Come help me design a strange sort of board game.
My concept for "Triple Axe Hacker", at a glance, revolves around harvesting trees to bigger your corporation, while wantonly disregarding the balance of nature which you are disrupting. However, further in, the game changes drastically; as your meddling with nature makes the playing field dangerous, it becomes an issue of survival and getting your human units entirely out of the area. Even the competitive aspect falls away, as the players are no longer business rivals and must work together to survive.
The thing is, I want the switch to happen naturally,*without*being outlined too explicitly in the rules. I want it to feel like the repercussions of your meddling have gone so far as to, in a way,*break the game itself. Instead of, for instance, separating play into a "profiteering" stage and a "fleeing" stage, which would make you feel like you were acting out a script, I want the decision to abandon the profiteering to feel like your own, and for it to feel like if you'd done better early on such drastic measures might not have been necessary.
Not sure yet how I'm going to manage all that.
As for the more conventional logistics:
In General
Board
Building
Disaster
Units
Goo
Major Questions
How could you avoid the disaster?
How is survival not just a matter of luck?
How do we generate the map?
What are some more unit or goo types that would come in handy?
What about monsters?