Viajero
Volunteer Moderator
As per the question,
According to the PP manual, CC yield of systems is proportional to population, but
- Do we know if there are other factors that affect CC yield? Such as the Government type, economy state (boom), security level etc for example?
- Can players affect those factors via activity within the background simulation (i.e. local minor faction missions, local trading, bounty hunting etc?
Any light on this by devs would be great.
Being able to influence via background simulation the factors that affect CC yield would be awesome. For example, we would be able to recover a negative CC yield system etc. More gameplay options for PP players to have an actual impact and manage PP.
This could work out with a set of min and max caps to CC yield to avoid extreme unrelaistic states and for balance at start, but in between those min and max default CC yields players would be able to play the background sim as usual to affect that CC yield accordingly based on economy state, security level, government type, famine, civil war etc...
One thing that could potentially be in conflict with current PP mechanics is that what it is proposed here will be sort of fulfilling a similar purpose to "Undermine" and "Fortify" actions. But this conflict can be in principle easily solved:
Background simulation actions (trading, local missions etc) would have to affect changes in CC in a much more slow and gradual time frame. Just aswell as playing the background simulation is a slow process already anyways. Also, changes to CC yield due to changes in the system populaiton, economy etc, would be applied constantly until the relevant population, economy etc factor changes agaiun.
On the other hand Undermining and Fortifying actions would produce a much faster impact in CC (weekly PP turns) but those changes would be also only temporary (that same PP turn week).
I think both types complement each other quite nicely. One is a structural change, the other is rather opportunistic/temporary and based on the state of a given PP situation.
According to the PP manual, CC yield of systems is proportional to population, but
- Do we know if there are other factors that affect CC yield? Such as the Government type, economy state (boom), security level etc for example?
- Can players affect those factors via activity within the background simulation (i.e. local minor faction missions, local trading, bounty hunting etc?
Any light on this by devs would be great.
Being able to influence via background simulation the factors that affect CC yield would be awesome. For example, we would be able to recover a negative CC yield system etc. More gameplay options for PP players to have an actual impact and manage PP.
This could work out with a set of min and max caps to CC yield to avoid extreme unrelaistic states and for balance at start, but in between those min and max default CC yields players would be able to play the background sim as usual to affect that CC yield accordingly based on economy state, security level, government type, famine, civil war etc...
One thing that could potentially be in conflict with current PP mechanics is that what it is proposed here will be sort of fulfilling a similar purpose to "Undermine" and "Fortify" actions. But this conflict can be in principle easily solved:
Background simulation actions (trading, local missions etc) would have to affect changes in CC in a much more slow and gradual time frame. Just aswell as playing the background simulation is a slow process already anyways. Also, changes to CC yield due to changes in the system populaiton, economy etc, would be applied constantly until the relevant population, economy etc factor changes agaiun.
On the other hand Undermining and Fortifying actions would produce a much faster impact in CC (weekly PP turns) but those changes would be also only temporary (that same PP turn week).
I think both types complement each other quite nicely. One is a structural change, the other is rather opportunistic/temporary and based on the state of a given PP situation.
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