HorseshoeHermit
20% accurate as usual, Morty
As far as I understood you here, you basically suggesting a Subsystem that interacts directly with each Player seperatly, that doesn't require any envolvement from other Players. Maybe Something like Events where you have to make decisions that can give Bonuses as well as having real consequences, and based on the options they might be strong but for short term, and weak but for long term?
Not like that, no. Quite the opposite. What I was thinking was definitely -with- interaction from other players, just, again, something not mediated by their vast fortune of assets built up by the other systems. I imagined at least that these choices would happen at the same time; they either involve outmaneuvering the opponent's choices inside that field, or at least you have to choose something smart with some kind of exclusivity rule in place.
It could be a non-interactive thing, as just a choice you make to buttress your situation. That would still have a latent impact from other players of course, inasmuch as your situation you're creating is affected by the other players and whole game. I don't think a Random Events system is an example because Random Events are sparse and also... the magnitude is wrong. It would also be wrong if it were multipliers; the benefit coming out of these continual decisions has to be constant with respect to how the players are doing.
Actually, exactly how Random Events aren't a suitable device is worth getting into a bit. Random Events in Humankind partly make up the Civics system. So they are a stream of things that produce an effect in its own silo and it does indeed add up to something unbounded in magnitude and relevance. But the opportunities that make it up, the parts where you cause that to happen, aren't coming in at the right tempo to be the snowball
The decisions might be every turn/2 turns, or maybe stretched out, but they have to come in on their own schedule. Another system deciding when you get a shot at it is not meeting the definition.
So yeah, Random Events meets one criterion, but its flavor pulls against the want for nonrandomness. You need something that's not such high variance. Also, the point with Humankind's civics, any system at all you put in the game, all the systems, are an example of how decisions can let you get ahead, the thing was it has to give you something that's just as useable no matter where you are, but the choice has to be made smartly. The idea of a system just being a whole thing that gets built over time, that meets another criterion, but then the puzzle to the designer is interacting additively with player standing instead of snowballing still AND also making it so the decisions are critical and skilltesting. The Civics system is, again for flavor reasons, not the right one to have for that. We flavor "major/simulation" systems to interact with the other systems, and even more so Civics has partly a roleplaying job to perform so the choices are branching paths instead of critical tests.
Between the two honestly a system mostly like Random Events would do the job. A constant stream of 'Decisions' and you get a boost from it, just... how would you pick the repertoire of decisions? and not make it sickening to see during gameplay.
That's, above, all why I figured it would be something with interaction with the other players during the choice.