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Game has two phases:
1) Production phase
2) Combat phase
Game starts with a short production phase, then moves into a combat phase, then another short production phase and so on...
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1) Production phase:
All combat units and combat unit production are frozen.
Players may spend money on "investments" - tech., expanding, and extra production facilities. It takes 1 or more cycles for an investment to kick in (e.g. starting blink research in this production phase means it will be ready at the next production phase).
2) Combat phase:
Players may not spend money on tech., expanding, extra production facilities.
Players must multitask combat, harassment (micro'ing workers), and combat unit production.
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That's the general outline of the idea. Any feedback is greatly appreciated.
The idea is to try and remove some of the confusion for new players. Instead of "you're supposed to add 2 more gateways at this point in the build" players will see how they spent their production phases "oh I could have boosted unit production by adding two gateways in that phase".
Also, the idea is to push the multitasking of the game to focus on battles and combat unit production cycles only. At the same time slowing down the decision making that isn't revolving around battle micro, unit movement, and combat production.