Inspired by this thread: https://forum.paradoxplaza.com/forum/index.php?threads/habitable-space-stations.920189/
A more specific suggestion for a non-planet-based option to hosting pop's and exerting control.
Suggested Mechanics:
- A space-port inspired structure which can only be built in a system with no possible habitable planets.
- Counts as a planet for administrative limits.
- Consists of a 'primary module' and 'adjunct modules'.
- Supports pops, possibly requires some kind of combined action between a colony ship and a construction ship.
- Creates territorial influence like a colony.
- Potentially costs influence to begin with and provides a return on influence at higher levels.
- Adjunct modules could be shown visually tiling around the primary module in some sort of pattern.
- Capabilities divided between 'pop upgrades' and 'automated upgrades'.
- - Pop upgrades: subset of planet structures (excluding mines).
- - Automated upgrades: spaceport upgrades like solar panels, weapons, observatories etc. (excluding ship construction perhaps).
Primary Module:
- Supports a maximum of 5 pops.
- Supports 5 'pop upgrades'.
- Supports 3 'automated upgrades'.
- Costs a chunk of influence to maintain.
- Unlocks construction of an adjunct module when it has 5 complete pops.
- Once a new adjunct module is complete a pop moves to the module and a new one must grow before another adjunct can be built.
Adjunct module:
- Supports 1 pop and associated upgrade.
- Supports 3 'automated upgrades'.
- Provides back 1 influence point when all upgrades are built.
Ideally each successive adjunct module increases in cost linearly, and this cost is multiplied by the number of un-utilised upgrade spaces on existing modules.
E.g. So if the adjuncts cost say 100+50*n (Where n=number of existing adjuncts) then if you get to the third adjunct but you still have 1 automated upgrade on the primary, first, and 3 on the second, then your cost would be (100+50*3)*5 = 1250 minerals. This way the cost structure encourages them to build inwards rather than outwards until they run out of space first.
Eventually the station would break even on influence; and then if it survives long enough, provide a return. Realistically the pop upgrades are going to primarily occupied with hydroponic food production, energy production and science - presenting a balancing challenge. Energy requirements would be able to be mitigated somewhat with solar panels etc like with spaceports. A large one might be able to host a combat arena like we saw on the Blorg stream, providing the benefits like a planet. Minerals obviously can't be mined in a space station.
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In terms of war it should be 'disabled' after a fight with a fleet, and *then* the attacker has the option of scuttling it or boarding it with assault armies. An aggressive attacker will still destroy it but it then at least has the option of being capturable rather than completely destructible like spaceports and other space-based infrastructure.
-------------------------
Thoughts?
A more specific suggestion for a non-planet-based option to hosting pop's and exerting control.
Suggested Mechanics:
- A space-port inspired structure which can only be built in a system with no possible habitable planets.
- Counts as a planet for administrative limits.
- Consists of a 'primary module' and 'adjunct modules'.
- Supports pops, possibly requires some kind of combined action between a colony ship and a construction ship.
- Creates territorial influence like a colony.
- Potentially costs influence to begin with and provides a return on influence at higher levels.
- Adjunct modules could be shown visually tiling around the primary module in some sort of pattern.
- Capabilities divided between 'pop upgrades' and 'automated upgrades'.
- - Pop upgrades: subset of planet structures (excluding mines).
- - Automated upgrades: spaceport upgrades like solar panels, weapons, observatories etc. (excluding ship construction perhaps).
Primary Module:
- Supports a maximum of 5 pops.
- Supports 5 'pop upgrades'.
- Supports 3 'automated upgrades'.
- Costs a chunk of influence to maintain.
- Unlocks construction of an adjunct module when it has 5 complete pops.
- Once a new adjunct module is complete a pop moves to the module and a new one must grow before another adjunct can be built.
Adjunct module:
- Supports 1 pop and associated upgrade.
- Supports 3 'automated upgrades'.
- Provides back 1 influence point when all upgrades are built.
Ideally each successive adjunct module increases in cost linearly, and this cost is multiplied by the number of un-utilised upgrade spaces on existing modules.
E.g. So if the adjuncts cost say 100+50*n (Where n=number of existing adjuncts) then if you get to the third adjunct but you still have 1 automated upgrade on the primary, first, and 3 on the second, then your cost would be (100+50*3)*5 = 1250 minerals. This way the cost structure encourages them to build inwards rather than outwards until they run out of space first.
Eventually the station would break even on influence; and then if it survives long enough, provide a return. Realistically the pop upgrades are going to primarily occupied with hydroponic food production, energy production and science - presenting a balancing challenge. Energy requirements would be able to be mitigated somewhat with solar panels etc like with spaceports. A large one might be able to host a combat arena like we saw on the Blorg stream, providing the benefits like a planet. Minerals obviously can't be mined in a space station.
-------------------------
In terms of war it should be 'disabled' after a fight with a fleet, and *then* the attacker has the option of scuttling it or boarding it with assault armies. An aggressive attacker will still destroy it but it then at least has the option of being capturable rather than completely destructible like spaceports and other space-based infrastructure.
-------------------------
Thoughts?
- 6
- 2