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Author Topic: Idea on faction rulership type.  (Read 584 times)

envenger

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Idea on faction rulership type.
« on: January 12, 2020, 07:37:34 AM »

Right now there is no difference between different factions on how they influence planets.
E.g. Hegemony vs Indepents vs Sindrian Diktat

Based on the faction controlling the planet it could have multiple buffs and debuffs.
Like independent planets can have more freedom but less industrialist and defenses.
Hegemony planets can have less freedom and more defense.
Sindrian Diktat planets can have very low freedom but more profitable e.g. with industries.

And when you capture a planet of another faction, the stability can depend upon what was their faction and your and people can adapt based on it.
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Igncom1

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Re: Idea on faction rulership type.
« Reply #1 on: January 12, 2020, 07:49:03 AM »

You can't capture planets in vanilla, are you talking about a mod?

The world is fairly static in the base game so modifiers based on who controls what don't make much sense as the factions never really change unless the pirates or players start de-civilising stuff.
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Plantissue

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Re: Idea on faction rulership type.
« Reply #2 on: January 13, 2020, 06:45:53 AM »

What would "more freedom" do in this case?
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Histidine

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Re: Idea on faction rulership type.
« Reply #3 on: January 14, 2020, 03:47:18 AM »

Alex is against making the game a full-fledged 4X; I expect this includes social policy settings (thinking of stuff like Civilization 4's civics or Alpha Centauri's social engineering).
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