The following, in no particular order, are some suggestions for tweaking present mechanics (and adding a few new ones). Criticism is more than welcome; I posted these in the general forum because it gets a lot more traffic, which means more feedback. I'll post the well-received ideas in the suggestions forum at some point.
Starbases:
- Starbase capacity used scales with degree of upgrade; 1 for bases, 2 for starholds, etc. (would need to increase current capacity)
- Defense platforms scale in size (as in 1.9) and use defense platform capacity according to number of sections
- Outposts should get 1 building, but no modules (making hyperlane registrars actually useful)
Claiming systems:
- Navigation buoys (minimal alloy cost) to establish claims on systems without being able to build in them, these systems:
- Contribute less/minimally to empire sprawl, but are havens for pirates (increase piracy risk in system/neighbors)
- Can be stolen when rival empires build an outpost (generating an auto-claim and casus belli)
Factions:
- Dynamic demands (not just policies) which cost influence to deny and yield influence when satisfied, e.g.:
- The progressive faction in a democratic government demanding term limits after election-rigging
- War exhaustion prompts more frequent demands to end the war from opposed factions
- Demands that a military or empire leader be dismissed after a crushing defeat
- In democracies and oligarchies, fulfilling faction demands (and mandates) increases the chance of re-election
- Spurned factions are easier to suborn, increasing espionage opportunities
Trade/Piracy:
- Pirate fleets raid trade routes and steal some of the resources they carry
- Successful raiding of trade routes would increase pirate fleets' strength (and the resources in their stronghold)
- Enemy fleets can also raid trade routes and steal resources
- A trading post building collects trade value from its own system and sends it to the nearest hub (could build at outposts)
Markets:
- Resources available from internal markets should be tied to either the total trade value of an empire or its current production
Warfare/supply:
- Ships within the borders of the empire do not require supply routes
- Expeditionary fleets are supplied from anchorages, and generate a supply route from their current system to their home anchorage(s)
- The number of anchorages at a starbase determines the size of the fleet which may be based at that anchorage
- Fleet cap technologies increase the number of ships which may be supplied by a given anchorage
- Supply routes can be raided, giving alloys/energy to the raiders and a temporary penalty to the supplied fleet's fire rate
- Subsequent raids would start the penalty timer over; the penalties would not stack
- Admirals with the supply trait reduce the duration of this penalty
Quality of life improvements:
- Allow starbase buildings with module requirements to be queued, provided the requisite module is queued first
Starbases:
- Starbase capacity used scales with degree of upgrade; 1 for bases, 2 for starholds, etc. (would need to increase current capacity)
- Defense platforms scale in size (as in 1.9) and use defense platform capacity according to number of sections
- Outposts should get 1 building, but no modules (making hyperlane registrars actually useful)
Claiming systems:
- Navigation buoys (minimal alloy cost) to establish claims on systems without being able to build in them, these systems:
- Contribute less/minimally to empire sprawl, but are havens for pirates (increase piracy risk in system/neighbors)
- Can be stolen when rival empires build an outpost (generating an auto-claim and casus belli)
Factions:
- Dynamic demands (not just policies) which cost influence to deny and yield influence when satisfied, e.g.:
- The progressive faction in a democratic government demanding term limits after election-rigging
- War exhaustion prompts more frequent demands to end the war from opposed factions
- Demands that a military or empire leader be dismissed after a crushing defeat
- In democracies and oligarchies, fulfilling faction demands (and mandates) increases the chance of re-election
- Spurned factions are easier to suborn, increasing espionage opportunities
Trade/Piracy:
- Pirate fleets raid trade routes and steal some of the resources they carry
- Successful raiding of trade routes would increase pirate fleets' strength (and the resources in their stronghold)
- Enemy fleets can also raid trade routes and steal resources
- A trading post building collects trade value from its own system and sends it to the nearest hub (could build at outposts)
Markets:
- Resources available from internal markets should be tied to either the total trade value of an empire or its current production
Warfare/supply:
- Ships within the borders of the empire do not require supply routes
- Expeditionary fleets are supplied from anchorages, and generate a supply route from their current system to their home anchorage(s)
- The number of anchorages at a starbase determines the size of the fleet which may be based at that anchorage
- Fleet cap technologies increase the number of ships which may be supplied by a given anchorage
- Supply routes can be raided, giving alloys/energy to the raiders and a temporary penalty to the supplied fleet's fire rate
- Subsequent raids would start the penalty timer over; the penalties would not stack
- Admirals with the supply trait reduce the duration of this penalty
Quality of life improvements:
- Allow starbase buildings with module requirements to be queued, provided the requisite module is queued first