I've been pondering something for a while now: Strategy games are all about positive and negative feedback loops and how they interact with each other. Usually, there comes a point in strategy games where the positive feedback loops are so overwhelmingly in the player's favor that the player's factional might spirals into infinity. However, there are some feedback loops that could be tweaked to make games more competitive:
1. Hostility towards the unsurpassed faction - this already exists to a certain extent in SMAC, and it can often keep an unsurpassed player from immediately running away with the game. Yet I think this mechanism could be strengthened a bit. When I become, say, 25% more powerful on the powercharts than the #2, that should trigger some serious hostility/tag-team aggression against the unsurpassed faction, especially if the increase in power comes suddenly and is proceeding at a rapid rate.
2. Difficulty in keeping your empire under your thumb - this already exists to a certain extent in SMAC, but it could also be fleshed out a bit more. In real life revolutions are some of the primary threats to governments, yet in SMAC (or any strategy game) there is very little actual threat of revolution. Sure, there are drones, but the game makes it very clear as to how to safetly manage them. In SMAC you can be in situations where you have definite knowledge as to whether your drones will riot or not, whereas in real life revolts can occur at any time, even during times of high prosperity (although they are less likely then). Therefore, I propose...The Drone Revolution Challenge:
*While running democracy, starving citizens is never allowed, not even for one turn. If the nutrient requirements cannot be met, then the citizens are placed so as to gather the highest nutrient value (simulating how citizens in such a society would really function), and if the base riots and revolts, then you'll just have to deal with it.
*While running frontier or fundy, starving citizens is okay as long as the nutrient tanks don't run out (as long as the population doesn't drop).
*While running police state, you can still starve your citizens all you want (grain requisitioning).
That's the simplest aspect of the Drone Revolution Challenge. It would require you to bring along police units with your invasion force, it would make securing bases against drone insurgencies very difficult (especially when running democracy). When coupled with other hindrance measures, I think it could really make things difficult. However, I also think a little bit of unpredictability needs to be thrown into the mix as well. Thus, there's a second aspect that I would propose:
*Each turn you go to the F4 info screen and search for the base with the largest eco-damage (or, if no bases have eco-damage, then the base with the largest mineral production) which also has a population of at least 5 (just go to the F4 screen and sort by minerals). If you don't have any base size 5 or greater, you can totally disregard this. The base that you find will be your temporary "revolutionary hotspot." Each turn you roll two six-sided die:
*If you get a sum of 10, the base gets sent into riots for that turn and one drone control facility of your choice and one military unit stationed in the base of your choice gets destroyed (I think you can do these things by switching on the scenario editor).
*If you roll a sum of 11, the base revolts and all of the units stationed in its radius revolt to the faction with the closest base (or to the free drone faction, or if it's a conquered base, to its former faction). Again, use the scenario editor to do these things.
*If you roll a sum of 12, the base revolts, all of the units within its radius and all of the units the base supports revolt, and all other bases within the radius of half the base's population get treated as if they were rolled a 10.
Hehehe, suddenly you'll have to crush uprisings and deal with huge drone problems, and if you can't starve your citizens, whaddaya gonna do? You'll have to rush in some police units or drastically increase psych or something. Hehehe. Remember, there's always nerve stapling! I suppose if you pre-emptively nerve-stapled your revolutionary hotspot, things would be bumped down a notch, meaning, a roll of 11 would be treated like a 10, a roll of 12 would be treated like an 11.
1. Hostility towards the unsurpassed faction - this already exists to a certain extent in SMAC, and it can often keep an unsurpassed player from immediately running away with the game. Yet I think this mechanism could be strengthened a bit. When I become, say, 25% more powerful on the powercharts than the #2, that should trigger some serious hostility/tag-team aggression against the unsurpassed faction, especially if the increase in power comes suddenly and is proceeding at a rapid rate.
2. Difficulty in keeping your empire under your thumb - this already exists to a certain extent in SMAC, but it could also be fleshed out a bit more. In real life revolutions are some of the primary threats to governments, yet in SMAC (or any strategy game) there is very little actual threat of revolution. Sure, there are drones, but the game makes it very clear as to how to safetly manage them. In SMAC you can be in situations where you have definite knowledge as to whether your drones will riot or not, whereas in real life revolts can occur at any time, even during times of high prosperity (although they are less likely then). Therefore, I propose...The Drone Revolution Challenge:
*While running democracy, starving citizens is never allowed, not even for one turn. If the nutrient requirements cannot be met, then the citizens are placed so as to gather the highest nutrient value (simulating how citizens in such a society would really function), and if the base riots and revolts, then you'll just have to deal with it.
*While running frontier or fundy, starving citizens is okay as long as the nutrient tanks don't run out (as long as the population doesn't drop).
*While running police state, you can still starve your citizens all you want (grain requisitioning).
That's the simplest aspect of the Drone Revolution Challenge. It would require you to bring along police units with your invasion force, it would make securing bases against drone insurgencies very difficult (especially when running democracy). When coupled with other hindrance measures, I think it could really make things difficult. However, I also think a little bit of unpredictability needs to be thrown into the mix as well. Thus, there's a second aspect that I would propose:
*Each turn you go to the F4 info screen and search for the base with the largest eco-damage (or, if no bases have eco-damage, then the base with the largest mineral production) which also has a population of at least 5 (just go to the F4 screen and sort by minerals). If you don't have any base size 5 or greater, you can totally disregard this. The base that you find will be your temporary "revolutionary hotspot." Each turn you roll two six-sided die:
*If you get a sum of 10, the base gets sent into riots for that turn and one drone control facility of your choice and one military unit stationed in the base of your choice gets destroyed (I think you can do these things by switching on the scenario editor).
*If you roll a sum of 11, the base revolts and all of the units stationed in its radius revolt to the faction with the closest base (or to the free drone faction, or if it's a conquered base, to its former faction). Again, use the scenario editor to do these things.
*If you roll a sum of 12, the base revolts, all of the units within its radius and all of the units the base supports revolt, and all other bases within the radius of half the base's population get treated as if they were rolled a 10.
Hehehe, suddenly you'll have to crush uprisings and deal with huge drone problems, and if you can't starve your citizens, whaddaya gonna do? You'll have to rush in some police units or drastically increase psych or something. Hehehe. Remember, there's always nerve stapling! I suppose if you pre-emptively nerve-stapled your revolutionary hotspot, things would be bumped down a notch, meaning, a roll of 11 would be treated like a 10, a roll of 12 would be treated like an 11.
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