Thinking
Day 2 just started.Definition of "aftermath", from thefreefictionnary.com : af·ter·math (ăf′tər-măth′)
Well, I want the game mechanism itself to be in the theme. Thinking about what could make "aftermath" fun in a gameplay, I found that graphs are a good candidate : if the player objectives relies on a quantity defined by a (non-trivial) graph, then a slight modification of a node could result in quasi-unpredictible consequences ; the corresponding aftermaths are crucials.
I think the nodes of the graph will be cities, while the edges are the commercial links, their weights the intensity of this link. The global graph is a country. The goal will be to destroy/improve the country, by acting on the right nodes at the right time.
To make the game actually fun and a little bit more challenging, the local modification of nodes will depend on a sort of minigame. Well... all this is pure theory. I will try to start the actual game this night.