I am working on a space 4x game right now, and and trying to brain storm and experiment with a mechanic to have planets generate resources with a population.
Right now, there will be a planet card. On the planet card, indicates what type of planet it is (water planet, standard terrestrial planet and so on). On the second half of the card will be a row that indicates the resources generated by the planet.
For example, a row will show a food icon with a 3 next to it, and a water icon with another 4 next to it.
This means on each turn it will generate 3 food and 4 water.
Now below this row will be a row with circles or squares where each square can contain 1 population cube. There will be a maximum number of squares indicating the max population a planet can support.
For a human like species, each population will require 1 food and 1 water. So if there is two population cubes, the population will require 2 food and 2 water.
Now you can only have a population cube if the resources generated on the planet can support the population. A simple subtraction of the population needs from the planet resources indicates what resources are left. In this example, you will have 1 food and 2 water left after supporting the population.
Now this excess can be exported or traded with another world (maybe a desert planet needs water for a population as it does not naturally generate it). However, the limit to how much excess can be transported is the population size. One excess resource can be exported per population cube.
In this example, as you have 2 population cubes and an excess of of 1 food and 2 water resources, 1 food and 1 water can be exported, or 2 water.
With this type of mechanic, for example, an event can occur which can reduce a planet's supply of food (famine) causing starvation due to not having enough food and causing the population to go down. Also blockade of a planet can prevent export of a resource to another planet causing possible starvation as well.
Other resources can be raw materials like ore, for example, which can be exported just like food. Ore is needed to build space ships or robots and for a robot like race, it could essentially function as food.
Does this seem too complicated? Any thoughts or suggestions are appreciated.
My goal is to generate different resources on different planets so trading is stimulated with some species being better at settling certain planets than others.
--DarkDream
Yes. I want to focus on more the economic aspect, but try to keep it as simple as possible.
I have used the Star Wars universe as an inspiration and in that universe the galactic economy is ruled by trade between different planets.
The idea is to create dependency relationships between planets which will result in greater wealth for both planets if trade was not available. It can also lead to situations where if, for example, if a planet relies on food from another, this interruption in supply can cause grievous problems.
I want to try to introduce interesting decisions where a planet can be self-sufficient with a lower population, but produce less and be less wealthy or push the population to the maximum resulting in more wealth at the cost of being totally reliant on imports.
My goal in terms of game length is 2 hours or less.
The fighting between space ships will be greatly abstracted out. I definitely want resource management to be a significant factor, but not so much where it really takes a long time to play.
I actually want to focus more on the political aspect of different players working together.
Yes, the optimal population size will be the maximum population a planet can support. I realize this may not be realistic, but at least for now, I would like to *not* simulate over population (happiness reduction, efficiency loss and so on).
ElKobold, thanks for the input.