6. Risk-style map, with territories held by each player. Each player has either a total force roster or a running total of max. CP allowed to spend per battle.
7. Each "campaign round," players pick territories to contest, and duke it out with the holder. Based on several modifiers, the attacker may take the territory with victory (depending on how thorough the victory was, how far from the attackers' seat of power the contested territory is, among other things).
8. Units lost count against army/CP total, enemy units destroyed "donate" their equivalent CP (or, in the case of captured equipment, they donate themselves). CP may be spent on buying or upgrading units between campaign rounds.
9. Territories may have buildings/attributes which confer bonuses to the holder -- a factory may have an income of X CP per campaign round, a barrack may give an extra X CP to battles being fought in that territory, a space port may allow armies to "jump" into nonadjacent territories (i.e. no penalties for contesting nonadjacent territories).
Feh, I've just had these thoughts bouncing around in my head for a while (especially since reading WH40K "Planetary Empires" about a year ago), and I've finally taken the time to put them all out there for commentary. So! Your thoughts?
Heuristic ALgorithmic AFOL.
T6281: Solar Federation (Rules T6588)
T6777: Dungan Swarm
T6783: Space Pirates
T7349: BrikWars Vehicle Datasheet
T7402: Imperium Constructor