Missions
Small goals that change the route a player takes today.
Territory gets them outside. Local rivalry, missions, timed events and squads bring them back.
Keep the first version focused. Make each system directly support walking or territory.
Small goals that change the route a player takes today.
City and suburb rankings make the competition personal.
Bonus quadrants create temporary battles around the city.
Teams coordinate attacks and compete for broader control.
Tell players when something they care about has changed.
Fresh races stop one player owning a city forever.
The world layer should make the core game feel bigger without making the product harder to understand.