I posted this some time ago in the 'what games do you want to see made' thread.
I'm bored, so I'm going to expand on the idea. Space strategy is something of a lame duck, and could use some fresh ideas.
I like the idea of a common homeworld for a number of reasons. Firstly, the city-planet is a common (and cool) theme in sci-fi, so it should make its way into space strategy. Secondly, it provides an inherent balance to the gameplay: all players start out in the same place. Thirdly, it unbalances the economics of the game by giving it a very clear and unmistakable centre of gravity, unlike most other space strategy games where economic activity is spread relatively evenly across the universe.
You could play as a state or a corporation (each could make vassals of the other), and maybe another faction, like a religious order. There would be a number of ways to succeed in the game. You could go for all-out colonisation, and leave the homeworld behind entirely, starting out afresh on a new planet. Your only involvement with the homeworld would be to be threatened by it. Alternatively, you could form trading links between your colonies and the homeworld, succeeding via trade. The last main option would be to stay largely on the homeworld, building up your power and infrastructure there, attempting to gain control over more of it, and thus more power in the wider universe.
There would be an international organisation like the UN which would make wars on the homeworld difficult (if not impossible). But you'd need to gain approval from this organisation to get mandates for colonisation of new planets. Obviously, you could just ignore them and colonise a planet anyway, but other countries would hate you, and you'd suffer from pariah-hood and being fair game for attack by the aggrieved parties.
Suppose that the African Federation sends a probe to a star system, and discovers a colonisable planet. By finding the planet, their chances of getting a mandate for it improve. By agreeing not to seek any other mandates for a while, their chances further improve. By having good relationships with everyone else, their chances improve again.
But the Farflung corporation has been waiting for a chance like this. Without UN approval, they jet off to colonise the new planet, leaving only empty offices behind. Should the African Federation give in, or send troops to take back the planet which they should rightfully own?
Regarding war, technology and improvements, I think that a Europa Universalis 'less is more' strategy could be worth trying for a space 4X game. What do you think?
I'd like to see a space 4X game with a twist; all the players start on the same planet, which eventually becomes a Coruscant-style city planet, with far more economic potential than any other world. Do you seek to explore the universe and gain riches that way, or build up your influence on the homeworld? An advanced system of colonization would also be used, involving claims, treaties, mandates, etc, that would end the all too common 'settler diarrhoea'.
I like the idea of a common homeworld for a number of reasons. Firstly, the city-planet is a common (and cool) theme in sci-fi, so it should make its way into space strategy. Secondly, it provides an inherent balance to the gameplay: all players start out in the same place. Thirdly, it unbalances the economics of the game by giving it a very clear and unmistakable centre of gravity, unlike most other space strategy games where economic activity is spread relatively evenly across the universe.
You could play as a state or a corporation (each could make vassals of the other), and maybe another faction, like a religious order. There would be a number of ways to succeed in the game. You could go for all-out colonisation, and leave the homeworld behind entirely, starting out afresh on a new planet. Your only involvement with the homeworld would be to be threatened by it. Alternatively, you could form trading links between your colonies and the homeworld, succeeding via trade. The last main option would be to stay largely on the homeworld, building up your power and infrastructure there, attempting to gain control over more of it, and thus more power in the wider universe.
There would be an international organisation like the UN which would make wars on the homeworld difficult (if not impossible). But you'd need to gain approval from this organisation to get mandates for colonisation of new planets. Obviously, you could just ignore them and colonise a planet anyway, but other countries would hate you, and you'd suffer from pariah-hood and being fair game for attack by the aggrieved parties.
Suppose that the African Federation sends a probe to a star system, and discovers a colonisable planet. By finding the planet, their chances of getting a mandate for it improve. By agreeing not to seek any other mandates for a while, their chances further improve. By having good relationships with everyone else, their chances improve again.
But the Farflung corporation has been waiting for a chance like this. Without UN approval, they jet off to colonise the new planet, leaving only empty offices behind. Should the African Federation give in, or send troops to take back the planet which they should rightfully own?
Regarding war, technology and improvements, I think that a Europa Universalis 'less is more' strategy could be worth trying for a space 4X game. What do you think?
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