1. How system Allegiance and Government type are set?
- As I understand both would come from a Minor Faction that controls a Spaceport player would buy Colonization beacon from. Is that correct?
2. What determines the Economy of the system?
- Would initial economy type come with the Minor Faction? Or is it somehow selected, or pre-selected for the system? Or there is no Economy until the first settlement/spaceport (apart from Colonization/Claim one) is built, and type of that settlement/spaceport would determine the economy?
3. What can change the Economy of the system?
- For example, if initial economy is Agriculture, and there is only one unit (settlement or station) that supports it. Then two Extraction units are added. As I understand it would change system economy to Agriculture/Extraction. But if then, 3 Tourism units are added - will it change status of main Economy for the system? Or am I understanding the whole thing wrong?
4. What would determine available facilities for Stations and Settlements - Interstellar Factors, Material Traders, Technology Brokers, etc. ? and are any of those facilities mutually exclusive?
- Maybe specific types of buildings in settlements, or blocks of a Station, or would it be "just pick from a list", or would there be any requirements to have specific combinations of Allegiance / Government / Economy, or influence from a neighbour systems... ?
5. Can Architect build Megaships and/or Installations? or it is only regular Horizons / Odyssey stations and settlements?
6. Can Architect put unique facility into the system - Engineer, Rescue Ship, ... ?
7. It's a shame that there would be no possibilities to have a passive income of some sort from colonized systems (no credits or materials). But maybe there could be an option to install Components Trading like on FCs, or personal storage, or Squadron Storage (ala Guild Bank) ?
- I understand that with Fleet Carriers it was done the way it is to prevent clutter of the game database with abandoned stuff. Yet I really want some solution to "You have too much cargo to move to this ship" and ability not to sell things I'd rather keep. Plus some form of Squadron modules and commodities storage would be nice. The solution probably is "just get a FC and put it in your Colonized system", but I hope for such functionality in system's Stations and/or Settlements.
8. Would it be possible to set a specific conditions for System/Stations - discounts on outfitting or ships for example? Or the only way to get anything like that is with PP bonuses from specific Powers?
9. Can any system with 10 Ly from an inhabited system in the Bubble be colonized, both inside and outside of the Bubble, or only systems on the edges of the Bubble?
- Are there any other criteria? For example, can a system with only stars in it be colonized, or it has to have other bodies? Any other criteria?
10. Would it be possible to name a colonized system, name planets and moons in the system, name stations/settlements and other units in the systems?
11. Would it be possible to select / influence the visuals in the system?
- Pick colours for system security vessels, styles for stations, fonts and placements of names, show Architect photo on holo-screens around the systems, etc.
12. Would it be possible to influence mission board / missions in a direct way, create chain of missions, mini stories maybe?
- Colonization seems like something that could give an option for players to create content for other players. Maybe more of RP content, or something that would use existing missions UI (or Community goals UI) to tell other players what system Architect needs/wants. Obviously there would need to be restrictions and pre-set triggers/conditions, so it is not something like "bring 1 Gold and have 1 Bil", but Architect would need to sponsor these from their pocket so to say. Something like this could be nice not only for old players, but also to engage with new players. A quest-like system form players for players, self-containing stories for that specific system.
- As I understand both would come from a Minor Faction that controls a Spaceport player would buy Colonization beacon from. Is that correct?
2. What determines the Economy of the system?
- Would initial economy type come with the Minor Faction? Or is it somehow selected, or pre-selected for the system? Or there is no Economy until the first settlement/spaceport (apart from Colonization/Claim one) is built, and type of that settlement/spaceport would determine the economy?
3. What can change the Economy of the system?
- For example, if initial economy is Agriculture, and there is only one unit (settlement or station) that supports it. Then two Extraction units are added. As I understand it would change system economy to Agriculture/Extraction. But if then, 3 Tourism units are added - will it change status of main Economy for the system? Or am I understanding the whole thing wrong?
4. What would determine available facilities for Stations and Settlements - Interstellar Factors, Material Traders, Technology Brokers, etc. ? and are any of those facilities mutually exclusive?
- Maybe specific types of buildings in settlements, or blocks of a Station, or would it be "just pick from a list", or would there be any requirements to have specific combinations of Allegiance / Government / Economy, or influence from a neighbour systems... ?
5. Can Architect build Megaships and/or Installations? or it is only regular Horizons / Odyssey stations and settlements?
6. Can Architect put unique facility into the system - Engineer, Rescue Ship, ... ?
7. It's a shame that there would be no possibilities to have a passive income of some sort from colonized systems (no credits or materials). But maybe there could be an option to install Components Trading like on FCs, or personal storage, or Squadron Storage (ala Guild Bank) ?
- I understand that with Fleet Carriers it was done the way it is to prevent clutter of the game database with abandoned stuff. Yet I really want some solution to "You have too much cargo to move to this ship" and ability not to sell things I'd rather keep. Plus some form of Squadron modules and commodities storage would be nice. The solution probably is "just get a FC and put it in your Colonized system", but I hope for such functionality in system's Stations and/or Settlements.
8. Would it be possible to set a specific conditions for System/Stations - discounts on outfitting or ships for example? Or the only way to get anything like that is with PP bonuses from specific Powers?
9. Can any system with 10 Ly from an inhabited system in the Bubble be colonized, both inside and outside of the Bubble, or only systems on the edges of the Bubble?
- Are there any other criteria? For example, can a system with only stars in it be colonized, or it has to have other bodies? Any other criteria?
10. Would it be possible to name a colonized system, name planets and moons in the system, name stations/settlements and other units in the systems?
11. Would it be possible to select / influence the visuals in the system?
- Pick colours for system security vessels, styles for stations, fonts and placements of names, show Architect photo on holo-screens around the systems, etc.
12. Would it be possible to influence mission board / missions in a direct way, create chain of missions, mini stories maybe?
- Colonization seems like something that could give an option for players to create content for other players. Maybe more of RP content, or something that would use existing missions UI (or Community goals UI) to tell other players what system Architect needs/wants. Obviously there would need to be restrictions and pre-set triggers/conditions, so it is not something like "bring 1 Gold and have 1 Bil", but Architect would need to sponsor these from their pocket so to say. Something like this could be nice not only for old players, but also to engage with new players. A quest-like system form players for players, self-containing stories for that specific system.