Turn-Based Strategy · Political Wargame
A fictional nation on the cusp of civil war. Seven factions — six provincial warlords and the incumbent government — all vie for control of Zambala's resources, population, and the hearts and minds of its people.
Screenshots
Overview
Zambala is a turn-based strategy game set in a fictional nation on the cusp of civil war, where various factions, leaders, and their international backers all vie for control and dominance of the nation, its resources, and the hearts and minds of its people.
There are seven players: six provincial warlords and the incumbent government president. The computer AI controls all factions not under human control. Warlord players begin in a semi-random town within their starting province; the government player always begins in the capital city, Kampala.
Each warlord starts with a small force of military and political resources. The government begins with control of the nation's key facilities — mines, power stations, and airstrips.
The game is played over a set number of turns, with the winner being the player holding the highest National Will score when the game ends.
National Will is earned by achieving in-game objectives: combat success, your leader's reputation, control of population centres, facilities, and international influence. The path to victory is rarely purely military.
Geography
Zambala is represented by a hex map of 39 × 43 hexes covering a range of terrain types. Scattered throughout are urban centres where the population lives, works, and gets taxed for the benefit of the warring factions.
Each hex contains one dominant terrain type that affects movement, combat, and line of sight.
A small number of hexes are "off map" and represent international bodies that factions can lobby for support and resources.
Economy
Players must manage resources, national infrastructure, and foreign aid to fund their faction's logistical and military operations. There are three core resource types.
Loosely represents cash, gold, and contraband. Used to procure arms, bribe officials, repair facilities, and fund operations.
Your standing in national, international, and popular circles. Used to sway political events, population groups, and foreign factions.
Mines, power stations, airstrips, and ports. Military control of a facility earns varying amounts of RP and IP each turn.
Politics
Players can choose to play as the government or as a warlord seeking to overthrow it. Each faction is led by a Leader unit — your in-game avatar — whose calling determines their special bonuses.
Bonus to population loyalty.
Bonus to population loyalty and unit morale.
Bonus to combat effectiveness.
Bonus to foreign aid and espionage.
Bonus to arms prices, foreign aid, and income.
Bonus to population loyalty and foreign aid.
Free repairs on facilities and infrastructure.
Free agents, improved sabotage operations.
A new leader will rise from among the people to fill the void. The replacement will be a random calling, placed in an uncontested population centre, your HQ, or stacked with an existing unit.
Each player starts with a nominated hex as their Headquarters and command post. A leader can issue a Move Headquarters order to relocate the HQ to their current position. Several orders — such as Train — require the issuing unit to be located within the HQ hex.
Population
Urban centres are the villages, towns, and capital city of Zambala — where the people live, work, and are taxed. They start the game controlled by the government, with the exception of each warlord's starting town.
A centre is politically controlled by the player with the highest influence there — they receive full resource production. If a hostile player occupies the hex with military units, they hold military control — both the political and military controllers each receive half the production until the hostile units withdraw.
| Centre Type | RP / Turn | IP / Turn | Recruit Chance | Max Recruits |
|---|---|---|---|---|
| Village | 2 RP | 1 IP | 20% (every 5 turns) | 1 |
| Town | 6 RP | 4 IP | 50% (every 2 turns) | 3 |
| Capital City | 20 RP | 12 IP | 80% (every turn) | 3 |
Any urban centre adjacent to a lake hex is considered a Port, enabling it to support naval units and naval power operations.
The population loyal to your faction slowly accumulates volunteers each turn. Each urban centre has a per-turn chance of generating a Recruit Point up to its maximum. Recruit points reset to zero when a population centre changes ownership.
Infrastructure
Before the outbreak of hostilities, Zambala was a productive nation with prestigious facilities boosting GDP and enriching the government. Controlling these facilities is key to sustaining a long campaign.
Facilities can be sabotaged by the owner or hostile operatives, reducing income to zero until repaired. Only the player with military control of the facility can pay the repair cost. Each facility has a Security Rating determining how easily it can be infiltrated — only the controlling player knows this value. The starting security value is 6 (or 4 for airfields).
Airfields are special facilities that generate Air Power Points each turn for the controlling player. The Entebbe International Airport generates 4 AP per turn.
Agents represent spies, informers, and agitators loyal to your cause. They do not require a recruit point to create, and can be posted to any hex at a cost of 2 IP and 4 RP. Agents can only be detected and attacked by rival operatives or special units such as Secret Police. They grow in ability through successful missions.
Players can purchase arms from international dealers for delivery inside Zambala. Arms Cache units represent unarmed delivery personnel — they cannot garrison, train, or enter combat, and are captured by any enemy military unit that enters their hex unless protected by a friendly unit.
Created in a neighbouring country population centre. Transported by truck — uses wheeled movement rules.
Created in any hex over the border. Transported on foot — uses infantry movement rules.
Units can stack up to a maximum of 8 units per hex. Stacked units move at the rate of the slowest unit in the stack. All active military units exert a Zone of Control into each adjacent hex, stopping hostile units' movement phase when entered.
Military
Beyond standard infantry, nine specialist unit types provide unique tactical abilities that can change the outcome of an engagement.
Grant +20% attack strength to all units stacked with them when attacking.
Units starting their turn at a controlled airstrip can use an Air Drop order to deploy to any valid terrain hex on the map at a cost of 1 Air Power Point.
Grant +30% attack strength to all units stacked with them when defending.
All units stacked with Partisans negate non-urban terrain combat modifiers when attacking.
Doctrine
Players who hold military control of airfields gain Air Power Points (AP) each turn. Air Power abstractly represents aircraft, facilities, and the infrastructure enabling fixed-wing transport operations.
Mechanics
Random events are resolved. External factions update their confidence levels with supported players based on prior-turn performance and activities such as sabotage. Each player then receives foreign aid based on their leader type, national will score, and standing with international factions.
Players issue movement orders to their units, including standard movement and special movement orders such as Air Drop, Air Lift, Cargo Transport, and Blockade.
Combat is resolved between opposing units. Relevant modifiers include:
Resources
54 hex tile images in PNG format (509 × 443 px, 32-bit). Use these to build your own scenarios with the Ratbyte Hex Map Editor.
↓ Download Hex Tiles (.7z)