Something I feel is lacking is the use of actual space. The game focuses incredibly heavy on the use and exploration of planets while ignoring any space-borne structures or starbases. As such, to remedy this, there could be specific structures that have to be placed using fleets (Maybe a specific support module to do so).
These structures will rely on the industry of the system in order to build and will keep the building fleet in use until completion, but is independent of the construction queue, allowing for improvements and structures to build simultaneously.
These structures would take up an "Infrastructure Capacity" which is dependent on the amount of colonizable planets and their sizes:
- Tiny: 1
- Small: 2
- Medium: 3
- Large: 4
- Huge: 5
System developments would also add 1 extra infrastructure capacity per level, giving a player more oppurtunity to improve their systems and build tall, even with less powerful systems. Certain structures can also be upgraded.
Certain structures will also have additional variations that are unlocked by having a specific ruling political party. These variations can be applied once a structure has reached max level, and if the party is no longer ruling, then the variant's additions are disabled until the party returns to power. The variations cost no additional infrastructure.
Some possible structures that could be added:
- Starport:
- System doesn't cost any movement to owned or allied fleets.
- Costs 1 infrastructure point.
- Customs Office:
- Slows down any non-allied ships by 1 per level. At max level, any ships at war will be stopped, similar to a fleet's guard action, except no other actions, including sieging, will be possible for that turn.
- Max level: 3
- Costs 2 infrastructure points per level.
- Mining Station:
- +5% industry
per level. At max level increases strategic resource harvesting by 1 for all but reduces system approval
by 10.
- Max level: 5
- Costs 1 infrastructure point per level.
- +5% industry
Industrialist Variant:
- Each luxury resource also grants an additional +2% dust
Ecologist Variant:
- Happiness is reduced only by 5
- Deep Space Observatories:
- +5% science
per level. At max level, all positive anomaly effects are doubled, but reduces system influence
by -5%
- Max level: 5
- Costs 1 infrastructure per level
- +5% science
Scientist Variant:
- No overpopulation on cold planets (overpop slots become standard slots)
Pacifist Variant:
- Every peaceful race increases science
by +10
- Every allied race increases science
by +15
- Every peaceful race increases science
- Naval Dockyards:
- -5% industry cost to all starships per level. At max level, adds an additional queue for constructing only ships (Shown in normal building window)
- Max level: 3
- Infrastructure cost per level: 2
Militarist Variant:
- Increases defending manpower
capacity by 100
- Increases defending manpower
Religious Variant:
- 5% of the system's dust
production is added to the secondary's queue industry
- 5% of the system's dust
- Citadel:
- Can be fitted similar to a ship, with Titanium
, Adamantium
and Orichalcix
slots available to fit from additional research.
- At level 2 the Titanium
slots are applied, at level 3 the Adamantium
slots are used, and at level 4 the Orichalcix
slots are used. Citadels can be upgraded without the better technologies, but will need to be retrofitted with the resources to apply additional modules.
- Module multiplier will progress as 1x, 2x, 4x and 8x as per levels 1, 2, 3 and 4 respectively
- +100 Manpower
per level
- Structure stops any enemy fleets, either in Cold War or War, as if it were on guard. It must be attacked as if it were a fleet before a system can be sieged or invaded.
- The structure will apply fleet support modules to allied fleets engaging in battle, but will not directly join the battle.
- Max level: 4
- Infrastructure cost per level: 3
- Can be fitted similar to a ship, with Titanium
- Naval Logistics Office:
- -5% fleet upkeep on system per level. At max level, ship industry
cost is reduced by 10%
- Max level: 3
- Infrastructure cost per level: 2
- -5% fleet upkeep on system per level. At max level, ship industry
Militarist Variant:
- +1 Influence
per pop
- +1 Influence
- Trading Port:
- +5% system trade value per level. At max level every luxury resource node adds +5% dust
- Max level: 5
- Infrastructure cost per level: 2
- +5% system trade value per level. At max level every luxury resource node adds +5% dust
Pacifist Variant:
- Every peaceful relation adds +2% dust
- Every ally adds +4% dust
- Every peaceful relation adds +2% dust
Ecologist Variant:
- +5 approval
per trading company
- +5 approval
Industrialist Variant:
- +5% dust
if there's a strategic resource node
- +5% dust
- Deep Space Arcology:
- Every level adds an additional 2 population capacity
- Max level: 3
- Infrastructure cost per level: 3
Militarist Variant:
- +150 unsiegable manpower
- +150 unsiegable manpower
Religious Variant:
- +50 unsiegable manpower
per overcrowded pop
- +50 unsiegable manpower
Ecologist Variant:
- +1 slots before overpopulation on every planet
- Orbital Hydroponics
- +5% food
per level. At max level +5% food
for every luxury resource node
- Max level: 5
- Infrastructure cost per level: 1
- +5% food
Industrialist Variant:
- 5% of food
is converted into industry
- 5% of food
Scientist Variant:
- +5% food
for every anomaly
- +5% food
Pacifist Variant:
- +5%
food for every trading company
- +5%
- Deep Space Black Site:
- Continously streams propoganda of a desired party to the system.
- Max level: 1
- Infrastructure per level: 4
Religious Variant:
- System approval
is forced to happy
- System approval
Scientist Variant:
- +3 science
per pop
- +3 science
Such possible developments will grant players much more in developing their systems while also allowing for more options to build tall with an extra layer of gameplay.
The infrastructure capacity allows players to fit multiple structures into a system but think about fitting in higher level structures, making them choose between certain structures to synergise the best with each system.
On top of that the political variants add more variety and impact that the political parties have, making political outcomes more significant.
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