Powerplay Faction: Archon Delaine Cycle 64: Pirates Don't Take NAPs

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Ahoy Crew!

Off we go! Every time a Distant Worlds launches, the most incredible videos are those of the "mass jumps" (watch CMDR Heliaxx "Distant Worlds 3 Mass Jump", CMDR TrishTech "Sidewinder Syndicate Briefing Mass Jump", CMDR Dan Kay "Elite Dangerous - DW3 Mass Jump" for some cool ones). Back in the days from the first editions of this expedition, there are now new ships so with the many Anacondas, ASP/DBXs, and, for those who love luxury travel, Orcas or Belugas, in DW3 we see (of course) Mandalays and Caspians. According to data shared by the organizers, around 8k CMDRs (last available data) have signed up for DW3, so there will (probably) be fewer ships around the Bubble for a few weeks.

It's no coincidence, in fact, that after Alrai's hauling CG (>18.3k subscribers and >313m tons delivered), a new one has not been announced yet. At least GalNet broke the "press silence" and published a post a few days ago on the conclusion of the initiative linked to DW3, which reads "A technical briefing on the completed works will be released once the new station has been deployed, which due to its deep space location, is estimated for March 3312."

In last week's report (as well as previous ones), we took a look at the situation in the Enclave, where the (7) remaining Powers continue to battle for control of its 49 systems. The numbers put down used to be quite relevant, especially those that hit the simguru Pranav Antal, with millions of UM CPs (most likely the result of Empire/ZYADA hostile combined actions).

Curiously there haven't been any further updates on GalNet, as if there were other things to mind about, but what surprised us most is that at the end of Cycle 63, after at least a couple of weeks of intense attrition, the Enclave Powers "signed" a temporary NAP (non-aggression pact, as we understand it).

Last week we published the Cycle 63 report earlier than we knew for sure that this NAP existed (before the tick it was just "rumored"), however well before the "official" news came out, Felicia Winters' report had taken the NAP for granted. We're not looking to discuss the NAP's bullet points here, or its rationale... or how it was drafted (i.e. the "backstage"), but it's certainly surprising how the parties involved believe that "freezing" the Powers' confrontation will do anything good for all of them. Or even, in a broader sense, that this is what the player base and FDEV would have liked to see... who knows? Throughout the history of the game, agreements/pacts/conglomerates of this kind have had their ups and downs: some have succeeded while others have failed miserably. Glory or death! ...cool but for Archon Delaine's powerplayers, freedom is more important: so that's liberty or death!

One more [important] update: the Lakon Type-11 Prospector (mining ship) is now available in game for around 67.8m credits, so just pay a visit to your 5-stars fellow shipyard to buy it! This medium ship with dedicated and unique mining modules was released in autumn last year.


Powerplay Numbers

As might be expected, the implementation of the NAP has shifted the focus from some activities to others: in particular, a few more acquisitions have been completed, while both reinforcements and undermining have been more scattered outside the Enclave. In fact, after a rather "anemic" Cycle 63, in Cycle 64 +50 systems were added (net of losses) and two Powers closed with double-digit expansions. Councillor Nakato Kaine (+14/1210) takes the lead for acquisitions, with a double win, also increases the gap with shadow-president Jerome Archer (+2/1193, who could also have finished in double digits if he hadn't suffered the loss of some systems). The Sirius' CEO Li Yong-Rui (+13/1529) follows in the second place, whilst senator Denton Patreus (-14/636) closed with the only one negative count:

  • Kaine +14
  • Yong-Rui +13
  • A.L. Duval +6
  • A. Duval +5
  • Grom +5
  • Antal +5
  • Winters +5
  • Delaine +3
  • Mahon +3
  • Archer +2
  • Torval +1
  • Patreus -14
More than a fifth of the total UM CPs generated by players in the Cycle have been generated in Archer's systems: excluding the approximately >200k UM CPs of Alrai (CG system), two times of that amount were distributed between Zeta Tucanae and Wolf 1340, where recent clashes against Empire/ZYADA recently happened. As we said above, this "redistribution" is also an effect of the NAP... and this also means that, thanks to the DW3, now even the largest Powers have to deal with the available manpower.

