So I just did this, and man is it a dumb way to go. I mean it works in that it creates situations that I have to respond to, but it definitely creates nonsensical outcomes. Which is fine I suppose, because really I just wanted to make sure the game actually flows, but sometimes it actually made my life harder because a rational player would’ve stopped another player from doing stuff. You don’t have the ability to fuck with everything you want to fuck with, so you really do need other players to take actions against your direct opposition. I guess that’s what I get for making a political game.
In future self-playtests, I’m literally just going to make all the decisions for every player, because the dice sometimes tell you to do really stupid shit.
The first turn is difficult because you have a bunch of options and directions and no clear indication of what is going to play out how. It becomes easier as the game progresses because you sort of get invested in your structure, but I’ll need more playtests to see if you can actually see a path to victory from the outset. I think I’d be OK with a little bit of wandering in the beginning, but not much.
Trade is a weak action, that or it has to be played in a really particular way to be effective. My random decision tree had the Trade faction sell off all their size 1 cards the first chance they could, and that royally fucked them - because you need those to build up your engine enough to take meaningful actions later. I take that as a sign that part of my design works as intended - I want players to have to build up over the course of the game, instead of jumping straight to the endpoint and creating a very large swing on their turn. Smaller oscillations, basically.
The Plan was definitely useful and neat. Will have to see just how important it is.
It’s hard to say how much Techs mattered overall. They seemed to make a difference for me, but it’s hard to know for other factions because, again, random.
Changing up the impulse by Developing is definitely massively important, so that’s another part of the design that works.
Combat probably needs work. Right now it’s just basically coin flips. Some Techs do modify combat though, so I might just need to develop those and see what happens. Thinking about doing it as highest total across each of the 4 colors, winner of a color destroys one loser ship, but we’ll see.
Need to rejigger the font size for the actions. I thought you’d only need to kinda reference it, but in play you need to reference that information a LOT, much more than Tech text. That’s easy.