This topic is for a "dictator" type game (turn based strategy/sim). I want to focus here on internal conflicts like rebels, uprising, military coups.
I look for anything related, comments, polishing, other ideas.
A *very* short list of other games of this genre
Dictator from ZX-Spectrum (remake here: http://www.nrtoone.com/dictator/ ), Tropico 1,3,4 (a nice one, partially based on ZX-Spectrum version but with focus on infrastructure, but the internal struggle part is weak, especially in earlier instances), and some very old PC almost text only game I can't recall the name that you always ended up overthrowed no matter what you did.
In short, not much to borrow from
Premise of my game
You are a dictator of a small island made up of around 16 provinces. Each province has some infractructure, ecnonomy, population, etc. Among other things these can revolt (not necessarily the whole population, could be just some factions that don't want you in power anymore). By design the situation on the island would be somewhat unstable, so you would need to face some internal threats on regular basis even if you keep the population perfectly happy.
My idea of implementation (the rebel part)
There would be a RED faction (some sort of extremely levist communits that wants to replace you). The map (and the whole game) would be kind of "layered", each province would have infrastructure, population and other stuff you can affect. It will also have statistics of RED support level in a province, number of their bases and guerillas. You can't easily affect this "enemy" layer, it does not affect you as well. But when a rebelion breaks up, all these provinces will spawn enemy military units that you need to fight of with your army before they reach and capture your capital.
You would have 2 main assets to fight RED, police and army (tokens on the map). Police would be used to slow down the support of the RED. The army would be used to fight RED when things go too grim (like full blown uprising with spawn RED units or fight the guerillas). Optionally, you would be able to send army to do more drastic, semi police like actions, but it would cause discontent among the population.
Or maybe police would be tracking rebel bases and then the army would launch attack to eradicate them.
Generally, you would be trying to reduce the support of RED (by not upseting population and by using police) and later, when inevitably they start a rebel, use army to crush them (and protect your palace).
I was also thinking of adding another faction, the YELLOW (or orange), some sort of rich plantators or capitalists that would like to get rid of you as well, BUT above all they do not want the RED to take over. They would always attack RED first, and in a desperate situation, they could even help you (they see you as the lesser evil).
So you have a dilemma, they are bad and they undermine your rule (reduce stability of your country and have other unpleasant effects), but they are not that strong (to rebel openly) and they could help stop the RED. You could want to get rid of them or order police to overlook them so they can fight your common enemy, the RED.
Edited by Acharis, 01 December 2013 - 01:56 PM.