This could give the interesting aspect of empires that spread out in new patterns. Rather than spreading merely to the 'next' system, they can instead send scouting fleets to far flung regions (with the risk of being cut off while being established) and then later 'rejoined' directly with the rest of the empire.
I've actually come with a twist regarding this. I won't go into the details, but I've had to schematised the ideology of each of my species and how they relate to their environment, how they should move, etc. It shouldn't be a forced template that the player needs to understand, but rather, a guideline for production that I want to insure remains a viable overarching strategy (not limiting others from naturally emanating).
I've checked into the actual objective I was trying to achieve:
Objective
Create a decision scenario based on risk assessment:
Do I want to advance quickly, or carefully.
While this objective is already met by at least 2 core gameplay elements, I believe there is still some room to increase the strategic decision here.
Reasons to be careful:
- Logistics impairment that make the ships suboptimal when reaching out.
For example, fuel, is one such limitation. If you intend to go further, you need to plan accordingly or risk being stranded into space with empty fuel tanks.
- Sense of danger.
For example, being unable to rely on sensors (shorter ranges or accuracy by lack of support from the empire's data) would give a sense of danger. Enemies might see you coming even though you are unaware of their presence. It puts your ship in a vulnerable position.
Reasons to move quickly:
- Distress / Strategic Concern
A ship being under attack requiring assistance or resupplying for example. It is understood that many battles will occur in deep space, away from your actual empire (even some defensive battles).
- Exploration / Worthless colonies.
Attempting to find potential colonies might require you to move further away. You might have to discard several planets because of their relative low value, and it will be hard to determine in which direction you'll want to expand until you actually find a potential colony. As a result, you'll be tempted to send scout ships in many directions at once.
- Sweep / Spy
You're likely to want to avoid revealing your presence to the enemy. As a result, you'll want to have ships far outside of your empire. That way, you can detect and intercept enemy ships without giving away too much information about your current location(s).
Likewise, you'll be able to gather some intel on your enemies' location by stationing silent ships throughout the galaxy. Eventually, their freighters and lighter ships are bound to move in the vicinity and you'll be aware of their expansion plans, using that info as you see fit (either strike, or wait).
- It is important that players are able to direct starships out of their empire in realtime. Hence, I'd try to stick away from delayed reporting etc but wouldn't necessarily discard the capability that ships outside of a given range cannot be controlled directly.
I'm trying to find ways into which Communication could play a major role to support this objective as a limiting factor to force the player to consider the advantage gained by moving faster against the drawbacks caused by moving outside from the communication range.
Communication here is just the theme, but I somehow need to graft a logistic mechanic to it that feels organic to the game.