Colony Crises

What I’d like to talk about today is a re-work, and a major expansion, of the Hostile Activity system introduced in the previous release. It was released in a baseline state where the only two factions involved in it were the Luddic Path and the pirates, but it was always intended as a way to put a lot of different content in front of the player.

So, the changes here are two-fold: 1) taking some lessons from how the existing mechanics worked out, and 2) adding a *lot* of content to the system, so that it can be seen in its intended and more-or-less final form. It’s certainly possible that more content will be added to it here and there, but the amount of content it’ll have in the next release will be enough for the system to “work” – it just needs the variety, more on that a bit later.

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Hostile Activity

One of the design goals for the campaign layer of the game is that it should present the player with opportunities for combat. This doesn’t mean that everything you do in the campaign has to lead to it, but it’s a good thing to always keep in mind, regardless – how does a feature of a mechanic give context (and meaning) to combat, or lead into it directly?

If you’ve been following the game, this is something you’ve probably read before. So, in brief: this post is going to talk about some aspects of how establishing colonies leads the player towards combat. This already happens in the currently-released version of the game, and the changes I’ll talk about here are about three things: cleaning up some of the rough edges of the current approach, creating a system that makes it easy to add a variety of encounters, and building some infrastructure that can be used for other purposes, in particular implementing the endgame.

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