The results of the story lines can be purely cosmetic, for the plot and the varied stories themselves, for minor benefits that augment (but make up a very small percent) of the larger scale events one chooses, Impact the look and feel of our avatar image, background, uniform etc.
Events in Alpha are the same. Remove a ship, infest your citizens.
I mean a protest on a planet, a local administrator accused of something, do you punish an event immediately, wait for it to unfold before acting, ignore it entirely, condone actions, condemn actions, provide aid, support to a faction or group that exists in the story line only, capitulate on something to avoid a short term impact, stand firm with your ideology, list an animal as protected, pardon a wrongly convicted person but have it shake your justice system, or keep the conviction for the greater good, how to deal with minor intel leaks to media, freedom of the media, Deal with issues pertaining to officers and troops on planet and on ships etc.
The possibilities are endless, and can be added on-going with little actual investment in graphics, sound, or models. It could be as simple as a pop-up that unfolds one after the other and branches off, or have art-work about the grade of semi-polished storyboard quality.
Have an option in the game that says "side story arch impacts to game-play"
- None: Domestic events don't impact things on a galactic Level
- Mild: Domestic events hardly matter at all
- Balanced: We're a sum of our internal and external challenges
- Significant: Who and what we are impacts us on a galactic Scale
- Major: F' the Galaxy. Only we matter
set the default to None. Adds a whole spin to the game that could make re-plays dramatically different, but only if one chooses to, because it could have people dislike and like the results.
Having the sub-plots in the game could make it easier for modders to alter them and tinker with the significance resulting in even more future replay value as the modding community takes over additional content