I'm making a strategy game where you are an emperor of the galaxy (so it's not a typical setup where these are several races/empires on the map that compete for planets). I was writing about it for a while on GameDesign subboard but weared the people there so they don't want to talk with me anymore So, I thought of invading the Writing subboard, especially since I have several storyline dilemmas to solve as well Overall, I mostly look for feedback and fresh ideas (especially storyline related and "how to justify the mechanics used") but feel free to go off topic or ask stuff. I just want to talk about it so I get a better hang on how this world work.
About the game
Singleplayer turn based strategy (4X, space empire), asymmetric (the computer plays by different rules), it's a mix of traditional strategy and tower defence. The goal is to get 120 planets in your empire (there might be other alternative victory conditions) and hold them for at least 50 turns (or some prestige system).
Overview & map
You start in the very center of the galaxy (ALWAYS) and you are the meaniest, baddest, the most powerful & advanced civilization around. At the very beginning of the game you claim the title of the Emperor of the Known Universe (althrough the known universe is rather small ) and go on a quest to unify the galaxy under your rule (not that difficult) and defend if from various threats (much more challenging).
The galaxy is made of a round 150-200 planets connected by star lanes (so traditional here). You start in the exact center. There are plenty of uninhabited worlds. There are also some special planets (local aliens, pirates), usually at the outskirts of the galaxy. Also there are several entry points (at the very edges of the galaxy) via which "aliens from another dimension/galaxy" can (and will) enter.
The challenge
The player is strong in the middle (near homeworld/imperial capital), the very center is relatively easy to hold. Edges of the map (outskirts) are inhabites by pirrates, rebels, strange aliens and other scum (they are stronger there). So, the usual gameplay is that the player holds some sort of "bubble" in the cenbter and it's squeezed by various threats from the outside. The player tries to make his area the biggest possible and push aliens/rebels as far to the edges as possible (total eradication and claiming all planets would be very hard and it is not the goal of the game).
Also, at the late game the player learns that every 10,000 years some aliens come via some transdimensional portal and eradicate all life in the galaxy (they don't want to conquer but annihilate) and that it is almost time for their next visit; they need to be stopped (once this is discovered the Empire gets tons of diplomatic bonuses making independent planets/rebels willing to join the Empire after all ).
First problems (mostly storyline):
- The galaxy is kind of empty, there are no other empires. There are some local aliens (more like powerful animals or parasites than sencient beings), pirates (generated by your Empire - you know, your citizens deciding to choose another career path ) and independent planets (planets colonized by disgruntled citizens of your race who don't want to be in the Empire).
- Real aliens (powerful ones) come via the edges of the map (they come from another galaxy, so they don't have any homeworld on the map) and start colonizing the borders. I have a dilemma here, while coming from the "other galaxy" is better mechanics vise (easier to explain why they are so powerful even though they have much fewer planets than the player) I wonder if adding their homeworlds in the outskirts is not better (again, that's mostly storyline issue)...
- I could use some explanation why the player (Empire) is strong in the center (bonuses) and why most aliens are strong near the edges