Real-time browser strategy with a real map of Europe
Brief
The player controls a state on a real map of Europe: develops cities, extracts resources, builds armies, plans routes, and conducts wars. The core gameplay is economy → armies → movement → combat → capturing provinces.
World and Map
Real Europe is divided into countries, regions/areas, and provinces.
Each province has a city-"holder": it determines control over the province.
Provinces have clear boundaries within the borders of their state.
The map shows outlines and highlights of selected/neighboring provinces, scaling.
Resources and Economy
Basic resources: money, wheat, fish, metal, wood, oil, coal, gas.
Each city extracts exactly one of these resources (on a permanent basis).
Extraction is periodic (game "hour"): the resource automatically goes to the owner of the province.
Resources are spent on buildings and units. Without sufficient supplies, hiring/building is impossible.
In the interface header — resource panel, updated in real time.
Cities and Buildings
In the city, buildings can be constructed:
Barracks — speed up/unlock infantry spawn.
Factory — for armored vehicles.
Airfield — for aviation.
Buildings affect automatic spawn of units in the city (in batches at certain intervals).
In the city panel — name, province, owner, "holder", city resource, garrison (by types), construction/hiring/movement buttons.
Units
Types: infantry, tanks, aviation (to be specified during development, there will be several more).
Each type has a cost (resources), health (HP), and attack power (ATK).
Units enter the city's garrison:
Manual hiring (button in the city; deducts resources immediately).
Movement of Troops
Orders are given via drag-&-drop: drag from the starting city to the target.
The route is built through adjacent provinces (the shortest path).
The map shows a dashed route, and the squad icon smoothly moves along the line.
The duration of the order execution depends on the length of the route and takes from 5 to 10 seconds (for demo pace).
Upon arrival:
If the city is your/allied — the squad reinforces the garrison.
If it is enemy — a battle occurs.
Diplomacy "friend/enemy"
There are states of relations between factions: peace/neutral/war/embargo.
If a player sends troops to a foreign province, it automatically means declaration of war on that side.
The status is maintained for all events between these sides.
Combat and Capture
When the attacking squad arrives at a hostile city with a garrison, a battle begins.
The total HP and ATK of the sides are calculated (taking types into account).
The side that has HP drop to 0 loses; the winner loses part of its forces proportionally to the duration of the battle (survivors form the garrison) - 1 attack every X minutes/hours.
In case of the attacker's victory, the city and province come under its control, the owner changes.
Game Cycle
Overview of the map, selection of provinces/cities.
Economy: review of resources, construction, hiring.
Planning: laying routes between cities, coordinating types of troops.
Interaction: diplomacy (through actions), battles, and captures.
Escalation: expanding borders, redistributing extraction, new fronts.
Interface
Main map with visible borders, "highlighting" of hovered and selected.
Large city markers with names and garrison icons (infantry/tank/aircraft).
City panel (right/left): information, hiring/construction, movement.
Status/event log: system messages — spawn, declaration of war, battle result, change of owner.
Resource panel in the header.
Modes and Progress
Single-player mode with basic bot opponents (defense/counterattack, simple expansion).
Online mode with anyone willing to join the game.
The session can be continued: the state is saved (province owners, garrisons, resources, relations, time).
Basic victory conditions (at the client's choice):
Control of N% of provinces at a given time.
Accumulation of a certain amount of resources/victories.
Temporary domination (ranking mode by points).
Balance (initial benchmarks)
Auto-spawn package: 5 units once per interval (configurable).
Troop speeds: aviation > tanks > infantry.
Cost and production of resources — starting values with the possibility of adjustment after playtests.
Limitations and Rules
One resource per city — unchangeable type of extraction.
Movement — only through adjacent provinces (land or defined "corridors" through water/straits — to fix rules during map design).
Without resources, hiring does not occur.
The first enemy order automatically changes relations to state of war.
What the player gets "in hand"
Managed, clear cycle: earned → built → hired → planned → won.
Visibility of all key processes: resources, route, combat, change of owner.
Feeling of scale through real geography and clear division into provinces.
Additionally
Technically, I would be glad for Laravel on the backend side and MapLibre GL or CesiumJS as the map engine. Vue/React/NativeJS - your choice. It should be remembered that since the game is real-time, there will be many websocket events that also need to be considered.
Also, after the initial rough estimate of the project, I am ready to call the selected candidates to discuss in more detail and show analogs to the game.
Must respond in the estimate
Links to 1–3 relevant projects (maps/games - anything related to the technology stack chosen for this project).
Your approach to the map data: what tiles/sources will you propose, how will you form the provinces (briefly, to understand your vision of the project)?
How will you implement smooth unit movement along the route (interpolation, icon updates)?
How will you organize combat (formula, scaling of losses) and how will you test it?
Estimated timelines for milestones and cost.
What risks do you see and how will you mitigate them (performance/data sources)?
-
972 13 0 Good day!
