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Interaction with Independent Factions

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Jerry
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Apologies if this is posted in the wrong section.

I'm working on a space exploration game where players can establish bases on planets and trade routes with each other while working towards their own individual goals assigned at game start.

I'm good with most of the mechanics I've come up with thus far, but am struggling with a good way to implement one thing, Interaction with Alien factions.

When travelling between zones on the board, players can "discover" a planet there, and then through another mechanic, determine what type of planet it is, if it is inhabited, and if so, by which faction.

I'm going to have three independent factions, but maybe will whittle it down to two, depending how complicated things become. One faction will be pirates, which you can't interact with so it doesn't matter.

I've thought of having a rating system, where you can do tasks for these factions to gain favour with them. Depending on your favour determines what you can trade with them. That sounds a bit complicated to set up though.

The other way to do it is to just automatically be able to trade with them. But if I do this, I'd like to have a changing turn by turn supply demand list for these alien factions.

This could be as simple as a a table with two columns, with each resources listed on either side. When determining supply for Faction "A", roll a die and place a chit on that corresponding resource. Roll again for the demand side of the table for that race.

This mean you could end up supplying 4 units of food to Faction A, and in return they'd give you
1 fighter which you can assign to defend a planet.

Of course, before you trade with anyone, you have to have a trade route established between that planet and one of your own, which will be indicated by chits on the board.

Any thoughts/Ideas you can throw in, I'd be happy to hear!

baberahamlincoln
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Trade Cards?

Maybe for each faction, you could play face up X number of trade cards. Each trade card would indicate something that could be traded for (like a fighter, ship, technology, or effect / favor), and what is required for the trade (with possible multiple options, like 4 food or 3 sheep:)). These cards would be placed in a certain order, such as left to right on a game mat, reflecting a scale of sorts. Cards on the far left could be traded by anyone (with a route), while cards further along may require better relationships with that faction, or present some kind of trade modifier (like, cost to trade is +1 gold per space away from the far left, or defined on the card - 4 food in space 1, 5 food in space 2, 6 food in space 3). Relationships could be tracked on the same game mat with the player tokens.

Trade cards could be replaced / replenished on a regular basis - such as in response to certain events, as part of the turn order / upkeep phase, or if they go untraded. Cards could also move along the track as they are purchased, so if the card in space 1 is purchased / traded for, the cards get moved from space 2 to 1, and space 3 to 2, and so on, with the empty space replaced.

Trade cards could be faction specific (some factions provide resources, others technology, others weapons / ships, others "support" - like attacking other players).

Corsaire
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Agree

Reading through your post, I had a very similar concept to baberahamlincoln. Faction favor seems like a nice mechanic to have, and the suggested distance mechanic has a nice fell... "hey buddy, just for you, since we are such good friends, wanna buy a plasma cannon?"... then conceptually when special buys don't move but other things do, they shift into more available slots.

But like any feature, you'd have to weigh play value against complexity and cost.

Jerry
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Thumbs up

I really like the idea of this mechanic.

It reminds me of power grid, or small world, in which you can buy things farther down the line at a higher price. Not sure I like the buying part for this game's purposes though, so read below and see what you think of it.

I could use a card system like you said, by laying say cards down side by side. It could be determined by how many human players are in the game, that way each player has the opportunity to trade once per turn with an alien race. If there are two alien races discovered, and four players, then two trading cards per alien race would be available to players to choose from.

Each turn (one full circle around the board) the cards will be reshuffled, and a new 4 cards ( if there were 4 human players ) will be dealt out.

Turn order can be shifted to the right by one person so as to have someone different picking first every turn. You could also have certain cards that trigger events rather than have trading opportunities.

Couple of examples:

1)Faction A will allow you to establish a route with them for 4 food and 1 alloy.

2)A pirate fleet has appeared near one of your planets. (this card would obviously be left until last, unless a pirate event is favourable to them, such as spawning it near an opposing team's planet. Event cards have to be picked up, whereas a player can pass on trading if no favourable opportunities are available.)

