I love Traveller's Pocket Empires and Warhammer 40K Rogue Trader. They're among my all-time favourite pen-and-paper RPGs, and among the main inspirations for Uncharted Sectors.
I love their empire/colony management mechanics, but even more, I love the freedom they offer! You want to build a city made of wooden pyramids on top of a mountain and inhabited by religious fanatics? Go ahead. You want to terraform a sterile rock just to prove you can? That becomes a whole campaign, but you can try. Hand in hand with the GM, you'll write that story, and it'll be fun.
Very few computer games capture that feeling. The only ones I know (and love with all my heart) are Dwarf Fortress and RimWorld. They let you set almost any goals and make them fun to pursue until the end (usually losing your colony to some catastrophic failure or crazy chain of events).
But I also love the power fantasy of ruling an empire. I want stories about the destiny of millions. I want to explore the unknown, discover wonderful planets in dangerous places and go all-in on them. That's why I love Rogue Trader and Pocket Empires. That's why I love Europa Universalis, Victoria, Stellaris, Civilization. And that's what Uncharted Sectors is about: the crazy sandbox where you write your own story and losing is fun, but at empire scale.
So how to achieve that? The core of Uncharted Sectors is layered, interacting systems. Planets are divided into territories, regions, and provinces. Buildings depend on the culture that builds them and on the materials your construction workers use. You choose the inputs, the workers, and the outputs. Those wooden pyramids in mountainous terrain? You get them by combining culture, materials, and geography in a specific way.
Want a spa-resort province where people eat dolphin cakes? The systems will let you try. You build fisheries that catch the local weird dolphins. You build restaurants that turn them into delicious prepared meals. You ensure these meals sell at a low price. People flock to them and grow to love them for the taste. Your tourist trap quietly turns innocent vacationers into dolphin-cake addicts.
But responsive systems alone aren't enough. The real trick is making the computer notice what you care about and weave plot around it. The storyteller watches for signs of emotional investment. Are you babysitting a specific province? Renaming things? Moving populations? Pushing a particular culture? Then you care about that place. It becomes narratively important, dramatically charged. Story beats begin to revolve around it: you risk losing it, it changes, you fight to keep it or to improve it. That is what a good GM does as well: build plot around what the players are emotionally invested in.
Drama emerges from many sources. Procedurally generated sectors create different starting situations: dangerous FTL making worlds isolated, nearby alien empires, neighbors claiming your lands. Internally, economic management becomes conflict: crop blights, new drugs your pops crave, luxury goods they grow accustomed to that suddenly disappear, migrants whose culture clashes with yours. The systems generate problems; the storyteller notices which hit what you've invested in.
Then there's exploration and wonder. The generator creates genuinely strange situations, with life that has odd quirks. Maybe photosynthesis doesn't work so creatures evolved drum-like organs to harvest seismic energy; maybe the dimensional veil is thin and flora feeds on that energy from outer worlds. You discover giant bulls with addictive meat, potent poisonous plants. These aren't just flavor text. You can build ranch-based economies, craft drugs using those plants as inputs with unique modifiers, use bulls as mine labor. Weirdness becomes raw material for creativity.
But there is a fundamental difference: in tabletop, the GM experiences and co-authors the story. In Uncharted Sectors, the storyteller AI is blind to the story. It just pulls levers based on what it observes. The story exists only in your head. And that's good! Because it means the story is always, genuinely, yours.
You care because your empire is called Númenor. You care because you chose the blue planet instead of the green one, because you decided you wanted that dolphin-cake spa resort. Every naming choice, every aesthetic decision, every weird economic specialisation is an act of authorship. The systems do not create your story; they create the conditions for you to author your own.
Just like in Dwarf Fortress, where different players see that volcano tile differently: some want to build something beautiful surrounded by lava, others want industrial power, others have a crazy goblin-melting idea. The sandbox doesn't care which story you tell. It just makes sure your story has weight.
Happy to have you on board :)