Introduction
I am working on a space 4x board game. I already have made a few posts on it. For a brief context of ideas I have for the game, please see these links:
http://www.bgdf.com/forum/game-creation/new-game-ideas/semi-cooperative-...
http://www.bgdf.com/forum/game-creation/mechanics/modified-priority-ai-i...
http://www.bgdf.com/forum/game-creation/mechanics/space-4x-world-develop...
Core Mechanic Question
I currently working on the core mechanic of the game which consists of the actions relating to interstellar senate. All players are a part of the senate and act as leaders of a faction which can include other alien worlds.
One of the things the Senate should vote on is how to handle different crisis/event cards which list options. For example, a fleet of pirates card would have the options to attack them or pay them off.
A senator can bring a motion to vote on one of the options.
Besides putting forward options from an event card, the Senate has other possible motions, for example, to build more ships for the navy.
There are other potential Senate actions I am not so sure about. These motions or actions I see can either be a player's individual action or a collective Senate action. As an example, should players vote on who should colonize a discovered planet or should the first player that can send a colony ship claim it? Same thing for exploring unknown regions of space.
With the Senate voting for collective actions, it begs the question of who builds those ships? Should the number of ships to build be divided among each player's faction? Or should the player that passed the motion be responsible for building the ships? What if there is a neutral race that can build superior ships. Does it make sense to have a separate vote to "award the contract" on who will build the ships?
Another idea is to have a particular Senate office for defense and the player that owns that role decide who builds the ships. Any other ideas?
Summary
Essentially, what I am asking for is ideas on how the core game mechanic would function with collective actions which necessitates the use of player's resources.
Any ideas would be great.
Thanks,
DarkDream
What the senators do have control over is the excess resources produced by the planets in their jurisdiction, the motions they call to vote, and whether they vote for a motion to pass. Each senator also has a number of hidden agendas that provide for scoring.
During the active round, each senator can choose one motion from a set (I'm thinking similar to the role cards in Puerto Rico). Each motion has a goal ("Build military" or "Increase Agriculture") and a cost ("10 Currency & 5 Metals). The cost could be split into a total and a required contribution from each senator. The remaining cost must be pledged by the motioning senator and/or other senators he cuts a deal with.
Hi Czarcastic, some good ideas here. I am not clear on the "required contribution from each Senator." Are you suggesting, for example, the motion card specifies how much each Senator (besides the Senator passing the motion) must contribute and the remainder cost the Senator passing the motion must contribute to meet a certain total?
I think what you are getting at, is that with hidden agendas Senators would more likely in some circumstances work with each other rather than everyone ganging up on the Senator passing the motion. Is that a fair assessment?
Having agendas also helps the Senators have incentives to pass or not pass particular motions.
Or to sum all that up, if you want to make a political game, keep it to politics. Introducing direct control of units and such makes it more of a tactical wargame.
That is what I am struggling with right now. How political do I want to make it. Right now with a 4x type setting I want to make it somewhat reduced.
Thanks,
DarkDream