Right, yeah. The general idea - and, again, things may change etc etc - is that you're pretty limited in how many outposts you can have under your control. Say, something under 10 if you fully skill into both personal management and administrators, with it being a soft cap with a heavy "mismanagement" stability penalty for going over. If you need to go over, there'd possibly be some options where you give up more control and it becomes essentially useless aside from supplying your other outposts with stuff (e.g. "Grant Autonomy") in exchange for not having a penalty.
I like the concept that if you go the "limit" the game gives you a penalty rather than put a limit which can not exceed in any way.
Yeah, all these things make sense, just have to figure out how everything around that works to see if they're a desirable thing to add.
Anyway, it does not have to be an event neither very rare nor very habitual so that the sector does not get out of control.
I do not want to imagine the entire sector plagued with new AI planets in the short term or that at a very advanced point of the game you only see a few planets colonized by the factions.
Maybe? Pre-made markets are generally a self-contained entity where if there was a reason to upgrade something, it probably would've been done by the time the game starts, so this doesn't seem strictly necessary.
I suppose that the AI with the time develops more industry as it obtains more resources and the economy advances or on the contrary that it has to cut industry by extra costs.
Everything will depend on the direction of the sector and the faction, right?
Some industries require the right planetary conditions - Farming requires some type of farmland, Mining requires ore/organics/volatiles deposits. Other industries are limited by their upkeep, especially on high-hazard planets. For example, a volcanic world might have great ore deposits, but if you were to build everything else there, you'd pay way more than necessary, and a better apporach might be to build a refinery etc on a safer planet nearby.
I am glad to know that, I would not like the planets to become "Gaia" planets that have everything and can build everything by obviating the planet's wealth and other factors, this would make the valuable planets lose a lot of wealth.
Conceptually, factions draw from the same pool of ships - aside from a few special, rare blueprints - since they're all "Human Domain" ships. I would like to make faction fleets more distinct, though, but perhaps the way to go there isn't through unique hulls but unique built-in hullmods. Not sure, though; will just have to see how it goes.
I understand it perfectly and it is totally logical, but I notice that some factions that a priori are "powerful" do not have their own flagships, Like Persean League or the Sindrian Diktat.
It makes sense that you make with each faction modified versions of the ships as has the hegemony with its "XIV group" variant instead of making ships for each faction in exclusive.
I have to admit, I want to see more capital ships and cruises, I can still add a few: D
Two mores questions:
Will we see any new faction or the persean league was the last big faction in the sector?
Will we have any news of the man's dominance in the game?
A kind of reconquest fleets would be a lot of fun or a kind of "crisis" for the late-game and change the power board in the sector.
Some very important events would be very good, since it would force the player to adapt to them and that the game did not become linear in the mid-late game.
I'm sure you have something prepared up your sleeve with gates or something very important that we do not have information yet.
As always, thanks for the answers.