This post is a copy of one the starting players have already read.
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But man is it tempting. What are you thinking of posting rate?
I'm thinking a turn will take about 2-3 weeks to complete, and will require about an hour's worth of play from each player spread over that time, but I could be wrong.
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- ...more or less the same scope as this one, it seems, just limited to one planet, right?
- And the surrounding planets are not only colonized,
- ...but they're part of a giant Federation that sees us as their protectorate,
- ...meaning they get to handle foreign affairs
- ...protect us from getting attacked,
- ...limitations on the amount of military we're allowed to have,
- ...and have observers sitting in our Council to vet the laws that come out of our Council to ensure we're not causing them trouble?
- You're starting off in one solar system, at the fringe of developed/colonized space. Depending on "world gen," you could start with space stations, asteroid mining industries, etc, already in play
- The nearest semi-inhabitable system is colonized, sure, but there is space to expand. That's not really going to be within the scope of the game, though.
- A giant, distant governing body
- There is no foreign to have affairs with, as far as PCs know at game start. The Protectorate Fleets will step in to solve problems between solar states, or if there is local unrest that the planetary government can't handle, but most governments try to avoid letting things get that far. It's unclear to me how much of this will show up in the game, so I'm not sure how much I should bother writing out.
- Mostly, from getting attacked by pirates.
- No legal limits, just economic ones. You could buy as many ships as you wanted from Core World Corporations, but its super expensive. Licensing the technologies to build ships is equally expensive. This question will be rendered moot by The Plot Twist.
- No, they're a distant and blunt tool, that will only show up if there's trouble. There is supposed to be a fleet guarding your system, but the details of that fleet will be determined as a group.
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So, two questions.
1. How exactly are we small fries compared to what we're doing in here?
2. How will you keep the amount of work there manageable, and keep ingame Turns from taking as long as actual quarters/years to process?
You're playing as junior congressmen in a corrupt government that's achieved a kind of static equilibrium. So, the biggest change is that you're not responsible for the "Federal Budget." The Federal Budget will exist solely as a target to skim money from, and so rather than using it to address problems, it is more like a running list of all the problems that senior senators have been fighting over. Nothing on the Federal Budget is likely to complete, or be effective, because the system is so corrupt and the political factions so entrenched. Players might be able to coordinate enough to design a fix for one or two things over the course of a year, but that probably won't leave them with the political capital to implement it without the funds getting redirected to other pet projects. And you'll have more pressing concerns than keeping the masses happy, anyway.
This means that a) players aren't responsible for addressing a hundred issues concerning the government, only their own actions, and b) the economy isn't going to grow to the point where it is burdensome to manage. I'll be surprised if it grows at all.
The Plot Twist, which I don't want players to know specifics about until after they're finished setting everything up, will introduce a time limit to the game, after which the game either ends or we do a reset.
As for "more involved NPCs," it's more like bonus-providing NPCs and facilities are going to be both a territorial control aspect of the game, and the mechanism by which you get things done -- the strings you pull to perform actions without getting executed for treason.
If anything, this game will feel more like Liberal Crime Squad than other "we're running a government" games. (
http://lcs.wikidot.com/ )