Hello and welcome. Please hold your collective sighs. Tyo is yet again trying to run a game, but this time, it's personal!
No but seriously I'm tired of having to shut down games because it turns out they require more work than I am willing to put out on a regular basis. So, my plan is to create a game wherein updates take minutes to create outside of the writing, rather than hours on both ends.
So yeah. This game.
The Abyss: Development Diary I
Mandates
Off the bat, I'll say that this game is another experiment in Space. I want to quickly get into design discussion, so I will speak more on the setting on the next Dev Diary.
One of the hurdles involved with keeping a game active is making it as interesting as possible and as not tedious as possible. I have learned that making very specific things, such as unique buildings you place on the map, might increase interest but also increase how tedious it is for the player - and the GM - to place and keep track of them. So, I'm doing away with that.
However, players still want their actions to have noticeable affects and well, buildings are usually noticeable. Meanwhile, old games like multipolarity had no means of communicating how someone was doing except numbers, something that could easily make someone's interest in a game wane. So, I wanna find a balance. Here's what I'm proposing.
When a entity sends out a colonial expedition, it is unlikely the central government will have a direct hand on everything being done. So, rather than constructing specific buildings which have specific effects, players will assign Mandates.
A Mandate can cover many of the biggest projects a polity would want to do. From terraforming, to mass fleet construction, to colonization.
The details of a Mandate include everything from the scale of a project to what the project actually does and even how the project might change or react to certain events. In more centralized entities, the ones in charge will have a larger say, but there's no reason to tell every group of colonists to build mines and farms. They're bound to do that anyways so long as they're supplied.
So, spelled out more directly, here's what I envision. The United Nations of Earth creates a Colonial Mandate to colonize the entirety of the Pleiades Star Cluster. The Mandate promises x resources per turn. Should the colonists run into alien life forms, they may only passively observe them for research. This Mandate is one of many rather large projects Earth is undertaking to expand its galactic borders, and to continue expansion Humanity needs more minerals. This is the goal of the mandate: the creation of a new colonized Star Sector that ships minerals to homeworld to perhaps contribute to the next mandate.
Once the Mandate is created and resources allotted, it will be visible in Earth's stats. A mandate appears sort of like how you would expect a major project appears in other games, but it is quite different as well. For example, Mandates have certain "milestones" that are tracked that, once completed, will begin adding some modifiers to the mandate automatically. For example, one of the early milestones of the colonial expedition outlined above would be ground-based farming, so that the colonies can be self-sustaining. Once completed, this milestone lessens the how many resources the homeworld needs to dedicate to the mandate per turn. One of the late milestones would be Core Mining Operations(assuming the technology is available), which would greatly increase the mineral output of the mandate.
"But Tyo," you say, "You just said you were axing buildings!"
I am axing unique, player-ordered buildings. These buildings, when fully implemented, will be created automatically as the mandate gets funding, requiring no input from me.
Once the mandate has completed all the milestones technology would allow, the mandate is itself considered completed. This turns the mandate from a mandate to something more tangible and permanent within the context of its creation. Colonies become integral Star Sectors in their affiliated empires, massive space stations become fully operational, and star fleets become truly worthy of interstellar power projection.
Mandates will be regular things to spend on, but it should be noted they aren't the only thing players can commit to. While upgrading infrastructure to current technological standards is easily within mandate territory, creating your first fleets, incorporating a new ship design into your fleet, building a single space station above a core world, and other such things are small enough to happen immediately the next turn after funding is allotted.