The contribution of decay (about 25m CPs) is less and less relevant, having dropped to about half since its introduction... and still remains an element of annoyance for the Powers (again: it should be removed). However, as we have already highlighted many times, balancing issues should remain the priority in the PP2 adjustments, as these are clearly exacerbated by the extreme top-down granularity (every single system needs to be managed) and the poor scaling of contributions.


The Pirates

Yep, right up until the very end the Crew pirates continued to collect "donations" at the Alrai CG... and it couldn't end without another piracy video from the Kumo Crew boatswain CMDR HairyHogg "CG Piracy! Alrai Nights". We make no secret of the fact that these are the moments when the Crew has the most fun... but that said, Cycle 64 was definitely intense... or rather: "dense".

On the acquisitions side, it has to be noted that we had a contested one at Epsilon Microscopii, a small extraction/industrial system controlled by Erion Corp. (a Federal faction loyal to the barman Archer, not present in this area) and where the Crew found agents of the blue-haired princess Duval as opponents (unfortunately no direct engagements have been reported to the Pegasi Sentinel). This system, though small in size, lies on the imperial Ts'ai Shai frontline, where Archon Delaine is planning to push further acquisitions in the next cycles. Assisted by the God of PCZs, the CPs harvest was steady and the advantage was quickly gained and maintained throughout the Cycle.

A Pegasi Sentinel correspondent reached the alcaldesa Isabel Mendez at Bridger Camp: "Frankly, we didn't expect Harma to be interested here in Epsilon Microscopii, and the local population, mostly miners, was already resigned to ending up under Imperial rule" she said. "If the price of our freedom is paying tribute to Delaine's pirates, well... we're ready to do that now. Better that than becoming slaves to the Empire!" she concluded. Not that the Archon doesn't appreciate slavery, on the contrary... but as long as Harma collects its due, there's little to worry about. May be.

During Cycle 64, enemy activity in Delaine's territories required targeted responses from the Crew's reinforcers. At HIP 117809, a colonial system (controlled by Harma Silver Cartel) just outside the frontline with the bald hippie Antal (Milcenu/Bentani stronghold), health inspectors sent by Harma blocked an attempt to open a local quiche shop. The signs "49 Fantastic Quiche Recipes" (including the Smoky Bush Meat Quiche and the Ultimate Onionhead Quiche) had already been put up and the owners were ready for the opening. Everything was promptly dismantled, the owners misteriously disappeared and the canisters of quiche were (sadly) sent to the incinerator. A Kumo Burger fast food restaurant will open in its place.

Other hostile actions, at this point less random than they would have us believe, have been countered in Mecht, HIP 110483 and Prism (and other systems in the Pegasi and Ceti sectors), while repairs remain to be made to HR 8737, Natera, Autamkindia and Yum Kaia. The Crew will have to stay alert, as the NAP in the Enclave remains in effect this week... and that means our enemies will have one less thing to worry about. One less there, perhaps... but during the Cycle 64 some of our enemies had their worries.

Let's make no secret of the evidence (it is what it is) that in recent weeks/months, strategic plans at Harma have focused on fixing what happened in the first PP2 cycles. Several of those (let's say) "pending" situations have largely been resolved with some titanium and composite aluminum wreckage scattered around, and then more or less "clarified" [sealed] between Powers' diplomatic offices (despite the decentralized structure of the PP2 framework). Some situations, however, remained unresolved... partly due to the arrogance of those who, despite having taken advantage of specific pitfalls (not to say "exploits"), persisted in hostile actions in our territories by resorting to unfair means and further embarrassing even the few taking on their side.

Something had to be done: and so the Crew did it.

With the liberation of Cuchua, and the fall of the bubble [on whose remains other Powers, like hungry vultures, are also ready to feast] controlled by the jelly-haired Patreus, this campaign comes to an end... perhaps it's just another page or chapter, of what was eleven years ago the war in the Pegasi sector. Anyway, it's over... kudos to the ones who will bear that legacy.

When asked about the recent events in Cuchua by the Pegasi Sentinel, salty old space dog Black Jack Winter laughed out loud "they thought picking over broken ships would make a difference, they should've learned to fight instead". Not that the opponents didn't put up resistance. The "Port Royal", the Kumo Crew squadron carrier, was also deployed in the system just in case things got too hot for the UM specialists. Other locals witnessed to the Pegasi Sentinel that in one of the planetary settlements, before plunging into total chaos, the space darkness was suddenly broken by an unidentified shadow figure wearing a golden-bright flashing sticker. And that was the last thing they saw before the station imperial flags fell on the ground.

