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« on: August 16, 2022, 06:39:01 PM »
- Make Cryosleepers ships that can be salvaged to join your fleet.
- Colonies can only be founded by consuming a cryosleeper
- Cryorevival facilities are automatically available as a building for any colony founded by the player
Here's the reasoning : Starsector isn't a 4x game. Founding a colony should be one of the late game exploration and trade goals, not something that anybody can do with 1000 extra crew and a set of supplies. Furthermore, this change would give a lore reason why the core factions haven't colonized every single class V planet in the sector yet. A player with a modest start can easily colonize 4 planets by a mere 10 years after game start, so why hasn't the Hegemony already recolonized half the sector? And also, even WITH immigration, hazard pay, etc, a colony founded with 1000 people shouldn't be able to grow to millions in less than a decade..
The explanation should be that colonizing planets is hard. The reason every modest salvage fleet in the sector doesn't have their own colony to go back to is that setting up a colony on a new world without advanced domain tech requires thousands of people, years of investment and tons of scarce equipment. All of which is neatly bundled into these giant ancient Domain created arks that are scattered throughout the sector.
Also, in terms of the storyline - shouldn't other factions have more of a reaction to the sudden appearance of a new faction? The first one to pop up in ages, and with tons of advanced technology (that players usually have by this point in the form of nanoforges, synchotrons, etc..) that was supposedly very scarce in the sector? How does every faction respond to this new upstart, do they view them as a threat or a trading partner?
As it stands now, it's like "Meh. We're all gonna raid you or ignore you. Also the Hegemony wants to get into your business, but a few bribes can take care of that easily".
This also opens up possibilities for new and powerful terraforming items. If player colonies are capped at the sector Cryosleeper count, it actually opens up the design space to make individual colonies MORE powerful, since the player now can't drop colonies all over the sector. Maybe items or events can eliminate decivilized / cold / hot / high gravity, etc.. And this suggestion is intrinsically a buff to the first colony, since it means that Cryorevival facility has it's maximum effect on any world the player chooses for their first colony.
Edit : One other thought. If the goal is really to let the player have tons of colonies, gate the first one behind the Cryosleeper. That also sort of makes sense - founding new worlds requires massive effort, the sort of effort that an entire government / planet needs to get behind. Once the first colony is founded, the player has access to the resources and institutions needed to make more colonies work. I kind of think that planting colonies everywhere actually cheapens the mechanic of colonies (since they're a lot less special in that case) but it's an option if that's where the game is heading.