Not for long. With the new population update we have been rising .5 billion a week and we have tons of earthlikes now.1515 systems with a combined population less than that of earth...
Not for long. With the new population update we have been rising .5 billion a week and we have tons of earthlikes now.1515 systems with a combined population less than that of earth...
Oddly, most have no bgs faction added. It seems most players are not in a squadron pledged to one.It will be interesting to see how many of the architects get around to moving their bags factiosn into first place
Currently I have you with 1247 populated systems (117 of which were pre-colonisation) and 1416 total systems.Out of curiosity. How many are you counting for largest faction when you only include systems with population.
Current value | Change from last cycle | |
Week | 29 | +1 |
Total System Count | 10,960 | +128 |
Stronghold Count | 785 | +12 |
Fortified Count | 1,806 | +23 |
Exploited Count | 8,369 | +93 |
Total Estimated CP Value (approximate cost to build the current structure from nothing) | 3,138,425,000 | +41,075,000 |
Cheapest Destruction Cost (i.e. cost to demote all current systems to Exploited) | 2,092,300,000 | +29,450,000 |
Stronghold Completion Percentage (current systems, by CP value) | 20.45% | +0.03% |
Number of Powers gaining systems | 11 | -1 |
Projected weeks until all occupied systems are Fortified or better (using last four weeks to extrapolate, system count model) | 449 | +129 |
Projected weeks until all occupied systems are Fortified or better (using last four weeks to extrapolate, control point model) | 127 | +34 |
Reinforcement : Undermining ratio (CP) | 6.1 | +0.1 |
Acquistion target estimate | 19,416 | +402 |
Total net reinforcement estimate (CP) | 36,577,488 | -3,043,384 |
Minor Factions larger than smallest Power | 5 | == |
Powers smaller than largest Minor Faction | 9 | == |
FD will have to ask- what are they fighting over? Right now PP2 is essentially BGS expansion module V2. In PP1 (at a design level) you had a life cycle of a power- expand, defend and stave off collapse (the latter never really coming in) any way you could. Space is finite, gains and losses potentially rapid.Much more significant changes will be needed if Frontier want a fight.
FD will have to ask- what are they fighting over? Right now PP2 is essentially BGS expansion module V2. In PP1 (at a design level) you had a life cycle of a power- expand, defend and stave off collapse (the latter never really coming in) any way you could. Space is finite, gains and losses potentially rapid.
PP2 while more robust has moved away from that urgency into a more sedentiary loop- there is no reason to expand just as there is no real reason to attack other than for player volition. While this is great for player agency at the same time that also strips away any urgency or higher goal.
FD really have to put more value on holding certain systems and make actual fighting more effective.
For example, powers that lose say, 10 systems in a cycle lose personal perks (and that the game communicates this to players) and the attacker gains (say) +50% more credits. This hypothetical attack would incentivise powers to attack and defend.
Indeed. Here is a more fleshed out thread with what I was thinking - https://forums.frontier.co.uk/threa...g-reward-power-activity.637676/#post-10631332What do we really need is "choke points"... maybe it's not a shared need with others, but we'd like to have some higher level of convergence allowing players to compete on a more restricted list of tasks/activities/systems instead of having to deal with a broad fragmentation.
I.e. we have currently 3 system powerplay statuses (exploited/fortified/stronghold) and just an example it would be cool to have the "most reinforced system" for the Cycle X belonging to each status to become subject to a defensive malus on the following (i.e. like -25% CPs) whilst opposition gathers an offensive bonus (i.e. +25% CPs).
That will promote some kind of dynamics and bring on the table a variety of strategies as well as providing a meaningful number of choke points where players can engage directly.
I like the idea of conditional CP (control point, system point NOT merits) effects to funnel players to the same system. "Most Reinforced" is probably not a good attribute as for most powers it will be some stupidly fortified mining stronghold but it'd be cool if there were some kind of way of triggering it. Say most undermined, or massive security drop or something. I mean, funnelling does happen at the strategic level but the current balance biases too much against undermining to make it "worth it" to be on the attack, even if a large power is targetting a small one.What do we really need is "choke points"... maybe it's not a shared need with others, but we'd like to have some higher level of convergence allowing players to compete on a more restricted list of tasks/activities/systems instead of having to deal with a broad fragmentation.
I.e. we have currently 3 system powerplay statuses (exploited/fortified/stronghold) and just an example it would be cool to have the "most reinforced system" for the Cycle X belonging to each status to become subject to a defensive malus on the following (i.e. like -25% CPs) whilst opposition gathers an offensive bonus (i.e. +25% CPs).
That will promote some kind of dynamics and bring on the table a variety of strategies as well as providing a meaningful number of choke points where players can engage directly.
I like the idea of conditional CP (control point, system point NOT merits) effects to funnel players to the same system. "Most Reinforced" is probably not a good attribute as for most powers it will be some stupidly fortified mining stronghold but it'd be cool if there were some kind of way of triggering it. Say most undermined, or massive security drop or something. I mean, funnelling does happen at the strategic level but the current balance biases too much against undermining to make it "worth it" to be on the attack, even if a large power is targetting a small one.
On that suggestion thread I linked choke points have kind of evolved as a side effect too- in short:I know, it's just an idea to have a simple on/off button to trigger it... I was thinking about CPs "most fortified" because it seems to me that FDEV is looking to limit the resilience of defense lines, but anything else could work as well; as you said it has to help to funnel players to specific system and that is what we do need in the current framework.
Consistently so, or just for some people passing through?but the market connector sends out 0 population.
Inara doesn't have an update on that particular one since 5 April so it'll probably get fixed the next time anyone running a connector goes through - though unless you go and do that yourself, that might well take another 7-8 weeks, of course.
Current value | Change from last cycle | |
Week | 30 | +1 |
Total System Count | 11,021 | +61 |
Stronghold Count | 796 | +11 |
Fortified Count | 1,831 | +25 |
Exploited Count | 8,407 | +38 |
Total Estimated CP Value (approximate cost to build the current structure from nothing) | 3,172,325,000 | +33,900,000 |
Cheapest Destruction Cost (i.e. cost to demote all current systems to Exploited) | 2,121,450,000 | +29,150,000 |
Stronghold Completion Percentage (current systems, by CP value) | 20.54% | +0.09% |
Number of Powers gaining systems | 12 | +1 |
Projected weeks until all occupied systems are Fortified or better (using last four weeks to extrapolate, system count model) | 517 | +68 |
Projected weeks until all occupied systems are Fortified or better (using last four weeks to extrapolate, control point model) | 159 | +32 |
Reinforcement : Undermining ratio (CP) | 9.6 | +3.5 |
Acquistion target estimate | 19,693 | +277 |
Total net reinforcement estimate (CP) | 41,175,048 | +4,597,560 |
Minor Factions larger than smallest Power | 6 | +1 |
Powers smaller than largest Minor Faction | 9 | == |