(See previous newsletter for part 1)

THE PRESENT TIMES:

Playing Scythe only somewhat scratched my old 4X feel. I remember when the wind gambit expansion came and I was so thrilled with battleing with huge airships on the board, only to realise that they where more passive stat machines than anything else (but a seed had been sown) However in this period I started using BGG and from here I learned about the one game to rule them all and in the darkness bind them: Twilight Empirum 4th edition.

On June 15, 2019, at 11:07, I bought TI4 while visiting my little brother in Malmö, Sweden (long after skirmish battles had been put on the shelf). Confirmation picture is here:

Now, five years later, I have played 26 in-person games, and my gaming group maintains a strict power ranking system that makes every game—and every position on the track—count. More than 300 hours have been spent on this magnificent game!

THE “create-you-own-boardgame” TIMES:

So here we are—we’ve arrived (safely?) at what you probably thought this designer diary was going to be all about: my idea to create a game called Sky Empire.

As mentioned earlier, I really liked the airships in Scythe, but playing Scythe didn’t quite deliver the heavy 4X feel I longed for. On the other hand, my new acquisition of TI4 was everything I had dreamed of in a board game, and it satisfied me for quite a long time!

However, I noticed a gap in the 4X genre—games were either long, heavy experiences like TI4 or faster, lighter games that didn’t quite deliver the epic feeling I craved. Maybe the perfect game already exists and I just haven’t discovered it yet, or maybe the artwork of some games made me gravitate toward others—I can’t say for sure.

But that’s when I had the idea: to create a heavy—but not too heavy—4X game that still delivers the grand empire-building experience I was looking for! In my opinion, there aren’t many games like this on the market, and the potential audience for them is substantial. I wanted to create something that would resonate with this big niche community—something I would love myself.

I also wanted to break away—at least somewhat—from the typical space-themed 4X setting. That’s when I stumbled upon Windward and loved the flying ships. However, I found the game a bit too light to buy it. I did enjoy the idea of hunting “space whales,” though—despite some harsh comments from certain people. I guess their imagination wasn’t grand enough. 😉

-So, I ended up going with a steampunk-themed game featuring airships and floating buildings, as I thought (and still hope!) that this theme would appeal to an audience that not many games reach—a twist on the traditional space-themed 4X game, at least thematically.

I also deliberately chose not to introduce a lot of new mechanics in Sky Empire. Instead, I aimed to take the best elements from games I already knew, refine them, and make them my own. The action token/initiative token system, inspired by TI4, became the backbone of the game. Additionally, I replaced the Strategy Card system with a more streamlined mechanic called the Council Board. On top of that, I wanted to introduce more diversity to military units (airships) and place greater emphasis on production, trade, and different types of buildings to enhance the grand empire-building experience.

Of course, the game has evolved significantly since its inception. However, building on the foundations of well-tested systems helped ensure that the game functioned fairly well from the very first playtest. It may not have been groundbreaking, but it was solid, tested, and had its own unique twist! This was the plan for Sky Empire—a plan that will certainly look different in my next game.

Still, over 100 playtests have led to a lot of tweaking. For example, at one point, the Leviathans carried doomsday devices that could destroy almost anything within a three-hex range. But if you rolled a 1, the ship would self-destruct!

Also, for quite some time, companions played a role in equipping the airships. I received a lot of feedback from Ivan and the team at Player Lair, and one of the few positive things he mentioned in the early stages was that he liked games with companions! It stung a little when I decided to remove them, but I ultimately found the mechanic too fiddly and unnecessarily complex, especially since the ships were already distinct enough.

Another feature that was removed was the absence of resources on the tiles—all resources originally came from exploration. While it was a cool idea, the outcome was too unpredictable and random, making it not always fun.

Additionally, balancing the Dopplers has been quite an extensive process, and I expect even more fine-tuning if the game is successfully crowdfunded and I can create an expansion with lots of new content! That said, I do like that some Dopplers are more challenging to play than others, as this can be a great way to balance the game based on player skill levels.

Here are some of the game components and how they have evolved, I hope before and after side is obvious! ;):

UPDATE:

The last two months have yielded small but important progress steps. The rulebook text is nearly finished, and Antonio is currently editing its design, preparing it for preview printing.

Also a lot of playtesting has been done by different groups online!

I’ve decided on three YouTube channels that will receive a copy for a paid preview:

  • The Descriminating gamer

  • The Dice Tower

  • Board Game co

Each of them represents something different and will, hopefully, also reach a different audience.

Additionally, some Gamefound volunteer playtesters have joined our ranks, as some of you might have noticed on Discord—a very warm welcome to all of them! :)

The time zones can make it challenging to teach everyone, so updating the ‚How to Play‛ video is on my to-do list!

Also, things are progressing in the ‚I am going to Essen‛ department—expect news from there sooner rather than later! (Hint: it involves thousands of hours of 3D printing and lots of kilos of filament!)

I also hope to publish the preview page on Gamefound before the next update—something I am extremely excited about, as this will be the first indicator of whether or not organic traffic will find it interesting. :)

That was the 10th newsletter from Greymarsh Games!

In the next newsletter I hope to talk more strategy for the Gamefound campaign, and I hope to have some more video material to show you all!

Stay tuned!

Peace out!

/Preben