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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: Colony Crises are great, but feel a little disconnected [spoilers]  (Read 786 times)

Blue_Bear

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Just played a game through the colony crises (so don't read ahead if you don't want mild spoilers) and I think that they're a great foundation, but they're missing a sort of interconnectivity.

In general, the Tri-Tach crisis feels the most fleshed out, it has a logical sort of escalation, reveals a lot about the way the faction thinks, and the final reward makes sense.

The Luddic Chrurch crisis is probably the next closest to "complete", but it also feels like there should be a way to negotiate with the Church (especially if you've helped out the Arch-Curate or are commissioned) beyond rolling over. Perhaps agreeing to become a related sect and "tithing" a percentage of colony income in exchange for a commission, it would give you a small stability boost (the Knights aren't being problematic anymore) and keep your Luddic Majority bonus at the base level.

The one that feels the most out of place to me, is sadly also the coolest, the Persian League blockade. It makes perfect sense that the League would try to strong-arm you, they even outrightly admit at one point that it's driven by fear of you siding with someone else, presumably the Hegemony. However, the fact that it's only solvable by essentially bribing the head of Kazeron, or annihilating the blockade feels like a missed opportunity (unless I missed something creative of course!).

The League crisis feels like the most geopolitically important, and for the exact same reason the League wants to force you in, I'd expect that other factions would want to keep you out and give the League a bloody nose (or use League aggression to bring you into the fold). I feel like there should be solutions like asking the Hegemony for assistance (at a price), paying for TriTach mercs to blockade run (though that might tank your stability since they're bringing god knows what else along with them), or even lobbying amongst other League planets to try to destabilize Kezeron and cause infighting (which might have nasty consequences for the league as infighting picks up and stability drops).

In general, I think most of the crises would benefit from some kind of geopolitical games, unless you're at the far end game, you're a small upstart power, and being able to enlist the assistance of other factions to blunt the worst of the crisis (at the risk of becoming "committed") feels like a nice way to hammer home the sort of Cold War status quo that seems to dominate the sector
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Histidine

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Re: Colony Crises are great, but feel a little disconnected [spoilers]
« Reply #1 on: February 14, 2024, 08:25:47 PM »

Hegemony not caring about League expansion is certainly striking enough that it was mentioned in the other thread.

It might be interesting if the whole blockade thing was a power play by one of the big Kazeron gens, and you could play the gens against each other to resolve the situation. (Though this sounds like the PL crisis becomes significantly more story-heavy than the others; it'd probably be the subject of an entire quest like The Usurpers)

Now that I think about it, the League could also get involved in the Path crisis, perhaps if player has membership (remember Mayasura!!), while Tri-Tachyon would have an interest in undermining AI restrictions during the Hegemony crisis.
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