Combat will be abstract

The fight for survival will be represented through attrition, slow changes to the conditions of play, and resource management. Without enough of some resources, buildings and units will fail either temporarily or permanantly. Planning will be required to make it through.

Events will last over several turns, possibly building in intensity. The player will have time to react, but they will need to react. The player will be at a remove from direct intervention. Most interactions will be through cards.