Wow. Some good stuff here. Let's digest.
ORIGINAL: Matti Kuokkanen
What other ideas you got?
How about some more variety to elements Empire is made of? Different systems could have different government types and different relations to the Empire. Those systems part of capital system's sector could be ruled by emperor's relatives, nobles, viceroys, and governors appointed by emperor himself. Other sectors could have something else. One sector could be autonomous vassal state which pays tax to the Empire. Other sector could be independent ally like what Finland was to Germany in Second World War, and to Soviet Union afterwards. Another sector could be collection of independent systems with one central governing body equal of European Union. And some sectors could have systems that are part of the Empire like Hong Kong was part of British Empire, but rest of the systems in the sector are not.
Interesting. That would give sectors more uniqueness. Originally, I was going to call sectors provinces and that kind of idea lends itself to my first though. To do it, however, I would have to program a full-scale CK-type character relation system. I have jealousy between all other characters, but that's about it for now.
Even those systems integral part of the Empire could have king or democratic government to handle the local affairs. If emperor (player) goes to meddle too much with that, like change type of government and appoint viceroy, it would be cause of greater problems than renaming of system. Edict to draft large number of local troops out of the system against protests would be cause of problems, and greater problems if those troops don't ever return home. Of course if emperor gives too much leeway for sector and system governments, it too can lead to problems. Look at the history of Roman Empire, Russia before and during communist revolution, collapse of Soviet Union, and Ukraine today. Emperor comes to order around too much = problems. Emperor allows local goverment abuse its power = problems. Emperor doesn't do what must be done becouse fear of protests and problems pressing the matters would cause = enemies overrun the Empire.
Add some micromanagement. For tutorial scenario (where player has just 1 system and task to bring more into the fold) that would give something more to do than just press the 'next turn' button. Ruler of 1 system could well order construction of 10 science labs, and maybe those will find medical use for local plants = profit. Emperor should not have need to do that. But should emperor decide improve literacy rate of backwater colony, and do it right ( = without raising local tax), that could lead to improvement of relations. Oh yes, local population could have different alignments: some population could have greater loyalty towards local government, and others to emperor himself. Emperor micromanages sector or system the right way, or kick abusing government out of the rule = increased loyalty towards emperor. With expense of ADM points.
If I decide to add the 'career' mode, this will definitely be in in some form.
Speaking about ADM points, player could get project proposals. Accepting the proposal would cost less ADM points than carrying it out without. Science lab example: system governor (player in tutorial scenario) would get proposal to build science labs. Accepting the proposal would cost less ADM points to get science labs built than getting it started without the proposal.
This will actually already be in, in the form of requests. You will have alerts from your viceroy letting you know that you have requests for contact from certain viceroys/governors. Since contacting a character costs an admin point, you will have to choose who is most important. They will then tell you something that they are requesting, and if you grant it, it will be considered an Edict with 100% approval. If not, their anger will increase and their Loyalty will drop depending on the request.
Even in tutorial scenario, player would have access to all the information about the Empire with accuracy and reliability of Wikipedia. But sending in spies would bring more details. Spy could inform player capital system of sector (player is part of) has some unrest. Player could use espionage to make situation worse. When it reaches the boiling point, player comes to help crack it down, and viceroy (or whatev) of the sector treats player as a big damn hero, and offers his daughter for marriage along with half the sector. If ploy succeeds that is.
This will be in as intel events and there are already informers/spies in the game.
Oh yes, some variety to scenarios to increase replay value. Event lists and random number generator would be some ways for that. There could be large number of possible edicts player would get in tutorial scenario, but only small number randomly selected ones would come to player's way. System in verge of rebellion rebels or not, depending on RNG result. Combination of player's skill and probabilities should be deciding factors, not predictable mathematics. Beating the odds should be (sometimes) valid choice. Otherwise Finland would have been overrun by the Red Army and Germany wouldn't have even tried Second World War.
Events will be a big part of the game later in development.
Some great ideas there... keep 'em coming, Matti!!
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