These different stages sound interresting. But you would to be carefull them not to be just a mandatory tedius part which don't have much impact in the future.
For example if most of the time, by the end of those 50 first turns your empire looks the same (more or less 100 planets), then it is not very interresting.
But if those early turns have a dramatic impact on the rest of the game, opening entirelly different path, now it becomes very interresting. Maybe the way you have dealt with your early neighbours could totally change your late empire physionomy (maybe through technology path opened you got from partnerhsips with aliens, long term alliance,...).
The way you explained it, I am coming to think of those early game turns as character building in a RPG... Is that what you are planning ?
EDIT : as a side note, will there be only one viable strategy (/path) or will we have different choices ?
If you have played Royals there are at least 5 very different path to win (ranging from the warmonger destroying and conquering everything, the tycon buying everything, to the developper turtling in its place and growing a powerfull economy)
Hmm, let's put it that way, in all space 4X you need to get X planets in order to have a chance. What I mean is merely saying it straight up to the player "if you don't get X planets by turn Y it means you have no chance later on so we will put you out of your misery by a game over now, try better next time". I meant it as a blow of grace (so you don't need to play 500 turns and then die horribly at the very end), so my idea was to make these "checks" along the way to weed out hopless situations.
Note in a typical game you would be simply conquered by another race (so practiaclly it's the same effect), in this game I wanted to give the player a lot of options to overcome enemies (diplomacy, tribute, intrigue) so an instant game over by enemy conquest would be avoidable (yet, in such scenatio I need some other game over conditions along the way).
Hmm, OK, maybe "get 50 planets by turn 100" sounds not so good. How about "100 prestige by turn 100 or you face a big rebellion" (where the major source of prestige is planets)? Or some alternatives like "200 prestige" OR "100 prestige and 50 planets" OR "100 prestige and acknowledged by all major races"?
These different stages sound interresting. But you would to be carefull them not to be just a mandatory tedius part which don't have much impact in the future.
For example if most of the time, by the end of those 50 first turns your empire looks the same (more or less 100 planets), then it is not very interresting.
This is my fear - having a stage of the game that you just have to kinda 'get through' before you can get to the good stuff gets kinda annoying, especially if it's pretty straight forward/not too taxing. I completely get that you're wanting the game to be about the cool endgame, but as flap says, unless you've got concrete ways of making the build up to 100 or so planets very interesting and meaningful, then I'd let the player just start at the point.
Well, I don't think it will be a real danger... You start fighting from the very beginning, you don't build economy for 200 turns so you can later fight for 100 turns. Since the aliens are asymmetric (and do not try to win the game) I'm not forced to follow the traditional 4X pace.
So, I don't think it will be "early boring, late interesting" thing...
Kind of weird that there's no women in this universe.
After crowdfunding camapign
At the moment my funds are thin and I save on everything (like art assets) I can
Looks interesting. I need to do a proper read through of the thread at some point, so PTW for now.
For a summary I suggest YT channel or the Tumblr blog:
* YouTube Channel:
https://www.youtube.com/channel/UCps-DZqxTNj7vrTMvSfml1A (videos)
* Tumblr:
http://silverlemur.tumblr.com/ (text)
Also the very first post here is a good summary of the game core.