u/Cheap-Yak-9273

▲ 3 r/dev

Looking for People Who Want to Build Something Real (HealthTech / Pharma B2B Startup)

​

Hey everyone,

My name is Muhammad. I’m from Libya, a medical student, and I’ve spent the last few years seeing how messy and outdated the pharmaceutical system is here between pharmacies, drug wholesalers, deliveries, and healthcare services.

A lot of things are still handled manually:

pharmacies calling wholesalers one by one,

medicine shortages,

poor coordination,

no real infrastructure,

and too much wasted time on things that should already be digital.

At some point I stopped thinking: “Why doesn’t someone build this?” and started thinking: “Maybe I should try.”

So I’ve been working on a B2B startup idea focused on connecting pharmacies, wholesalers, medicine ordering, logistics, and eventually broader healthcare services into one system.

I already have business models, operational planning, and a clear understanding of the local market because I’m actually inside this field every day.

What I don’t have is a technical co-founder/team.

So this post is honestly just me trying to find people who:

like building startups from zero,

enjoy solving real-world problems,

want to work on something meaningful,

and are okay with the reality that this is an early-stage project with no funding yet.

I’m not looking to hire freelancers. I can’t offer salaries right now.

I’m looking for actual partners. People who want to build something together and see where it can go.

Developers, backend engineers, mobile app developers, UI/UX people — all welcome.

This may fail. Or it may become something huge. But I’d rather try than keep watching the same problems exist forever.

If this sounds interesting to you, message me.

Muhammaddaoub@gmail.com

WhatsApp: +218925417617

reddit.com
u/Cheap-Yak-9273 — 14 days ago

Timeline Dominion is an alternate-history strategy simulator where players insert a starting group of people into a chosen historical timeline, give them capital, tools, weapons, vehicles, knowledge, and resources from different eras, then watch or control how they survive, expand, influence, trade, fight, or collapse.

The core question is:

> Can you turn temporary historical advantage into durable power before the world discovers, copies, steals, destroys, or absorbs you?

This is not only a war game. It is a simulation about logistics, secrecy, loyalty, money, food, technology, recruitment, storage, politics, and legitimacy.


Core Concept

At the start of each game, the player chooses:

  • historical timeline
  • starting location
  • number of starting people
  • starting capital
  • tools, weapons, vehicles, projectiles, and supplies
  • books/knowledge systems
  • level of player control: auto-simulation or full control

Each timeline has its own fixed reality:

  • local currency
  • available buildings
  • available resources
  • local politics
  • technology level
  • disease risks
  • communication speed
  • transportation limits
  • faction behavior
  • warfare style

The player cannot freely change the timeline’s currency or local reality. They must work within it.


Core Gameplay Loop

Every turn/month, the simulation updates:

  1. Food supply
  2. Money/capital
  3. Storage and inventory
  4. NPC loyalty
  5. Recruitment and salaries
  6. Secrecy and discovery risk
  7. Faction reactions
  8. Local economy and trade
  9. Technology leakage
  10. Death, disease, betrayal, accidents, and random events

The player then chooses actions such as:

  • recruit people
  • pay followers
  • build storage
  • hide assets
  • trade goods
  • issue weapons
  • train specialists
  • build farms
  • build workshops
  • create alliances
  • move location
  • reveal or hide technology
  • create a company, army, settlement, cult, school, bank, or state

Main Systems

1. Timeline Selection

Players can choose timelines such as:

  • Ancient world
  • Roman Empire
  • Medieval era
  • 1492 Americas
  • 1600 colonial world
  • 1770 pre-American Revolution
  • 1820 frontier expansion
  • 1860 Civil War era
  • 1914 World War I
  • 1945 post-WWII
  • 2026 modern world
  • custom timeline

Each timeline determines what is normal, what is suspicious, and what is possible.


2. Starting Location System

The player chooses where to begin.

