I would be interested.
If I may actually add my 2 cents: I think the rules do need to be simple enough to keep players engaged in the politics sphere but we should be able to do what we did in past games - pass laws, make up constitutions, etc.
Of course, that's most of the fun!
I think we also need to have a strong economic component so that there is an incentive for people to actually colonize new planets for mining and then trading between worlds. Businesses would have interest in lobbying and players would have interest in either taxing them or building up their own businesses.
As far as players go, I think three stats would be best served - military skill, business skill, people skills.
Rest, as far as rules for combat and colonies go, happy with whatever.
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So, a problem I'm seeing is that if the game starts with a single colony ship, it will take a long, long time for the population to even reach a point where founding new colonies makes sense. Like, I'm assuming the colony ship will not be carrying millions upon millions of colonists, and that the growth per year will not be more than 10% (if we're being very generous).
If it takes decades before expansion begins, everyone is going to lose interest. It's realistic, given the setting, but sometimes one has to consider the realities of the forum-game medium; turns will take at least 48 hours (if all players are very active and post their actions on time), and more likely a week. It would take months of dull gameplay managing a single small colony before things started to get interesting.
I think starting on Earth, or with a migration fleet rather, so that there are enough colonists to play with would be best. Keeping it all to a single capital world at the beginning would be better as well as it would encourage more plotting and politics.
Like I said, I was going to use Planetary Development Level to abstract away population and automation as a single number and not track population. But if that's confusing or too gamey:
A) [Nuke's idea] We start off with a time-skip, to just before the colony re-develops space-fairing capabilities, and votes in new government officials.
B) Some time after we left, a faster colony ship was launched at our system and arrived before us. Due to catastrophic damages and cost-cutting, they didn't have the ability to maintain their tech level, but the planet was inhabitable enough to grow their population. The players will have to gain control over the planet, by pen or by sword.
I think we also need to have a strong economic component so that there is an incentive for people to actually colonize new planets for mining and then trading between worlds. Businesses would have interest in lobbying and players would have interest in either taxing them or building up their own businesses.
In addition to more colonies meaning more taxes, there will be specific trade goods - Exotic luxury furniture to raise taxes, abundant metal to reduce ship building costs, or special weapon crystals to improve ship damage.
I could do weird complex things with a trade network, increasing the generic trade income for everybody the more planets are in the network. It would have to be range limited so it's not too powerful, and would give more incentive for someone with a fleet to defect and hit a key point for all the money, but might add to much reason for players to remain part of the empire.