I've decided that the current costs for Auto-Fabs is too high and would make the early game boring so I'm halving their costs and will apply to this past turn in addition to future turns.Your plan is invalid.
We have 3000 resources, and you're spending 3500.
Kinda saw it coming though. It's a system were the players are encouraged to turtle, and if they do so they'll simple curbstomb earth. If they don't, they get overrun.
I did learn some lessons from this quest.
If I was to come back to this premise, I wouldn't make the voters start from the very beginning. There would be a few "character creation" votes where the characters got to pick their bases, what they would focus on and build up their invasion force. Once that is done, they will be forced to start taking invasion actions and won't just be allowed to hang and just turtle until it is totally safe.
An alternative idea is running two quests in parallel, perhaps with another person running one while you do the other.I did learn some lessons from this quest.
If I was to come back to this premise, I wouldn't make the voters start from the very beginning. There would be a few "character creation" votes where the characters got to pick their bases, what they would focus on and build up their invasion force. Once that is done, they will be forced to start taking invasion actions and won't just be allowed to hang and just turtle until it is totally safe.
An alternative idea is running two quests in parallel, perhaps with another person running one while you do the other.
One quest would be the Admiral of the Invasion force, with the objective of conquering Earth, and that quest would have the military/espionage choices.
The other quest would be the Chief Logistics officer of the fleet, which would manage the bases and research.
The Admiral quest would start with five/six possible actions and a requirement of doing one per update. Voters would choose all the other actions first(to maximise time for base building), but would eventually end up with Start Invasion as the only action.
Base-building, mechanics-focused quests and combat, narrative-focused quests have different audience appeals.
That could result in co-operation, such as Admiral sending additional personnel when Logistics is doing a mega-project, and Logistics building tanks to suit the Admiral's needs.
Or it could result in competition, with Logistics researching only technology of benefit to the bases, and the Admiral using all the pilots in an air-battle when Logistics needs to transport stuff between bases.
Another idea is to have the human side of things with them trying to fight off the invaders with 3 people in total managing it or maybe the alien(both Invasion and Logistics) and human sides being seperate quests with any decisions being made in one quest affecting the other and vice versa so if one is preparing to defend but the other decides to invade suddenly the defend side of things has to do a emergency roll interupt determining if they got whatever they were doing done.
Running human and invader quests in the same time would allow both sides two spy on each other, somehow killing the stealth gameplay.
Not really, after civ generation the two QMs wouldn't even need to discuss anything. All that would be necessary it to check the last posted civ sheet in the other quest before writing the update (after the vote is called). The two QMs could update at different rates, if the most recently updated civ sheet is their own then they use that.