DDPD wrote:Great game, but I can't help but feel that the planet rush is a game mechanic of yesteryear. There's VERY LITTLE holding me back from settling EVERYTHING and I think it leads to two of SiS' biggest issues: micromanagement of planets and the snowballing issue.
I agree on one level, which is that feeling like there is a need to colonize every single rock can sometimes be tedious. The issue with preventing this feeling is that it's almost purely psychological; in SIS, small marginal planets with 2 or 3 population really don't add that significantly to your empire's power, and can for the most part be safely ignored. They're really only useful as dedicated mining or research colonies, which don't require any micromanagement at all, once set up.
That said, I think there are things that can be done to reduce this feeling of needing to colonize every planet. One source of this pressure that comes immediately to mind is that if you don't colonize every planet, the AI factions will; therefore the player feels the need to stake his claim to every planet to prevent his rivals from doing so. I think there's a lot that can be done with AI changes alone to ameliorate this, but some rule changes (regarding system ownership) can help as well.
On a different level, which is the TALL vs. WIDE debate, I'm not sure that the "eXpand" element of 4X gameplay can so easily be ignored or omitted. Game mechanics which force the player to choose between expansion and development to the exclusion of one or the other (such as the Happiness mechanic in Civilization V) suffer, in my opinion, from problems both with plausibility and gameplay consequences. Three planets are logically three times as good as one, and imposing mechanics that artificially limit development on each world according to the total size of the empire strains credulity; why would development and population on Mars be limited by the fact that additional colonies elsewhere have been established? Why would population on Mars suddenly become unhappy when new colonies are created on the other side of the galaxy? There is no logical strategy for improving a single planet that can't also be applied to every other planet.
Gameplay wise, I have not seen any effective ways of making tall/turtling play competitive against wide/expansionist gameplay without essentially destroying the latter, and making the former the single best way to play. Civilization V suffered from this with the "build 3 cities and stop" becoming optimal gameplay. This might be okay thematically with a setting like Civilization, but I think that a space conquest game that discourages the player from expanding is unacceptable.