Deleted member 192138
D
Some minor factions have territory that spans a huge amount of space. With the way that these factions are implemented - native to a system, generally named or representing a specific political party or grouping of that system, it seems weird that the BGS makes no distinction for how the interests and cultural distinctions would impact power and control in state of infinite growth. The more a ruling group is viewed as being culturally distinct and interested in their own interests of their native locales, the harder it is for them to maintain control. Managing these perspectives takes a huge amount of resources - either in the form of media, or direct suppression of dissent/oppression.
Historically, this results in either military control that has to be sustained, and when it can't these control orders collapse (such as the collapse of colonial empires in the 20th century), or the need to forcibly culturally assimilate conquered people into a shared national identity over the course of centuries. Both of these means a sustained resource cost for maintaining control over territory further away from (geographically and/or culturally) the commanding nation state.
In Total War games, this has been represented in campaign modes with a negative public order state the further from the designated capital city that a conquered region is. It seems like something similar could be implemented in Elite - where a minor faction in control of systems further away from their native origin point, incurs a tax to their influence. With the implementation of command capital costs in power play, this is also already recognised as a factor for command and control in Elite, but not directly as part of the background simulation.
To ground my suggestion into an action, and to pluck some numbers out the air - I propose that if a controlling faction in a system is 20Ly from their native system, this incurs a -2% influence state similar to how a terrorist attack/famine/outbreak or other negative disaster state works. Actual numbers should be subject to balancing considerations, of course. This could be done as an incremental tax (so say 40Ly would be a -4% influence tax) but I suspect the coding for that would be additionally complex - a flat rate at a specified distance seems more straight forward.
This would shape the play space for BGS to be more realistic and more interesting. It would impose a more meaningful cost to a permanent state of expansion than the occasional drop of influence in a stronghold system, as it would make it cost more resources for minor factions to maintain huge empires. Instead, the question of whether or not taking control of a system would be beneficial has to be balanced with consideration of how far it is from the native system, how this will impact on the resources needed to maintain it, which other systems are under control, whether a target system has meaningful benefits for a faction to expand there. The implementation of this state could also create foreground for, and a more meaningful impact of, positive and negative states such as public holiday and terrorist attacks. As these then come to reflect and impact on the cultural and political relevance of controlling factions, whilst also providing a counter to or stacking on top of this capital distance tax.
Historically, this results in either military control that has to be sustained, and when it can't these control orders collapse (such as the collapse of colonial empires in the 20th century), or the need to forcibly culturally assimilate conquered people into a shared national identity over the course of centuries. Both of these means a sustained resource cost for maintaining control over territory further away from (geographically and/or culturally) the commanding nation state.
In Total War games, this has been represented in campaign modes with a negative public order state the further from the designated capital city that a conquered region is. It seems like something similar could be implemented in Elite - where a minor faction in control of systems further away from their native origin point, incurs a tax to their influence. With the implementation of command capital costs in power play, this is also already recognised as a factor for command and control in Elite, but not directly as part of the background simulation.
To ground my suggestion into an action, and to pluck some numbers out the air - I propose that if a controlling faction in a system is 20Ly from their native system, this incurs a -2% influence state similar to how a terrorist attack/famine/outbreak or other negative disaster state works. Actual numbers should be subject to balancing considerations, of course. This could be done as an incremental tax (so say 40Ly would be a -4% influence tax) but I suspect the coding for that would be additionally complex - a flat rate at a specified distance seems more straight forward.
This would shape the play space for BGS to be more realistic and more interesting. It would impose a more meaningful cost to a permanent state of expansion than the occasional drop of influence in a stronghold system, as it would make it cost more resources for minor factions to maintain huge empires. Instead, the question of whether or not taking control of a system would be beneficial has to be balanced with consideration of how far it is from the native system, how this will impact on the resources needed to maintain it, which other systems are under control, whether a target system has meaningful benefits for a faction to expand there. The implementation of this state could also create foreground for, and a more meaningful impact of, positive and negative states such as public holiday and terrorist attacks. As these then come to reflect and impact on the cultural and political relevance of controlling factions, whilst also providing a counter to or stacking on top of this capital distance tax.
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