Skip to Content

What could be interesting in a stellar system colonisation game.

5 replies [Last post]
larienna
larienna's picture
Offline
Joined: 07/28/2008

I originally wanted to make an early space exploration game where 4 factions played by different players arrives in the same system with a colony ship. They settle and build up their empire, the first player to create a new colony ship wins.

Recently, I was thinking about the theme and mechanics behind this game, and they seem a bit illogical. It would actually make more sense that all 4 factions came on the same ship and are working together to colonise the system.

Doing so would shift the game from a multiplayer competition to a single player colonisation game. There will be internal politics with the 4 factions to keep them on your side, else they will join the rebels who refuse your rule. There could be some similarities to Dune here.

That means that in the early start of the game, the game only consist only of colonising planets. One of the core mechanics is that I want the game to consider the rotation speed of the planet. This would allow planning ahead actions when planets are going to be close to each other.

But what else could be interesting during that step of the game? Because right now, it seems pretty boring. You just spread yourself on every planet.

Another solution, I could fast forward after the whole system is colonised. Now since there is population everywhere there is more game play options. Like having missions that influence internal politics, or fighting rebels. Could feel like an adventure game or like "Struggle of the galactic empire".

With those new conditions, I am not so sure what the final objective could be. Building a new colony ship seem to make no sense, or it might already have been done at that point.

I don't necessarily dislike the idea of a solo game without direct competition, I am just not sure how to make it interesting.

Making it a resource management game could also be a solution. Focussing less on conflict, but more on the logistic to colonise the system and build a new colony ship while dealing with internal politics and rebels.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Some ideas regarding distances and timing

Planets closer to the star could have other resources than those afar.

You could also have multiple star systems. Where traveling between them takes relatively more time.
But only 2 or 3 times that of between 2 close planets.

Between planets could be a variable time. Warp is not an option due to objects in the way. Only warp between star systems. I guess you could have the planets go around the star. The ships travel towards or away from the star. And the best way to travel is awaiting the right moment.

Planets go around the star in simple steps. The closest planet needs 1 round for a full circle. The second 2. Etc. Or you make this a bit variable.
If a planet is at position "0". Then the jump can be made if the target planet is at position "-1". If the target planet is 2 away, "-2" is needed.

larienna
larienna's picture
Offline
Joined: 07/28/2008
Multiple star system is not

Multiple star system is not an option as it takes 100 years to travel from a system to another.

One thing I resolved in the BGG thread is that even if 1 colony ship is used, multiple factions could create themselves on the fly while colonizing the system.

The players would need to choose between wait and probe for more planetary information, or leave the ship now with better resources. Players would leave the same ship to create a factions on the planet they land on.

Then the competitive version of the game can start. There will be no faction abilities, only different stating resources.

X3M
X3M's picture
Offline
Joined: 10/28/2013
Maybe something along these lines

Terraforming tools/preparations.

This could be an optional choice for a player for once the ship leaves. If the target planet is bad to inhabit. Then those with the tools prepared will have an advantage.
Of course, if the planet is goodygoody, the tools have taken up room for the player in particular. And thus this player starts with less resources.

You could have various tools.
Something to find water, carbon, heat source or minerals.
The tool costs a bit more than the slot it takes. But having to construct it once arrived on the planet is worse.

Let's say, the player can take 4 things with it.
4 tools. Or instead of a certain tool, resources that are normally used to construct other things besides of tools.

The game before the travel would be preparing the tools. Sabotage could happen. The game after the travel would be constructing what a player needs in order to live on the new planet. Sabotage can still happen. But more than just tools are needed now.

Just thinking of idea's here.

larienna
larienna's picture
Offline
Joined: 07/28/2008
I was thinking that there is

I was thinking that there is 5 installations and 5 technologies available on game start, the players choose 1 of each when they decide to land. So first lander gets a better choice of tech and initial building, but they don't necessarily get the best planet.

Population you get would be relative to the planet climate. The last player gets what is remaining. So if people all went on bad planets, the last player will have more population. Material could be the opposite of population, the more population you land with, the less material you can bring.

Now what I am wondering is if each faction tries to make a colony ship, or if players try to build together a colony ship. The player who gave the most support in fuel, structure and population wins.

Tim Edwards
Tim Edwards's picture
Offline
Joined: 07/30/2015
I wonder if you could take

I wonder if you could take inspiration from that computer game: Fragile Allegiance
It was a brilliant game and is close to your theme.

Syndicate content


forum | by Dr. Radut