Starting far from major empires or colonies may provide safety and secrecy, but it also reduces access to:

  • fuel
  • ports
  • markets
  • skilled labor
  • repair materials
  • roads
  • political protection

Example:

> Starting far from British colonies in 1770 may give more time to recruit and grow, but modern vehicles may become useless once fuel runs out.


3. Tools, Weapons, Vehicles & Projectiles

The player can choose tools and weapons from many historical periods:

  • hand tools
  • melee weapons
  • bows and crossbows
  • early firearms
  • artillery
  • naval weapons
  • industrial weapons
  • modern weapons
  • vehicles
  • ships
  • ammunition/projectiles
  • fuel
  • spare parts

Every item is counted.

If the player gives a weapon to an NPC, it is removed from storage.


4. Inventory & Storage System

All starting assets must be stored somewhere.

Storage buildings depend on the timeline:

  • caves
  • barns
  • warehouses
  • ship holds
  • forts
  • temples
  • cellars
  • depots
  • military magazines

Storage has:

  • capacity
  • secrecy rating
  • guard requirement
  • theft risk
  • fire risk
  • discovery risk
  • decay/damage risk

If an NPC discovers hidden storage, rumors may spread and attract factions with different motives.


5. Rumor & Discovery System

If hidden assets are discovered, the world reacts.

Different discoveries attract different groups:

Discovered Item Possible Reaction
gold/silver thieves, merchants, rulers
weapons armies, rebels, spies
vehicles engineers, rulers, religious panic
books/maps scholars, priests, politicians
medicine doctors, desperate civilians
food stockpiles armies, starving groups, local leaders

The player must manage secrecy carefully.


6. Recruitment, Payment & Loyalty

NPCs can be recruited as:

  • workers
  • guards
  • soldiers
  • sailors
  • farmers
  • engineers
  • merchants
  • spies
  • doctors
  • scholars
  • administrators

Recruited NPCs need monthly payment or compensation.

Payment can be:

  • coins
  • food
  • land
  • protection
  • weapons
  • status
  • ideology
  • religion
  • honor
  • profit-sharing

If unpaid or mistreated, NPCs may desert, betray, steal, leak secrets, or form rival factions.

If treated well, they may become loyal officers, elite followers, family allies, or long-term institutional members.


7. Full Mortality System

There are no immortal NPCs.

Every character can die, including:

  • leaders
  • soldiers
  • workers
  • merchants
  • rulers
  • specialists
  • civilians

Death can happen through:

  • combat
  • disease
  • famine
  • accidents
  • betrayal
  • execution
  • old age
  • exposure
  • childbirth
  • political purges

This makes every person valuable.


8. Local Resource & Construction System

The player can use local resources to build what people in that timeline could realistically build.

Example in 1770:

  • wagons
  • warehouses
  • docks
  • sailing ships
  • farms
  • barns
  • blacksmith shops
  • trading posts
  • forts
  • printing shops

Future tools are powerful, but they do not automatically create future industry.

A truck without fuel becomes useless. A rifle without ammunition becomes rare metal. A machine without spare parts eventually fails. A book without educated people may not be useful.


Game Modes

Auto-Simulator Mode

The player sets the starting conditions, then watches history unfold.

The simulation handles:

  • faction behavior
  • NPC decisions
  • economic development
  • betrayal
  • discovery
  • expansion
  • collapse

Full Control Mode

The player directly controls decisions, including:

  • recruitment
  • payment
  • storage
  • trade
  • diplomacy
  • construction
  • equipment distribution
  • secrecy management
  • organizational growth

Hybrid Mode

The player controls major decisions while the simulation handles smaller daily/monthly events.


Possible Victory Types

Timeline Dominion should not have only one victory condition.

Possible victory paths:

  • survival victory
  • economic victory
  • state-building victory
  • hidden influence victory
  • scientific advancement victory
  • merchant empire victory
  • military dominance victory
  • humanitarian victory
  • legacy victory

The strongest victory idea:

> Change history while most of the world never understands how you did it.


Development Status

This project is currently in the concept and design phase.

