For your more specific question, I'm not quite sure what you're doing with the population. In Civilization, making military never affects your population directly (although the focus on production rather than food limits your population growth). Damaging a city occasionally damages a population, but it's infrequent enough that it doesn't match the population growth that cities have all the time. How is your game using population in combat that's becoming a challenge?
I'm trying to use population to directly translate to crew/troops. Thus, population growth also determines the available amount of troops and ship ops crew (similar to some Star Trek games amongst others).
that's why it is legit to update long term effects on a continuously way. e.g. if you know it takes 9 month to increase the population by 50%, then it's 1.67 per year. hence every month would get ~10% more population. that's ofc when you assume females are brute machines.
But I find it hard to balance player decision-making between tactical combat and strategic planetary growth implications so that there's a decent flow here.
For example, tactical combat requires a lot of input each turn given the amount of ships, whereas population growth would also imply a lot (structures to build, etc.)
If I'm to get some clearer design space in there, I need to find a suitable means to decrease the strain on the player.
One example I like is X-COM (the new game) where you spend time dealing with the macro-level and then have a very narrow scenario that is tactical. Unfortunately, I can't replicate this model in a multiplayer asynchronous experience.
TL:DR - I guess the point is that your game-time events could be to real-world scale as long as you can accelerate through the times where nothing happens.
I would love this, but in an asynchronous game, I need to put more into each "turn". Perhaps in the form of planning?
You mean a military unit only makes one combat-move every turn ? It's more like Civilisation then, most 4X will have full-blown battles with their own combat-turns every "economic" turn.
Anyway, moving through space takes time etc, and you can asume that units that are big enough to attack planets take some time to move as well.
Actually, only one "maneuver" is planned, but it can be a complex one (such as an elongated S trying to lure an opponent into a flanking position, etc.)
time scale problems have always been an issue in strategic games - unrealistically short building construction times in RTS's being a classic example.
Asynchronous gameplay is actually a big part of my problem I believe. I'm ok with bending the rules, but I still need to convince players to play "long games together" and I can't anticipate doing so in real-time, so I must put more on the backend-side and this is putting constraints...
- focus on one side of the timescale only (like no tactics only strategic level)
I'm actually leaning towards the exact opposite (once again). I'm trying to abstract the strategic level and focus on the tactical and logistical aspect. It seems this is a duel we've started two years or so ago and it is bound to continue that way :P
- split turns (big) and then subturns (phases) which occurs on needed basis, so sometimes you have these phases and sometimes not (a concept, haven't used it yet)
How do you explain that in a multiplayer asynchronous environment though? My instinct would've been to do so:
Every "turn" is really 1 MACRO turn (economy, etc.) and 10 micro-phases of combat.
But can I realistically ask the player to choose 10 movements for each of their ship in advance and consider who they might be able to fire on, etc.?
Seems like there's not enough information in real-time for them to consider this.
- don't use any timescale and name everything "turns", like in my current in dev game the intro says "10,000 turns ago..." also imperial governors have their age listed in turns not years. So, it's a bit of "breaking the 4th wall", but also I have a more freedom since I never said that a turn is one year. Of course it depens on the game's mood, in mine it's humouristic/cartoon like so it fits, I would not use it for all games.
I'm not that invested in realism, I'm perfectly fine with turns, and to be honest, the term "weeks" would probably fit most circumstances anyway. It's really the tactical implications that are a problem.
One solution I was thinking about was doing this:
- Game server host runs every "real life" day.
On mondays, it turns a "MACRO turn" and a "Micro turn"
On all other days, it runs only the Micro turn.
That way, every week, you get new resources to play with, your buildings are constructed, etc.
But every day, you get to fight off the opponent by focusing on the ship movement only.
Perhaps this would work? (now, where do I find people willing to play 7 days a week is an altogether different story!)