Players will still need to pick up a trading/event card on their turn even if they don't want to trade, but they may discard it immediately. Other players may barter with them to leave that card in the lineup if they want it and are next in line. Either way, all trading/event cards dealt out that turn MUST be gone by the end of the turn.

baberahamlincoln
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Some additional thoughts

I was thinking of both Power Grid (removing unused cards / cycling card options) and Small World (changing cost based on placement) when writing the previous post.

Some additional thoughts, without knowing much else about your game.

Trading seems like something that is optional in a lot of games. Should players always HAVE to trade? If there is a cost to it (either in the amount of resources that have to be traded, or by limiting the ability to take other actions), it may not be something that has to happen.

Trade goods and offers of services seem like things that can persist between turns. Do these always have to be discarded or refreshed between turns? Perhaps only some of them can be changed / refreshed?

Balance doesn't always mean having something for everyone. Perhaps it is not necessary to have the number of trade opportunities exactly equal to the number of players, especially if trading is an optional activity, or turn order changes from round to round?

Does it make sense to have event cards mixed into the trade cards? If you want the randomness of events, does it make sense to have these replace an opportunity to trade for ships or another game resource?

Jerry
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A Good Point

That's true, Player's shouldn't necessarily have to trade if they don't want to.

The main reason I was thinking all cards would have to be gone every turn, was to have events integrated into the game. But there's lots of other ways I could do that, so that's something I'll have to figure out.

Another reason I was thinking against the paying money to buy a card further in, was because I'd like to make this game not use money, but rather resources.

Planets produce different things, and you use these things to trade for what you need, or produce what you need.

I was thinking of mixing event cards into the trading deck to ensure that the game world evolves in a somewhat random and dynamic way as the game progresses.

So players could choose to either complete a trade with a card, or trigger an event if they see it fit in with their goals. But this doesn't mean that players MUST pick up a card on their turn, like you said.

The thing I'm worried about then is players constantly skipping over event cards. But then again, long periods of no events could just be regarded as a lengthy era of peace in the galaxy.

Jerry
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Corsaire wrote:Reading

Corsaire wrote:
Reading through your post, I had a very similar concept to baberahamlincoln. Faction favor seems like a nice mechanic to have, and the suggested distance mechanic has a nice fell... "hey buddy, just for you, since we are such good friends, wanna buy a plasma cannon?"... then conceptually when special buys don't move but other things do, they shift into more available slots.

But like any feature, you'd have to weigh play value against complexity and cost.

Yeah that's the issue I'm having with this particular idea. I'm just not sure how to balance that with gameplay, and how many game pieces/time it would add to the game.

If you read the rest of the stuff written in this thread, I like where that's going, but then everyone is always on equal terms with all alien races all the time, which feels less immersing to me. Although it probably is what I'm leaning towards right now.

Corsaire
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I was speculating not so much

I was speculating not so much pay as privileged access. So, say first two cards are available for anyone, next card requires you to have 1 favor with the race, next card 2 favor, etc. You wouldn't spend them, they would be a fixed relationship (unless the player takes some action that makes them lose favor.)

Jerry
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I see

Corsaire wrote:
I was speculating not so much pay as privileged access. So, say first two cards are available for anyone, next card requires you to have 1 favor with the race, next card 2 favor, etc. You wouldn't spend them, they would be a fixed relationship (unless the player takes some action that makes them lose favor.)

Ah I see.

I suppose then what I'd have to figure out is how to gain favour with factions. I suppose this could be done through the use of event cards, for example.

Any ideas of other ways to gain favour with a non-playable race? I guess that's where I'm struggling a bit. How to generate opportunities to gain favour with them.

baberahamlincoln
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Ideas

Gift them trade goods
Gift them units
Respond to requests for help (such as committing military units to defend them, or sending other aid)
Trade regularly with them
Do not trade with other factions (splitting alliances - factions could have their own permanent or temporary relationships with one another)
Attack a player that they don't like
Attacking a player that they do like could lower favour
Bribe a faction to lower the relationship of another player
Complete missions for them
Achieve something they respect (player who has the highest X or Y gets +1 favour)
Could lose favour through events, where the event requires you to target a single faction / player with a negative effect

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