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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Author Topic: Dynamic commodity restrictions  (Read 454 times)

Kakroom

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Dynamic commodity restrictions
« on: August 19, 2020, 03:32:28 PM »

Basically, Factions in the game currently have set-in-stone ideas about what should be banned and what shouldn't.

I think it'd be cool if that weren't the case, with little events occasionally popping up to represent a shift in the status quo. It wouldn't need to happen very often to have a big impact, but it'd reflect the way real-life markets work. For example, maybe there's an emerging middle-class on one of the Luddic worlds that begins to demand change in the local government in the way of luxury goods. Or maybe there's a fit of religious mania that takes hold of several Hegemony communities which results in them getting banned. Maybe there's a horrible disease causing vast organ failure in its patients on an independent world and the Federation or whatever temporarily sanctions the sale of harvested organs to curb fatality rates. Maybe a particularly radical strand of the Path's generally frowned-upon use of Space Heroin as a means of inducing religious experiences leads to a cultural revolution where it's more widely adopted by their comrades. etc.

In any case it'd certainly shake up trade routes and supply/demand relationships every now and again beyond just war and piracy, and I think that's something the game is about.
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