The first target prototype could be a text-based or 2D simulation prototype focused on:

  • timeline selection
  • starting setup
  • monthly simulation loop
  • inventory
  • storage
  • recruitment
  • loyalty
  • secrecy
  • faction reactions
  • basic economic outcomes

Screenshots and mockups will be added later.


The first goal is not a full game. The first goal is a small playable prototype that proves the simulation loop.


Contact

For collaboration or discussion:

Email: [MuhammadDaoub@gmail.com]


One-Sentence Summary

Timeline Dominion is an alternate-history strategy simulator where players insert people, tools, weapons, capital, and knowledge into a historical timeline and try to transform temporary advantage into lasting power.

reddit.com
u/Cheap-Yak-9273 — 23 days ago

Hello everyone,

I’m working on a game concept called Timeline Dominion — Alternate History Strategy Simulator, and I’m looking for a developer collaborator to help turn the idea into a small playable prototype.

Game Concept

Timeline Dominion is a PC strategy/simulation game where the player chooses a historical timeline, selects a starting location, gives a group of people tools, weapons, capital, vehicles, books, and knowledge from different eras, then tries to survive, grow, trade, recruit, influence, fight, or build durable power.

The core question of the game is:

>Can you turn temporary historical advantage into lasting power before the world discovers, copies, steals, destroys, or absorbs you?

This is not only a war game. It is a simulation about:

  • logistics
  • food
  • money
  • recruitment
  • loyalty
  • storage
  • secrecy
  • technology leakage
  • faction reactions
  • local resources
  • legitimacy
  • mortality

Example Scenario

The player might start in 1770 North America with:

  • 2 leaders
  • 100 loyal men
  • Spanish milled dollars
  • ships
  • advanced tools or weapons
  • books/knowledge from later history
  • limited supplies and storage

The challenge is not simply using powerful tools. The challenge is maintaining them, hiding them, paying people, avoiding betrayal, managing rumors, building supply chains, and surviving the reaction of local factions.

Core Systems Planned

The first prototype would focus on a text-based or simple 2D simulation loop.

Main systems:

  • timeline selection
  • starting location
  • starting people and skills
  • timeline-specific currency
  • inventory and storage
  • weapons/tools/vehicles/projectiles
  • fuel, ammunition, spare parts
  • NPC recruitment
  • monthly salaries/payment
  • loyalty and betrayal
  • secrecy/discovery/rumors
  • local resources and construction
  • faction reactions
  • full mortality: no immortal NPCs

Prototype Goal

I am not trying to build the full game immediately.

The first goal is a small prototype where the player can:

  1. choose a timeline and starting location;
  2. select starting people, capital, tools, and storage;
  3. run monthly turns;
  4. see changes in money, food, loyalty, secrecy, inventory, and faction attention;
  5. make strategic decisions;
  6. watch the organization grow, collapse, get discovered, or become powerful.

What I’m Looking For

I’m looking for a developer interested in strategy/simulation systems.

Good fit:

  • Godot developer
  • Unity developer
  • Python prototype developer
  • simulation/game systems programmer
  • UI/UX collaborator
  • strategy-game designer

A very simple prototype is enough at first. I care more about proving the simulation loop than graphics.

What I Bring

I can provide:

  • detailed game design documentation
  • systems design
  • scenario design
  • historical/alternate-history logic
  • gameplay rules
  • resource systems
  • faction ideas
  • balancing concepts
  • project direction
  • ongoing testing and feedback

Current Status

The project is currently in the concept/design phase.

I have already created a public project page and a cover image. The next step is finding someone interested in helping build the first playable prototype.

Collaboration Type

Open to discussion:

  • hobby collaboration
  • prototype partnership
  • revenue-share discussion later
  • small paid milestones if agreed clearly in advance

For now, I mainly want to connect with someone interested in the idea and capable of helping build the first prototype.

Contact

If you’re interested, please contact me here or through:

Email: [Muhammaddaoub@gmail.com]

Thanks for reading.

reddit.com
u/Cheap-Yak-9273 — 23 days ago