EDIT: Thank you Packie, you made my job easier.
I apolgize in advance for the terrible spelling.
Alright, because I'm up early I'm going to work on the map and I'll also work on the combat system, but here's a few things I have so far:
Mapping: All of the contrys are devided into military sectors and those sectors are devided into differnt parts. Military sectors will not go over the modern border of a contry.
Combat: I need to work on the cambat itself, but I know the rules of engament. First, you move a millitary force into hostle territory. When you go into a military sector, you must start at the closest devision to where you came from. When a battle happens, all of the other main game funtions execpt actions currently in effect(troops en route, production ect.) and covert missions will stop and only the two combatants will have turns until the invading forces have either been whiped out or have taken the sector. One turn during a battle is 1/4 of a normal turn(so all the other stuff will be slowed down so that time isn't lost for the other people). What I have for army building is that you make regiments of a type of troop(I'll need to set up the basic stuff for the types of troops, PM me if you have any special troops that the other nations won't have) and depending on each soldier/veicle/ship/plane added to the regiment, attack and health go up for the full regiment, but indevidual health still applys(so if the regiment takes the damage equivlent to the health of an indevidual soldier, the regiment will lose a soldier and be weaker). So far:
Basic infantry:
Grunt: 3 health, no armor, damage 1d4(one 4 sided die), attacks ground
Rifleman: 5 health, no armor, damage 1d8, attacks ground
Assult: 5 health, light armor(-1), damage 2d4, attacks ground
Basic MG: 6 health, no armor, damage 2d5, attacks ground, Specal: MG; when attacking a regement, all exses damage after one kill applys to next target in the enemy regiment
Medic: health 2, no armor, damage 0d0 none, heals infantry regiements in the battle with a health incrase of 3 per turn(can be increased via upgrade)
Enginer: health 2, no armor, damage 0d0 none, repairs damaged vecles by 3 per turn(can be increased via upgeades)
Armor Perirceing MG(APMG): health 6, damage 3d6, attacks ground, Specal(MG): when attacking a regement, all exses damage after one kill applys to next target in the enemy regiment, Specal(AP): Ignores 5 armor
RPG: health 5, 2 armor(-2), 3d20, attacks ground; can only attack alltery and vecules
That's all I'm showing you for now, I have to get back to work.