My dreams come true with this blog
I have multiple questions: ¿The AI factions can colonize planets in the same way as the player does, right?
The sale of survey data obtained from the planets to the factions will make sense that way.
¿We can make fleets of attack in the same way it does the AI to extend our "empire"?
¿If we join a faction will we have the same freedom when it comes to making outposts?
¿There will be actions that only the AI can do in this aspect or vice versa?
All very good questions that I don't have concrete answers to
For AI establishing outposts, for example, I think it might be nice if they did, but not so much so that it was the primary thing they were occupied with. Say Tri-Tachyon has a market that needs transplutonics, maybe there's an event where they go about finding and establishing an outpost to supply those. But I don't want the factions playing it as a 4x with quite the same ruthlessness as a player or a proper 4x AI would approach it.
¿The maintenance of the outposts will be quite automated or we will have to do a lot of micro-management?
Highly automated, I don't want the player to have to micromanage a lot. Adjust the settings and let it do its thing, basically.
For example, it's *possible* for you to do things like bring Food to an outpost that needs it, but in the normal course of things that would be handled by automated trade fleets that are created by your Spaceports.
PD: I'm sorry for my level of English, it's not my native language.
No worries, it's certainly better than my Spanish
(At least, I'm assuming Spanish based on the ¿; apologies if that's incorrect.)
A different question here would be if you could not make/import any goods yourself, and just skim taxes off the waystation, creating huge trade hubs. I mean finding planets /just/ out of range and linking them with a waystation would be a great way to start on the outpost-constructing path without really heavily investing in a large development plan. It'd tie in with creating artificial demand and forcing outposts to use your waystation. And can intermediate outposts function as waystations? Something akin to creating a network? Maybe i want to move some goods produced on one of my outposts further out specifically?
Good question; was actually thinking about that myself. I think that'd actually be tricky to get to work well - either there wouldn't be any placs where such a waystation is good, or there would be and every game would involve "put down waystation at planet X" for an optimal start, since the starting economy conditions are not randomized. Plus that's in conflict with the design goal for waystations, which is "extend reach of market, at a price".
You can build a waystation at an outpost with a population, btw. And there'll probably be some way to convert a waystation to a proper outpost.
I'm liking the sound of the "ground based defenses" and will be a little disappointing if it doesn't mean that attacking fleets are occassionally shot at with an absurdly-sized anti-ship battery.
Haha, I wouldn't expect to see those in combat. The way I'm thinking about these - and this is *so* subject to change due to playtesting/implementation/etc - is that "heavy batteries" protect a planet from bombardment, i.e. they counter ships being able get in close enough to use their weapons, with some high degree of success. Ground defenses, on the other hand, counter raids conducted by shuttle-drop. So ideally, you want both - as well as an orbital station, to prevent bombardments entirely w/o a fight - but of course upkeep.
Basically, these are things with a campaign-level impact that determine the tactical options available, either to you or, say, to any pirates trying to make a buck off one of your outposts.