Zombie Attack!

Hi,
New at this, so please forgive me if I'm going about this all wrong.
I've noticed with some maps you can play around with troop regeneration mechanics a bit. I was wondering if that is capable of being applied differently per player.
My idea is this:
Two sides: Zombies vs Humans (regardless of number of players)
The map(s) would essentially be a cityscape with a few critical buildings that are population centers and/or shelters.
If you're a zombie player, each region you hold generates one or two new units per turn. (essentially finding and converting civillians into zombies house by house) Your numbers increase very quickly overall, but not in a centralized manner. You do not get to place new troops, it is done for you.
If you're a human player, you do not generate new troops based on number of territories occupied, but instead based on critical buildings controlled. The shelters, the hospitals, the police stations etc... They naturally attract other survivors who volunteer/are conscripted to fight. You get to place those people in any controlled territory - being slightly less brainless than the zombies.
The strategy would, I think, be interesting. Obviously the humans would have a vested interest in keeping the zombie territories to a minimum, but to do that, they'd need to make dashes for those important zones to help boost their own numbers. And they'd probably have to sacrifice reinforcement paths along the way to keep their troops centralized in the critical buildings.
Zombies, on the other hand, would be attracted to population centers (for obvious reasons) but would have a general interest in controlling as much ground as possible.
The critical buildings that generate the most troops for humans do so because they're in densely populated areas, which means they're surrounded by territories that generate more zombies when overrun (ie: harder to hold)
It'd be a city scape, so there'd be bridges and barricaded areas that act as a few bottlenecks.
I think I could draw the map just fine, but I've no clue how to go about making the mechanics above work.
Anyone?
New at this, so please forgive me if I'm going about this all wrong.
I've noticed with some maps you can play around with troop regeneration mechanics a bit. I was wondering if that is capable of being applied differently per player.
My idea is this:
Two sides: Zombies vs Humans (regardless of number of players)
The map(s) would essentially be a cityscape with a few critical buildings that are population centers and/or shelters.
If you're a zombie player, each region you hold generates one or two new units per turn. (essentially finding and converting civillians into zombies house by house) Your numbers increase very quickly overall, but not in a centralized manner. You do not get to place new troops, it is done for you.
If you're a human player, you do not generate new troops based on number of territories occupied, but instead based on critical buildings controlled. The shelters, the hospitals, the police stations etc... They naturally attract other survivors who volunteer/are conscripted to fight. You get to place those people in any controlled territory - being slightly less brainless than the zombies.
The strategy would, I think, be interesting. Obviously the humans would have a vested interest in keeping the zombie territories to a minimum, but to do that, they'd need to make dashes for those important zones to help boost their own numbers. And they'd probably have to sacrifice reinforcement paths along the way to keep their troops centralized in the critical buildings.
Zombies, on the other hand, would be attracted to population centers (for obvious reasons) but would have a general interest in controlling as much ground as possible.
The critical buildings that generate the most troops for humans do so because they're in densely populated areas, which means they're surrounded by territories that generate more zombies when overrun (ie: harder to hold)
It'd be a city scape, so there'd be bridges and barricaded areas that act as a few bottlenecks.
I think I could draw the map just fine, but I've no clue how to go about making the mechanics above work.
Anyone?