My true goal is to turn this into a persistent-world game that happens in an accelerated time frame…
A multiplayer hybrid of RTS and turn-based strategy. You’d log on, input your moves and orders, and either wait and watch the world run, or log off and come back later to see how your guys did.
This would be my goal, but I might end up just making this a traditional load it and play it game…
I also want there to be an RPG element, like in MoM, but in my game, all entities will be able to learn skills by being taught, and with experience. To make soldiers, you’ll have to train troops with a weapon skill, perhaps an armor skill, and maybe a couple of other skills to round them out, like observation, or pathfinding. Then you equip them with gear, and the type of troop they are will be determined by the skills/gear combo you train them for.
Certain combos would open up certain special tactics that otherwise wouldn’t have been available…
Have guys trained in light armor, spear, short sword, and large shield, and you have a Phalanx, with the ability to make themselves almost immune to arrow fire with their shields.
Train them in missile weapons and stealth, you get Snipers, with the ability to shoot and stay hidden, or to shoot and move away.
etc…
There will be some limit on how many skills an entity will be able to train in, so nobody can end up with units that have every skill, can use every weapon and also build any building.
You could have things like, a unit of peasant Fletchers that follow your arrow-using army around, and make arrows for them…
I also want the resource gathering to be more specific.
Instead of having your people around a city automatically produce X food, Y production, and Z trade, like in Civ and MoM, you’ll train some peasants with, say, woodsman/lumberjack skill, give them axes, and give them orders to go out to a forest and get some trees and bring them back.
Skill level will affect speed and amount harvested, and also the chance that you might find something special (in this case, perhaps some units of special or magical wood, or some rare spell components.
So your city might end up with several teams of Farmers, Ranchers, Lumberjacks, Fishermen, Miners, etc., all working the area, bringing in resources to the city for the home-body peasants, like the Bakers, Blacksmiths, Carpenters, Bowyers, etc to make stuff with…
If you want to set up permanent or ongoing resource harvesting, you will be able to build structures near the resource, such as a sawmill, that will increase the productivity of your workers.