Techmining:
I have another idea about that:
We already have some faction settings like fleet doctrine etc. I suggest to add some new settings to reflect your faction's attitude for some things. Like:
- Tech attitude. You can set it to "dislike/doesn't matter/like". The higher your attitude to technologies, the lower will be your relations with Luddic Path and Luddic Church. Also, higher attitude will increase the cost you are ready to pay for technologies. What does it mean:
1) Your citizens can find some technologies on the planets with ruins. If you dislike tech - they will probably sell what they found on the black market. If you like tech - you will pay big reward to those, who found new tech (literally means: you get blueprint/something else in the storage and lose some money). If your attitude is on average, then there are some chances.
2) Random space explorers can find some technologies in abandoned research stations ect.. They will want to sell em for maximum price, but also will count with the distance they need to travel to sell the thing. So, the chances that you will get new tech will be based on combination of your planets accessibility and your attidute to tech (cause it affects prices).
And then we just delete techmining as an industry, cause we dont need it.
- Migration attitude. Can be set to "no/between own planets/everywhere". Will affect population growth. Migration means: people want to live on planes with better QoL (less hazard rating, less tariffs/taxes etc). If you set it to "no", it means, you spend no money and people need to pay for travel and new home on their own. If you set it to "between own planets", you will support those, who want to travel between your colonies. And "everywhere" means, you allow migration to other factions, who also allows this. Migration between factions also will make espionage easier (if only the game will get this mechanics, but Nex already has it)
Some unhappy people can migrate to other faction's planets. Some will become pirates.
- Free port. We changing the attitude to criminals from single colony to entire faction. Works as it does already: -to stability, but +to accassibility. And makes some factions mad. Also rises the chances black market will be created on your planets, but increases chances, that it is created by your own gouverment and will give you some profit anyway.
- Tariffs/taxes. You can set em to "low/mid/high". The higher the tafiffs, the more money you will get, but your people will be sad.
- Worker's salary. Again: "low/mid/high". Higher salary means bigger upkeeps for industries, more people happiness, lesser spawn of availiable space crew on market, cause nobody wants to risk their own lives having good payments. Also high salary will increase goods prices, because of inflation (if the demand is bigger than offer). Low salary can result in lesser industry effectiveness (less people wanna work than industry needs).
- Security payments. The bigger they are, the lesser chances to become spy victims, the better chances to find luddic cells and information about them, the lesser percentage of unhappy people will become pirates, the better ground defences on planets. But also bigger upkeep cost.