So stellaris has this outpost and influence system to claim ownership of systems which may work as a game mechanic, but does it actually make sense from an immersion point of view?
The issue is ... how do we control borders, ownership of resources in star systems, and transfer of ownership during wars.
My view is that from an immersion perspective you should only be able to build mining stations within systems that are in range of your logistical supply network (Nearest colony or space station) much like trade networks in the current game.
Then whoever builds it, owns it.
Infrastructure should be able to be destroyed or disabled during wars, and would have to be either salvaged, repaired or rebuilt by the new owners after a war. This would make infrastructure a legitimate war target, and require investment to reestablish it after a war.
To manage entry/egress into systems via hyperlanes you would build space stations at lane entry points. Thus you could open/close borders, and borders would be based on ownership of the star lanes.
If you closed off a network, you would effectively claim ownership of all planets within that network, and would be free to colonize, or build infrastructure provided it was within range of a space station (trade hub).
The system above does depend on a hyperlane network only mechanic, so might be complicated if alternate drive systems are reintroduced.
Having said that I am in favor of an early game warp drive mechanic..... extremely slow free movement between stars .... so that you can bypass pesky 7-10 system routes to get to a star system that is right next door. It should be slow enough so that hyperlanes are still the default mechanism for shorter trips (3 to 4 systems), and thus also be susceptible to intercepts by nearby fleets, but would allow a way to get past roadblocks like leviathans or other flora (and singular bastions)
In the current game, galactic creatures can be a major pain if RNJesus hates you, and it's also clear that the prevalence of galactic creatures had to be significantly curtailed since earlier game versions to allow for hyperlane only expansion.
I have other immersion issues, but these two are prob the most frustrating for me. Others are pop growth system, job assignation, distance from capital appears to be irrelevant (or abstracted to insignificance).
Really, planets that are closer to your core should be way more stable, efficient, law abiding and politically compliant than fringe worlds a thousand light years away.
The issue is ... how do we control borders, ownership of resources in star systems, and transfer of ownership during wars.
My view is that from an immersion perspective you should only be able to build mining stations within systems that are in range of your logistical supply network (Nearest colony or space station) much like trade networks in the current game.
Then whoever builds it, owns it.
Infrastructure should be able to be destroyed or disabled during wars, and would have to be either salvaged, repaired or rebuilt by the new owners after a war. This would make infrastructure a legitimate war target, and require investment to reestablish it after a war.
To manage entry/egress into systems via hyperlanes you would build space stations at lane entry points. Thus you could open/close borders, and borders would be based on ownership of the star lanes.
If you closed off a network, you would effectively claim ownership of all planets within that network, and would be free to colonize, or build infrastructure provided it was within range of a space station (trade hub).
The system above does depend on a hyperlane network only mechanic, so might be complicated if alternate drive systems are reintroduced.
Having said that I am in favor of an early game warp drive mechanic..... extremely slow free movement between stars .... so that you can bypass pesky 7-10 system routes to get to a star system that is right next door. It should be slow enough so that hyperlanes are still the default mechanism for shorter trips (3 to 4 systems), and thus also be susceptible to intercepts by nearby fleets, but would allow a way to get past roadblocks like leviathans or other flora (and singular bastions)
In the current game, galactic creatures can be a major pain if RNJesus hates you, and it's also clear that the prevalence of galactic creatures had to be significantly curtailed since earlier game versions to allow for hyperlane only expansion.
I have other immersion issues, but these two are prob the most frustrating for me. Others are pop growth system, job assignation, distance from capital appears to be irrelevant (or abstracted to insignificance).
Really, planets that are closer to your core should be way more stable, efficient, law abiding and politically compliant than fringe worlds a thousand light years away.