It's for a civ like game. One idea I had in order to solve many problems would be to reduce the maximum number of players from 6 to 4 and I am trying to give myself good reasons to do it.
Here are a few advantages:
- Easier to make a modular map that fit any amount of players
- Reduce the amount of components required to play
- Reduce the amount of time the game will take
Disadvantages
- Reduce negotiation and player interactions
The problem is that in civ like games, most of the time, there are many opponents. So another idea is that I could reduce the number of players, but have some neutral civilization controlled by the game which could be negotiated with. Or maybe players could get control of neutral factions if they get enough influence on them.
Do you think that fake players could actually increase interactions and diplomacy?
Unfortunately, I cannot to that for my game. I want players to be in control of a faction. But in order to remove the need to balance for example map size according tot eh amount of players. there would now only be 1 fixed map size and all factions would be there on the board. I was thinking to have 10 factions where some of them are controlled by players. So what ever the number of players, the number of factions will always be the same and the game would be optionally playable with more players.
I just had an idea where 1 to 4 players can be actually wizards, while the other NPC players which could be taken control by real players are only paladins which does not have the option for magic research and casting (remove components and playing time) but that can still get a permanent benefit from magic without having to manage them.
That could be a good idea, but I think with the new map system I want to make, these factions will have to expand more. But I was thinking that these factions could at most colonize around their capital city, and once the space is saturated they do not grow anymore. The only thing that could happen is that they conquer adjacent cities, but maybe they will only raid them.
That is another problem, I'll have to get into the details of the game mechanics to see what can be done. I thought that they could also not play every turn. Maybe a random card could determine the list of the actions they do. Still, If I could have a system comparable to what players can do, it would remove me the pain of balancing the players actions with the neutral's actions.
Well not necessarily. The idea is that each player's political power would be relative to their empire size and the size of the neutral factions they have influence on. So not every player will have the same political power which could change the 2vs2 or 3vs1 relation. It might also be possible for some faction to abstain.
anyways, I have to go. I'll keep on thinking.