Did a little more work on the HUD and menu, and solidified some of the gameplay concepts.
There are four different buildings, all of which contribute to a different benefit. A lot of the strategy will be balancing them well.
You've got power - the more buildings you have, the more power they'll demand. Buildings lacking the necessary power access will cease to function. Power plants produce power.
Then there's profit. You build mines to increase it. Every turn you get this many resources. Resources are necessary for just about everything, from building a structure to moving a unit to firing a unit's arms.
Production is increased by building factories. The more production you have the fewer turns it takes to finish building a unit or structure.
Research is increased by building labs. There'll be a science stat that goes up with research, and when you reach certain milestone amounts, you'll get a random powerup - be it increased unit attack, a permanent profit % surplus, an instant new building, or something similar.
You can build these buildings near any building you've built already. You'll start the game with one mine, one factory, and one power plant.
The four units also have unique attributes.
Soldiers are extremely cheap and weak. They move slowly. However, they are the only unit type that can capture enemy buildings as opposed to just destroying them. When you capture a building, you get a small immediate bonus to resources and you are able to initiate construction for the type of building you captured where you want without cost.
Tanks can kill soldiers by simply running them over.
Missile artillery are weak defensively, but their missiles are the only projectiles to do area damage, which would be an extremely critical ability to have when you're outnumbered.
Copters are rather weak both offensively and defensively, but they can fly over and avoid the enemy's defenses.
