There already are plenty of "luck" elements in the game, including WSA factors in combat and planet/moon formation. It would not unbalance the game, but would provide another element of strategy. A planet with only 150 fields, but a unique race might be a planet worth keeping. Most things are already pretty cookie cutter. Personally, I find that boring. As the game progresses, many players will have their mines and other buildings maxed out and what then? Stagnation.Thatguyeric wrote:Honestly, the planet races add a more luck aspect to a strategy game. With moon formation and ships changing in effectiveness, I would really only like things that emphasize skill, not luckily getting a really great race. I am still a supporter of the one chosable race idea.
The other thing this does is gives lower and mid-level players another dimension to the game. The majority of players will never see number one, let alone a top 10 spot. The process of discovery was one of my favorite parts of the game. Figuring out which races do what will add more context to the game.
The Alien artifacts concept gives the higher echelon players another element to the game. Possession of artifacts would be something most top 100 players could strive for. By allowing each player a maximum of one artifact, it would ensure that one player does not hoard them all.
I would even like to said more techs and buildings added eventually. Most tech researches unlock a building/ship/defense/technology advance. However, most veteran players have maxed on those and are left with just the Drive, computer and WSA upgrades. Even some of the dynamic techs don't make sense purchasing at a high level, like Computer and Espionage.
How about with new technologies and with specific Native races (as opposed to player races), you could build World Wonders that increase a population's content (with governments) or Mine productions or even unique technologies? I am not the first to think of those kinds of ideas, but those things make me excited about the possibilities.