Okay, so since we're all fans of wargaming here, I presume many of you are familiar with the type of resource-accumulating and unit-making structures
that form an inherent part of the interface for Real-time and turn-based strategy games like Command and Conquer, Warcradft, Starcraft, Age of Empires, Heroes of Might and Magic, etc
Ore miners, slave workers, oil derricks, lumberjacks and the like collect resources - metal, dollars, wood, sheep - and in turn, those resources get made into battlefield-ready units at your friendly neighborhood barracks, war factories, airfields, and orbital shipyards.
My goal in this post is to get some brainstorming going on how to adapt this system to Brikwars.
construct/capture resource building, which brings in X amount of CP/random bricks per turn, then construct barracks/war factory to pump out reinforcements (kinda like an enhanced version of the mechanic and his "field construction" ability). And you have an obvious tactical incentive in the form of extra units (or lack thereof) to defend your own structures and capture/destroy those of your foes.
I'm sure plenty of you more experienced Brikwarriors have better ideas on how to implement these concepts in a more efficient, balanced, or bloodily-entertaining way, so please, I'd really like to hear them.