The project is extremely interesting, as I also love similar games. I can offer development using the Unity game engine, which builds excellently for the web and is perfect for developing the client side of the game. The server part, for data storage, will need to be written separately; we can choose one of the technologies you mentioned in your bid.
1. I think we can rely a lot on game development from Paradox Interactive, but only in visual style and mechanics. However, due to my experience, I see no problems with implementing game mechanics in Unity.
2. I have done a similar task; I can send a video in private showing how I did it.
3. In Unity, everything works out of the box; there will be no problems, even though 3D shapes can be moved.
4. We will discuss the details with you and implement everything according to the requirements.
5. The project is actually very large-scale; I am ready to discuss the timeline and cost in more detail if you are interested in my bid.
6. The main risks: map performance, websocket load and database, battle balance, and the quality of cartographic data — can be mitigated by optimizing rendering and traffic, caching/sharding, balance autotests, and preprocessing shapefiles.
-
1486 4 0 Good day.
I will develop on Unity, my account on Google Play and App Store - yelaex, everything is strategy games (I also made web versions - they are of course not on Google and iOS accounts).
1. https://play.google.com/store/apps/details?id=com.yelaex.rome2077.space.strategy - here is a real-time strategy, https://play.google.com/store/apps/details?id=com.yelaex.rome2077.tactics - turn-based (also with planet capturing - strategic points, which for your project are cities)
2. https://leafletjs.com uses open real maps, you can use it, or you can take the same sources directly. But I would think here - is it worth it to use the original tiles directly - or will it be boring? Maybe it's better to use something in between: like a map of Europe - but processed in an interesting way
3. Here in Unity there are no problems - the movement is more than smooth for everyone
4. On the server side, the client will only receive data - to protect against hacks. And testing can be done by reproducing battles only on the server side - when the AI will compete with itself.
5. 2 months - 60k UAH
6. Server part - how much you want the server to control: it can control everything - then every server delay will matter, or it will be more like an intermediate storage for data - then the problems are significantly reduced. Well, and the visual - here it needs to be discussed.
-
2295 73 0 Good day, I have been working in this field for over 9 years, I have experience: php (symfony, laravel, OpenCart, wordpress), javaScript (vue, react, nuxt, nextJs, jquery), html, css (SASS/SCSS), sql (PostgreSQL, MySQL). I am ready to complete this project, with quality and in a short time. Examples of recently completed projects: https://cohntm.com/ https://spacepro.org/ https://ff.ua/uk https://lingvanex.com/
-
7134 13 0 Hello!
I have experience in creating games and real-time mapping applications, integrating WebSocket, Canvas/MapLibre GL, complex economies, and combat logic. I work with React/Vue, Tailwind, Laravel, and optimized tile and geodata handling.
I can accurately implement smooth unit movement with interpolation and icon updates, build combat formulas and scaling losses, and test balance in simulations. I understand the nuances of map performance and real-time data loading.
I am ready to show relevant examples, discuss architecture, and provide a milestone plan.
Game example: https://freelancehunt.com/showcase/work/php-game/1951150.html
GitHub: https://github.com/onyx144
Current freelance projects in the category Gaming Apps
Completion of a mobile Unity game: bug fixing, AdMob integration, closed testing, and publication.
110 USD
Completion of a mobile Unity game turnkey: bug fixing, AdMob, closed testing, and publication in Google Play Project description: There is a nearly finished project of a simple 2D puzzle game with blocks on Unity. The source code is available. The game needs to be brought to… Gaming Apps ∙ 9 hours 51 minutes back ∙ 5 proposals |
DCS World programmer needed help with connecting Clickable.
33 USD
I need help connecting a clicker to my module, I will explain everything in private messages I need a programmer based on LUA for the game DCS World Gaming Apps ∙ 1 day 18 hours back ∙ 4 proposals |
Game Designer for a mobile gameGame Designer for a mobile game We are looking for a game designer for a game that is already published for further development. The game is available at the link: https://play.google.com/store/apps/details?id=com.hundredducks.cozypackingGeneral information Project type: mobile… Mobile Apps Design, Gaming Apps ∙ 2 days 23 hours back ∙ 13 proposals |
Creation of a full-fledged quest branch for the mod Industrial Upgrade (Minecraft 1.12.2)
20 USD
Project Description It is necessary to develop and implement a fully ready quest branch for the mod Industrial Upgrade in Minecraft 1.12.2. As an example of structure, use existing quest trees like Forestry (see examples), where the player gradually progresses from basic… Script Writing, Gaming Apps ∙ 4 days 3 hours back ∙ 4 proposals |
Customization of the loading screen and menu for Minecraft 1.12.2 (Tech Survival)
20 USD
Need to refine the ready client Minecraft 1.12.2 with mods and implement a custom interface design in the style of technical survival (Industrial / Tech Survival).What needs to be done1. Custom mod loading screen It is necessary to replace the standard Minecraft/Forge loading… Java, Gaming Apps ∙ 4 days 3 hours back ∙ 6 proposals |