You could create some kind of open-culture-treaty(something about free travel for citizens and open sports events etc.) that you offer to planets and then the culture/influence of the empire would start to (culturally) "convert" the population of those planets, off course it'll go slower if the empire has multiple of those treaties going on.
It sounds like what I have heard the most is that it is impractical to make an MMO unless you have access to funds and talent. As much as I would like to make this game an MMO, if for a first game it is impractical maybe I should not go that route.
MMO means multi million online, you can still make an online game.
An online world is a bit much, but an online trade-center, arena or just a social happening are a bit easier.
(your game does sound like a single player RPG though
WOuld it be more practical to make an action RPG single player game, and if people like and buy that to make a new version of the game that is an MMO later on?
World of Warcraft did it like that, it came from Warcraft, it even switched into another genre.
edit:it could be a good idea but i think it would mean you 'd have to reprogram the whole game, so i wouldn't call it practical.
And last but not least, what do you think of the idea? Is it viable?
Hard to say, not much on the game itself.
It seems you 're just starting out though, so maybe see this game as a learning experience ?
Well, you can just stick to what fits on the screen, and then you're probably already done,.
Or add characteristics, then when/if those characteristics are implemented make a choice about which ones are best to show on the screen(s)
(maybe add a characteristics-cycle button to let the player decide which characteristics he wants to see)
then have all the characteristics show up on an individual profile screen(like when you click "hire" a screen pops up with the selected official and all his stats, and both a "hire"-button and a "cancel"-button.
Originally I was thinking of making any individual either liberal or conservative, then you want to keep a proper ratio of these in your government or population don't like it. But, once again, the problem is with interface. Take a look at the screens, these are cramped already...
I don't know, I could add the Liberal/Conservative tag to courtiers (identical to congress), but would it look good? I mean, on the congress page it looks perfect, but on the cabinet, not necessarily.
Hmm, did you merge your space-emperor and dictator-game or are they still seperated projects ?
I somehow expect to click on an official and get some additional info, in such way you could add as much info as you wish, and only show the main-characteristics on the screen which shows all officials.
Sounds complex... I think for this game I prefer something simplier (no simulating families/friendship). Especially, since it's just one small element (the game is not about managing a government, but managing a whole country, politics is just a small part here).
Maybe i went a bit overboard in making excusez to the player, those excuses weren't meant to be simulated on the background.
The idea is just that hiring a courtisan would influence one or more of the already-present courtisans.
If this is for your dictator game maybe the courtisans should be divided into different groups(political ideologies) and the player has to balance these groups out.
This is an idea i had, and i'm not gonna pursue it, so it is free to steal(F2S).
In the game, players form group and evolve/advance/ as group.
(There should probably be open groups for everyone to join/get to know the game, and make friends,
and closed/invite-only-groups for friends to join up and play focused. )
I suspect that players who like this kind of game have been less vocal and often ignored by game-makers.
I guess the main difference between this game and any other game is that characters die, but groups don't.
I 'm gonna keep it simple and describe it as a persistent browser game with action-points(APs) and little to no graphics.
As example i will pretend a character needs food & shelter, and they start building a civilisation, but keep in mind it realy is meant as example, their time can just as well be filled with slaying dragons and robbing goblins(and creating items/buildings/skills to help them do so) or they can be a traders/transporters group in an already existing civilisation.
A character is "born" and gathers some berries for food, he then builds himself a cabin,
as he got some building-skills he also builds a storage room.
In the meantime another character learns how to fish and puts some fish in the storage-room.
A third character gathers papyrus and the fishercharacter writes down on it how to fish.
At some point the characters start to die of old age and new characters are born,
these characters occupy the already-built cabins(hence they won't have to spend APs to build them)
One of them reads the papyrus and has an easy time learning the first level of fishing.
They can eat from the storage room and the new fisherman makes sure the storage room stays filled,
Another character starts crafting materials.
And the third (2nd-generation) character has +1 on his building-skill from the first generation and is thus capable of creating bigger buildings,
and builds a library where they can store all the knowledge that they scribble on papyrus
tl,dr; characters should get their "perks" from stats of the last generation, skills learned in the library and buildings the group possesses.
When a player starts a new character, he/she should always have the option of picking between multiple characters created by the last generation.
New characters could be just created by mixing the stats characters that died of old age, this could give the tribe the goal of keeping some of their members alive long enough to reproduce.
But some process with romance and taking care of offspring would be fun too, though i would let a group start off with better resources then(since raising kids is resource-intensive)
A hardcap on skills is easy(make sure there is plenty of opportunity of getting rid of skills)
but some kind of softcap could be more in-tune with the game; have each generation lose a lil' bit of the skills of the last generation,
so they'll need to keep on learning to keep their skills on the same level, this off course gets harder on higher skill-levels.
Groupsize should be hardcapped at ~30 i guess; as the player doesn't play for his own character but for the group, group-balance is of the utmost importance. There should also be a hardcap of # of buildings or special buildings a group can have.
This also brings me to content, a lot of the (non-grindy?) content should be some kind of competition between the groups,
be it all-out-war or trying to accomplism more quests/slay more dragons/... then the other group.
Preferably tribes could move or would be moved(aka their base with buildings) to keep the interaction with other tribes interesting,
some in-game excuse could be that they build their buildings on wheels and need to move to the next mating-ground so the next generation can be created.
If not i 'd definately make sure tribes need to move to an area that contains the resources they somehow need to level-up further.
There should probably be some kind merge-option for tribes, because at some point people tend to go inactive.