Sun Aug 25, 2013 10:56 am
What you are right about is that the properties of objects will create and change events.
Here are some thoughts on those properties:
* Policy: Individuals and organisations usually have a purpose of some kind. These are reflected in the decisions of ship captains. They will also have certain traits that are racial, organisational and individual. A simple way of looking at it is good/bad/neutral. But there are other traits such as whether they are enterprising, innovative, war-like, social, etc. These can all procedurally vary.
* Location: proximity between objects will guide whether battle, trade, collision, etc. can take place
* Infrastructure: capability of ships will form the basis on whether an individual/squadron instigates a battle.
* Process: How do individuals and groups achieve their policy/aims/purpose. How do they organise themselves to achieve these policies
* People/Organisation: Knowledge is part of this - e.g. awareness of their environment where a race only knows to mine at x, y, z if it knows that asteroids exist at x, y, z. A similar abstract could be built for technological research during the game. Race X may discover new weaponry that counteract race Y's shields - a process accelerated during war conditions and capture of opponent technology. Standings are important - between opposing organisations/individuals and even organisations/individuals supposedly on the same side (e.g. triggering internal coups). Communication is also key - on a hierarchical basis, who is the leadership - how are orders distributed? What happens if the leader is killed - do elections or in-fighting take place?
* Economics: Who has what money? How much is an object worth? What infrastructure can it contribute towards? How they spend and obtain it is driven by Policy (see above)
High level events can also contribute to intergalactic news.
An awesome procedural event system makes an awesome procedural game. It takes a lot of work, but is as immersive as good graphics.