The title is not self explanatory, still I think it is the best I could do. What I want to talk about is a game concept that can be seen in many games that fit in a civilization expansion like of game.
I am currently following the development of a video game called Elemental (www.elementalgame.com) where the goal is to make a game like master of magic ( civilization with magic). While talking about how the magic system should work, many people suggested that smaller empire's wizard should still be powerful enough to compete with larger empire wizard. This concept can be transposed to any civlization or space conquest game, you just replace magic by technology.
What does this concept tries to do? It tries to make sure that the evolution of this magic/technology is not influenced in any way by the empire size of the players. In many video games like Civilization and Master of Orion, the amount of cities/colonies you have will increase the amount of research points produced each turn allowing to grow faster. To counter effect this growth, later technologies becomes more and more expensive, forcing the player to have larger empire and making it impossible for small empire to acquire these technologies. This has a spiral effect of: smaller empire => technology grow slower => become weaker than your opponent => your empire gets even smaller, etc.
The suggestion above tries to do the opposite. Even if your empire is smaller, you will not get late in technology and you will still be able to compete on the technology level, which does not set aside a weak player for the rest of the game if he has a small empire. I really like this idea and I found many benefits to it, here are a few:
1- The player stay in the game until the end, no player is set aside.
2- Limit the run away leader effect.
3- Technology cost is fixed, no need to set various price on technologies.
4- Act as a game clock, you know the game is going to end when everybody has all their technologies.
Now to use a system like this, it implies many things
1- the technology/magic system must be an independent system.
2- There cannot be anything on the map or related to the empire that can power up the magic/tech system
3- Players must be able to make various choice or have various path in this magic/tech system.
The last point lead to my next problem. If every body's technology evolves at the same time, then there is no way to have better technology than your opponent to increase your chances to win. Now there are various ways that this can be solved:
1- Variable technology selection: Everybody has the same amount of technologies, but not the same technology.
2- Broader tech/magic system concept with multiple path: Give multiple options to the players so that they do not evolve the same way. So players will have strength and weakness even if they evolve at the same speed.
For example, you could be allowed to do various things:
1- Research: acquire new technology
2- Refine: Upgrade the technologies you already have
3- Wonder: Build a unique wonder that requires tech research to build it.
This mean that players could follow different path, one player has various technologies, the other one has few but powerful technologies and the last one has a lot of wonders into play.
So what do you think?
The goal of the game would be to make civ like games where the leader does not get exponentially powerful. Because if you think about it, that is not fun for the leader too. In these kind of games, there is always a point when you become strong enought and your opponents becomes weak enough to compete with you. So now you just want to expand and kick everything out. So it becomes boring for the leading player and the games becomes less interesting.
One thing I have realized in games like civ and master of orion is that you rarely have close match, it's either you wipe your opponent or you get wiped out by your opponent. With this new system, the competition would be more tense.
Another player suggested that larger empire wizard would have to spend more time managing their empire than doing spell research. Which makes sense. So for a civ game, that would mean that managing large empire requires so many actions that you do not have the time to research technology.
Yes it looks a bit like endeavor, but in that game, you culd end up with not enough construction level which prevent from building high level buildings.