oil.
- Action Menu:
Move, Attack, Build, Special Ability buttons.
- Turn Indicator:
Shows current player and phase.
- Minimap:
Overview of the entire map.
Example Turn
- Player 1 (Red) collects oil from a tile.
- Moves infantry into a forest (cost: 2 MP).
- Attacks enemy tank (damage: 20 × (1 - 30/100) = 14).
- Builds a new tank (cost: 300 gold, 50 iron).
- Ends turn.
Scoring System
- Combat Points: 10 points per enemy unit destroyed.
- Territory Points: 5 points per controlled resource tile.
- Efficiency Bonus: 100 points for winning with < 10 units lost.
Technical Notes
- Engine: Python (Pygame for graphics) or Unity.
- AI: Minimax algorithm for computer opponents.
- Multiplayer: Local hot-seat or online (via server).
This design emphasizes tactical depth, resource management, and dynamic combat. Players must balance aggression with economy while adapting to terrain and weather.