-Steve
ORIGINAL: Anguille
interesting....sounds very much like what moo3 wanted to be before the departure of Alan Emrich. Good luck.
Moderator: maddog986
ORIGINAL: Anguille
interesting....sounds very much like what moo3 wanted to be before the departure of Alan Emrich. Good luck.
ORIGINAL: RedArgo
Looks interesting, hope it turns out well.
Weren't you working on an Honor Harrington inspired game a while ago? If so, how did that turn out?
ORIGINAL: nim8or
Color me interested - good luck!
ORIGINAL: aaatoysandmore
I must say it looks very busy and I hope I don't have to work for NASA to play it. Remember to K.I.S.S. if you want a lot of players to play it as I won't play monster games or those that require 2 hours of thinking to make the first move (WitP anyone?).[:)]
ORIGINAL: Texashawk
YES!!! Someone who actually knows the backstory of what MOO3 was supposed to be!!! IFPs, designations... yes, you've caught me out. Somewhat. I really respected what Emrich wanted to do... the problem was a game like that should never have been released under the MOO banner. If it hadn't and been released as he wanted it to be, it would have been a revolution. Instead, the publisher got cold feet and make him change his design into the half-baked mess that got released. Damn shame. But yes! Imperia I think will play a lot like MOO3 was originally designed, as far as the management aspect, and I hope people enjoy that design choice. Thanks!
-Steve
That, and level of information you also mentioned, in whole Empire wide scale promises information overload for new player, who isn't already experienced with such. So I recommend this: in addition of PREMISE in first post, there could be another scenario where player doesn't play emperor but some lesser character who has less star systems to manage. How about this: at first player has only colonization fleet and task to choose and colonize uninhabited system. Empire and emperor would still be there, as would be rest of the hierarchy. Player receives orders, edicts, and gameplay instructions. Sector viceroy or emperor himself could give edict that designation of player's colony is prison planet and criminals start to arrive and populate the Place, with expected problems. Player can ask for help from above ("I need more troops to maintain order"), but also get orders and edicts ("You are to turn those criminals to disciplined soldiers and prepare them for war"). Imperium Galactica (the original) was something like that.ORIGINAL: Texashawk
As mentioned earlier, planets are not micromanaged. They are very complex entities whose actions are governed in part by their population, the stats of the planet itself, its viceroy, and most importantly its primary designation. All planets have at least one primary designation - examples would be a farming world, a manufacturing center, a heavy military world, a scientific conclave, a prison planet, etc. Designations basically shape how a planet will evolve. Depending on the size of the planet, up to 2 additional 'secondary' designations can also be assigned to more round out a planet's development.
ORIGINAL: Matti Kuokkanen
I have now read through whole thread. I have some suggestions to offer.
That, and level of information you also mentioned, in whole Empire wide scale promises information overload for new player, who isn't already experienced with such. So I recommend this: in addition of PREMISE in first post, there could be another scenario where player doesn't play emperor but some lesser character who has less star systems to manage. How about this: at first player has only colonization fleet and task to choose and colonize uninhabited system. Empire and emperor would still be there, as would be rest of the hierarchy. Player receives orders, edicts, and gameplay instructions. Sector viceroy or emperor himself could give edict that designation of player's colony is prison planet and criminals start to arrive and populate the Place, with expected problems. Player can ask for help from above ("I need more troops to maintain order"), but also get orders and edicts ("You are to turn those criminals to disciplined soldiers and prepare them for war"). Imperium Galactica (the original) was something like that.ORIGINAL: Texashawk
As mentioned earlier, planets are not micromanaged. They are very complex entities whose actions are governed in part by their population, the stats of the planet itself, its viceroy, and most importantly its primary designation. All planets have at least one primary designation - examples would be a farming world, a manufacturing center, a heavy military world, a scientific conclave, a prison planet, etc. Designations basically shape how a planet will evolve. Depending on the size of the planet, up to 2 additional 'secondary' designations can also be assigned to more round out a planet's development.
Another alternative scenario could be the fall of the first empire, where player's task is to try prevent collapse of the empire you described. Tough one for experienced space 4X grognards.
Hmm...ORIGINAL: Texashawk
What other ideas you got? [:D]

ORIGINAL: Anguille
interesting....sounds very much like what moo3 wanted to be before the departure of Alan Emrich. Good luck.
ORIGINAL: Matti Kuokkanen
Hmm...ORIGINAL: Texashawk
What other ideas you got? [:D]
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.
See above.
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.
ORIGINAL: ASHBERY76
ORIGINAL: Anguille
interesting....sounds very much like what moo3 wanted to be before the departure of Alan Emrich. Good luck.
I remember fondly.Never did a game sound so interesting before they purged the game.A galactic empire simulation
ORIGINAL: ASHBERY76
ORIGINAL: Anguille
interesting....sounds very much like what moo3 wanted to be before the departure of Alan Emrich. Good luck.
I remember fondly.Never did a game sound so interesting before they purged the game.A galactic empire simulation