Design Ideas: Domestic Policies
Open in chat • 4 posts (analysis)
• Page 1 of 1
This thread is for posting design ideas, inspiration, and discussion on:
Note that a single Policy contains multiple options to choose from: other things, such as technologies, world improvements, and even cultural traits might add additional choices.
These are somewhat vague, so all inspiration and ideas would be greatly appreciated!
We plan on starting the game with 2 or 3 policies with a few choices each, so that each world can start out a little different.
(Do not worry about the details, implementation, or numbers you give. Those are subject to change anyway since we must balance them with the other things that are being designed.)
Domestic Policies
These are the choices a world's government has made. They are those things that are declared in local law, or embedded in the local culture as "the right thing". Contrary to cultural traits, policies can be switched to another choice.Note that a single Policy contains multiple options to choose from: other things, such as technologies, world improvements, and even cultural traits might add additional choices.
These are somewhat vague, so all inspiration and ideas would be greatly appreciated!
We plan on starting the game with 2 or 3 policies with a few choices each, so that each world can start out a little different.
(Do not worry about the details, implementation, or numbers you give. Those are subject to change anyway since we must balance them with the other things that are being designed.)
First, for my world, I was thinking at policies like: 'we don't need no nature, let's go strip mine the planet and blow up some mountains and wildlife is overrated.'
Second I was thinking in the line of: "more droids is more better, so everything what can be done with the assistance of droids will be done with the assistance of droids".
Third, I like to keep the xenophobic traits of my culture.
Fourth, I was also planning to continue to implement militaristic traits into my society.
Second I was thinking in the line of: "more droids is more better, so everything what can be done with the assistance of droids will be done with the assistance of droids".
Third, I like to keep the xenophobic traits of my culture.
Fourth, I was also planning to continue to implement militaristic traits into my society.
So domestic policy could be economic policy which is where your government is between free trade and protectionism. This would be how easy is it for goods to be imported into your economy and for your goods to be exported to other worlds, which can be enforced by things such as tariffs and subsidies. Possible points on a slider are Free Trade, Mercantilism, Protectionism.
Another policy scale would be capitalism vs communism, or rather the size of government, what services and social safety net the government provides and how much legislation it applies. I have no idea what mechanical impact this would have.
As Elmer already said, the amount of ecological preservation, or 'hippieness' seems important to star wars settings. How much does your culture value keeping pristine nature, versus strip mining everything.
Another policy scale would be capitalism vs communism, or rather the size of government, what services and social safety net the government provides and how much legislation it applies. I have no idea what mechanical impact this would have.
As Elmer already said, the amount of ecological preservation, or 'hippieness' seems important to star wars settings. How much does your culture value keeping pristine nature, versus strip mining everything.
-

Mercury - Storyteller
As domestic policies, it may also be interesting to look at some of the following idea's:
For later in the game:
- Specialization vs Generalist - i.e. boost production of one thing vs everything but a bit less
- Judicial vs Policial - i.e. more legal rights for citizens (population centers provide bigger bonus) vs actually preventing crime (industrial area's get a bigger bonus)
- Pioneer vs Zenith - i.e. spread out quickly to new opportunities (fill empty slots more quickly) vs specialize very well (replace existing slots out more quickly)
For later in the game:
- Early Adopter vs Majority Adopter - i.e. get a discount on applying the latest technology vs get a discount on applying old technologies
- Mom & Pop vs Corporate Efficiency - i.e. boost small corporations giving a production bonus vs corporate efficiency boosting corporations
4 posts (analysis)
• Page 1 of 1

