How to build the perfect Galactic Empire game
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Stardock Forums
After playing a dozen or so games of GalCiv, I think it is a great game and is a lot of fun and (from what I can tell) seems to meet all of its design objectives. And it continues to grow and improve thanks to a dedicated development team.
Having said that, I'd like to open a discussion about what a true galactic empire game should be like. I don't think it has ever been done before. Moo3 comes the closest, but it ultimately failed because it wasn't willing to give up it's Moo1 & 2 roots. The results are well documented. In fact a lot of what I write below is what I thought Moo3 would be, so you may not think my ideas are terribly original, which is fine with me.
In my opinion, a galactic empire game should only on very rare occasions involve going to individual planet screens and futzing about with things like building transport ships or sports stadiums. Again, this is not meant as a complaint directed toward GalCiv, because GalCiv is exactly what it was intended to be, I am proposing something different.
What I would like to see is a game where I don't have to tell each planet what to do, but instead can craft a set of "rules" or "scripts" which govern what happens on a planet over time. These scripts would be more than just build queues. They would be instructions on how to behave in various situations. Under siege? Call for help. Enemy fleet activity nearby? Build planetary defenses. Economy in the dumps? Lower the tax rate to stimulate growth (or raise taxes to keep government projects on schedule). I would like to be able to build a library of these rule sets and re-apply them to different games as I see fit. A collection of scripts would be represented in game as governors. You could add or remove scripted behaviors to your governors at will. This would enable you to manage thousands of planets. Assign a bunch of planets to a governor. The governor runs the planets automatically according to your scripts. If you issue an order to the governor he executes the order on each of his worlds.
What's more you could build a hierarchy of governors. You could have say, one governor in charge of all your resource mining planets, and another governor in charge of all your research planets. You could then assign them both report to a higher level governor. The mining and research planets could have there own specialized scripts running for them, but they would share any scripts that the higher lever governor is set to execute, for example, a planetary defense script.
You could also build scripts that dictate the behavior of complex fleets of ships during battle. These scripts would be represented in the game as ship captains, group commanders, and fleet admirals.
A bunch of independant admirals and governers ignorant of an overall doctrine would be disaterous. Therefore, I'd include a set of "cabnet ministers" that would help manage your overall empire; for example a minister of finance, minister of defense, and a minister of agriculture would have scripts to ensure that the overall empire operations stay withing your specified guidlines. For example suppose you had a 100 planets decide that they need to build "Death Quasar" class ships (based on the scripts running for their governors). The finance minister may step in and override these orders because this will bleed the treasury dry and his script doesn't allow this. His script may then direct him to order half the governers to build a smaller class ship instead.
The key thing of course is to make the scripting language both powerful and easy to use. The player could still over-ride any scripted behavior manually, but better players would be constantly tweaking their scripts over the course of playing many games. The end result is that when playing a game after building a mature set of scripts the player as an emperor would be giving large scale orders to his Admirals and Governors, not micro-managing every flavor of the month on each of the baskin-robbins ice cream shops on 10,000 worlds.
Sound boring or fun?
Having said that, I'd like to open a discussion about what a true galactic empire game should be like. I don't think it has ever been done before. Moo3 comes the closest, but it ultimately failed because it wasn't willing to give up it's Moo1 & 2 roots. The results are well documented. In fact a lot of what I write below is what I thought Moo3 would be, so you may not think my ideas are terribly original, which is fine with me.
In my opinion, a galactic empire game should only on very rare occasions involve going to individual planet screens and futzing about with things like building transport ships or sports stadiums. Again, this is not meant as a complaint directed toward GalCiv, because GalCiv is exactly what it was intended to be, I am proposing something different.
What I would like to see is a game where I don't have to tell each planet what to do, but instead can craft a set of "rules" or "scripts" which govern what happens on a planet over time. These scripts would be more than just build queues. They would be instructions on how to behave in various situations. Under siege? Call for help. Enemy fleet activity nearby? Build planetary defenses. Economy in the dumps? Lower the tax rate to stimulate growth (or raise taxes to keep government projects on schedule). I would like to be able to build a library of these rule sets and re-apply them to different games as I see fit. A collection of scripts would be represented in game as governors. You could add or remove scripted behaviors to your governors at will. This would enable you to manage thousands of planets. Assign a bunch of planets to a governor. The governor runs the planets automatically according to your scripts. If you issue an order to the governor he executes the order on each of his worlds.
What's more you could build a hierarchy of governors. You could have say, one governor in charge of all your resource mining planets, and another governor in charge of all your research planets. You could then assign them both report to a higher level governor. The mining and research planets could have there own specialized scripts running for them, but they would share any scripts that the higher lever governor is set to execute, for example, a planetary defense script.
You could also build scripts that dictate the behavior of complex fleets of ships during battle. These scripts would be represented in the game as ship captains, group commanders, and fleet admirals.
A bunch of independant admirals and governers ignorant of an overall doctrine would be disaterous. Therefore, I'd include a set of "cabnet ministers" that would help manage your overall empire; for example a minister of finance, minister of defense, and a minister of agriculture would have scripts to ensure that the overall empire operations stay withing your specified guidlines. For example suppose you had a 100 planets decide that they need to build "Death Quasar" class ships (based on the scripts running for their governors). The finance minister may step in and override these orders because this will bleed the treasury dry and his script doesn't allow this. His script may then direct him to order half the governers to build a smaller class ship instead.
The key thing of course is to make the scripting language both powerful and easy to use. The player could still over-ride any scripted behavior manually, but better players would be constantly tweaking their scripts over the course of playing many games. The end result is that when playing a game after building a mature set of scripts the player as an emperor would be giving large scale orders to his Admirals and Governors, not micro-managing every flavor of the month on each of the baskin-robbins ice cream shops on 10,000 worlds.
Sound boring or fun?