Re: Crossroads attempts to "Win" MoO-III
Posted: 2013-10-07 07:42pm
That's actually a very clever idea. We're both pre-dated by games like Civ that break it into Ages, like the Stone Age and Bronze Age, which are themselves pre-dated by reality... so I think we're on firm territory, I suppose.
If the step between the two is a bit obfuscated, and requires a little bit of effort (like trying to move from tribal identities to a national identity takes a lot of effort and idea-generation) you can have a transitional stage where people have reached a large Star Empire and don't yet know how to administrate it, so you've got a troublesome period that is like "Late Solar Age, Early Sector Age" technology. Then you can have the cutoffs nicely, where people can advance to as far as they can go in a certain era, but can't fully realize the jump.
If you have it so moving to a new Step is a bit of work, then maybe people DO want to keep their loose Stellar Confederation arrangement, since it makes their species happy to have that degree of autonomy, despite the huge lack of efficiency. You may be able to advance to a new level of technology without ever increasing your infrastructural capacity from the Planetary Stage, so you end up as a technically advanced but insular species that lacks the ability to create and maintain an Empire.
Empire Infrastructure techs would probably be the ones that lead to things like bigger hulls, better colony stuff, and some of the other nice gizmos that is not necessary just for fun. It's like... your Empire's version of an Apollo Program. You are doing something laborious to enable you to expand your sphere, but you're not sure if you can do it, or what the result will be, or what techs the effort will unlock. The player might, but that's an interesting idea.
If the step between the two is a bit obfuscated, and requires a little bit of effort (like trying to move from tribal identities to a national identity takes a lot of effort and idea-generation) you can have a transitional stage where people have reached a large Star Empire and don't yet know how to administrate it, so you've got a troublesome period that is like "Late Solar Age, Early Sector Age" technology. Then you can have the cutoffs nicely, where people can advance to as far as they can go in a certain era, but can't fully realize the jump.
If you have it so moving to a new Step is a bit of work, then maybe people DO want to keep their loose Stellar Confederation arrangement, since it makes their species happy to have that degree of autonomy, despite the huge lack of efficiency. You may be able to advance to a new level of technology without ever increasing your infrastructural capacity from the Planetary Stage, so you end up as a technically advanced but insular species that lacks the ability to create and maintain an Empire.
Empire Infrastructure techs would probably be the ones that lead to things like bigger hulls, better colony stuff, and some of the other nice gizmos that is not necessary just for fun. It's like... your Empire's version of an Apollo Program. You are doing something laborious to enable you to expand your sphere, but you're not sure if you can do it, or what the result will be, or what techs the effort will unlock. The player might, but that's an interesting idea.