GAME MECHANICS HOARD

BASE & STRATEGIC LAYER

20 MECHANICS
ADJACENCY BONUSES
◆ BASE & STRATEGIC LAYER

Placing a tile, building, or unit next to a related one grants a bonus, so where you build matters as much as what you build.

BASE BUILDING
◆ BASE & STRATEGIC LAYER

Players construct and expand a personal or team base from placeable structures, providing shelter, storage, defense, and crafting infrastructure.

CONSTRUCTION TIME
◆ BASE & STRATEGIC LAYER

Buildings and upgrades take real or in-game time to complete rather than appearing instantly, forcing players to plan ahead and sequence their build orders.

DEFENSE MISSIONS
◆ BASE & STRATEGIC LAYER

Missions where the player protects a static objective — a base, a payload generator, a settlement — against waves or a timed assault, inverting the usual attacking posture.

EVENT TIMERS
◆ BASE & STRATEGIC LAYER

Scheduled or triggered countdowns to future events — the raid arrives in three days, the ritual completes at midnight, the supply drop lands in ten minutes — displayed so players can plan against them.

FACTION POWER BALANCE
◆ BASE & STRATEGIC LAYER

A strategic layer tracking the relative strength of competing factions — territory, resources, momentum — that shifts through player action and autonomous faction behavior, changing the world state everyone operates in.

GLOBAL THREATS
◆ BASE & STRATEGIC LAYER

A campaign-scale antagonist force that grows on its own schedule — an advancing doom project, spreading corruption, escalating invasion tiers — pressuring the player's strategic layer everywhere at once.

MAP NODES/REGIONS
◆ BASE & STRATEGIC LAYER

The strategic layer abstracted into a graph — discrete locations connected by routes, regions that own resources and states, missions launched from nodes — rather than continuous territory.

MISSION SELECTION
◆ BASE & STRATEGIC LAYER

Choosing the next mission from simultaneous competing offers — three alerts, one squad; contract boards with expiration; branching operation choices — where declining is as consequential as accepting.

RAID/ATTACK EVENTS
◆ BASE & STRATEGIC LAYER

Periodic threats assault the player's base or colony, forcing a shift from building to defense and testing whatever they've prepared.

RESEARCH/TECH TREES
◆ BASE & STRATEGIC LAYER

A branching structure of technologies unlocked over time by spending research output, each opening units, buildings, abilities, or bonuses.

RESOURCE SHIPMENTS
◆ BASE & STRATEGIC LAYER

Resources arriving as discrete scheduled or triggered deliveries — monthly supply drops, ordered shipments with lead times, caravans and cargo ships materializing goods at the dock — rather than continuous local production.

ROOM/FACILITY PLACEMENT
◆ BASE & STRATEGIC LAYER

Building interiors as functional room assignments — the infirmary here, engineering there, cell blocks along this wing — where facility layout determines efficiency, routing, and vulnerability.

SEASONS
◆ BASE & STRATEGIC LAYER

In-game time cycles through seasons that change the environment, available activities, resources, and challenges.

STRATEGIC MOVEMENT
◆ BASE & STRATEGIC LAYER

Moving forces across the campaign map — armies marching between provinces, squads redeploying by transport, fleets crossing sectors — where travel time, routes, and positioning at the strategic scale decide what the tactical scale must then resolve.

TERRITORY CONTROL
◆ BASE & STRATEGIC LAYER

Owning and holding regions as the strategic core — provinces claimed, zones held against contest, the map painted your color as both scoreboard and resource base.

TIME PRESSURE
◆ BASE & STRATEGIC LAYER

Sustained urgency at the strategic layer — advancing doom projects, escalating invasion clocks, resources that drain while you deliberate, campaigns where slowness itself is the losing strategy.

UNLOCKING NEW OPTIONS
◆ BASE & STRATEGIC LAYER

The strategic layer's expanding menu — new buildings appearing after prerequisites, mission types unlocked by story progress, expanded policy choices as institutions grow, the command that wasn't there last month.

UPGRADE PATHS
◆ BASE & STRATEGIC LAYER

Structures and assets improving along defined tracks — the barracks upgraded to tier three, towers evolving into specialized forms, base facilities leveled through investment stages.

WORKER ASSIGNMENT
◆ BASE & STRATEGIC LAYER

Colonists, villagers, or workers are assigned to jobs — farming, hauling, crafting, research — and the assignment interface is the player's primary lever on the economy.