The game board is made of a series of 7-hex clusters that comprise the world that you are developing.
Overall, it is a fairly simple concept, and playtesting is going well, though I do feel like it has a long way to go. It plays fairly quickly, by avoiding a lot of heavy number crunching; at least near the beginning of the game. Once technologies start to complicate things, it slows down a little. I suspect that knowing the strategies better will help speed things along, as natural "build orders" start to emerge.
A few sample technologies (costs and values subject to change, so I didn't bother including most of them)
- Foraging - for each field, one army there does not require an upkeep
- Settling - convert an army into a village
- Recruiting - create an army on a village space
- Expansion - Build a village next to an existing one
- Forestry - Villages can be built on forest tiles for +1g. They produce +1 wood.
- Colonization - Build a village on any open tile
- Urbanization - Build a second village on a field tile. It produces +1 steel
- Subterfuge - When you research technology, keep it in hand until the start of your next turn. Only you benefit from it until then
- Prosperity - +1 income for each player with whom you have touching villages.
- Transporation - Armies may make an additional move per turn
- Weaponry - Armies get +1/2/3 strength (multiple levels of this)
- Fortification - Villages get +1/2 strength
I am aiming for somewhere between 20 and 50 technologies in total, though I don't have a clear idea in mind of how I am going to get 30+ more.
I will continue to experiment with this game, and hopefully find a fluid way to introduce multiple tech paths without compromising how technologies are done in the game.