Archon Delaine's scallywags, the Crew, along with the damned souls of the Ghosts, the Raiders of Tortuga and the Ryfters, mighty demonic creatures appearing in the tales at the Wise Sharks tavern in Harma, were all part of this big picture. Their epic deeds will undoubtedly be talked about again... and so the time has come to turn the page and focus our attention away and on the new campaigns that are starting (or are already underway).

So, what else but to put down below a handful of preliminary goals for Cycle 65? Just in case, for our updates follow the Tortuga Radio Frequencies broadcasts (take note that all “Oppose enemy takeovers” targets are now being opposed by enemy Powers).


Cycle 65: Preliminary Targets

All systems below the 25% CPs “decay threshold” are good/eligible targets to be reinforced (as these systems will not be hit by decay). Prioritize strongholds over fortified and leave exploited as last ones. All acquisitions above 100k CPs (or being contested during the Cycle) are good/eligible targets to be acquired.

Reinforce (new acquisitions): Epsilon Microscopii and Bered.

Reinforce (counter [unknown] enemy UM): HR 8737, Natera, Autamkindia and Yum Kaia.

Acquire (new/backlog): Cuchua, Chedita, Bamuti and Phrasika.

Re-acquire (previously lost systems): Shaplini (56) and HIP 110623.

Oppose enemy takeovers: T Tie (60), Ngurd (56) and LTT 9276 (52).

Undermine: OpSec.


FOR THE ARCHON!!!

Source: Source: https://www.reddit.com/r/kumocrew/comments/1qka62z/cycle_64_pirates_dont_take_naps/
 
Kaine has been burning rubber recently hitting double digit figures in acquisitions. I like the Alliance but Mahon is making less and less sense for me considering his lackluster performance in the Enclave and stagnating growth.

It also doesn't hurt that Kaine has a good mining bonus now that the T-11 is available for credits.
 
Kaine has been burning rubber recently hitting double digit figures in acquisitions. I like the Alliance but Mahon is making less and less sense for me considering his lackluster performance in the Enclave and stagnating growth.

It also doesn't hurt that Kaine has a good mining bonus now that the T-11 is available for credits.
Several factor to that.

First the elephant in the room, the trading nerf, by killing the 1T trading, FDev turned trading into an equivalent of the Soontil relic, only 1 thing work, rare metal washing, absolutely every other commodity pay crap, even if you have a GOD send master combo BGS state (boom + public holiday), regular trading is currently soo bad that as a non-combat power, you gain more merit with KWS in space installation / megaship defense run.
Second the geography, Kaine have a much wider open space where she just cannot be contested and a much thinner frontline, LYR is getting in the same position by seeking to expand out of the bubble, allowing both to give more emphasis on acquisition instead of defensive maintenance work.
Mahon have much powerfull acquisition and reinforcement ethos than Kaine, we have the rare (she don't) and we have both mining for acquisition AND reinforcement (she only have it for acquisition), but yeah we have a much larger frontline than her, more system and so we need to invest more time in maintenance work.
 
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Several factor to that.

First the elephant in the room, the trading nerf, by killing the 1T trading, FDev turned trading into an equivalent of the Soontil relic, only 1 thing work, rare metal washing, absolutely every other commodity pay crap, even if you have a GOD send master combo BGS state (boom + public holiday), regular trading is currently soo bad that as a non-combat power, you gain more merit with KWS in space installation / megaship defense run.
Second the geography, Kaine have a much wider open space where she just cannot be contested and a much thinner frontline, LYR is getting in the same position by seeking to expand out of the bubble, allowing both to give more emphasis on acquisition instead of defensive maintenance work.
Mahon have much powerfull acquisition and reinforcement ethos than Kaine, we have the rare (she don't) and we have both mining for acquisition AND reinforcement (she only have it for acquisition), but yeah we have a much larger frontline than her, more system and so we need to invest more time in maintenance work.

IMHO the more I do spend time in the "maintenance" work, the more I believe that the framework needs to be changed in something more dinamic and less grindy.
 
IMHO the more I do spend time in the "maintenance" work, the more I believe that the framework needs to be changed in something more dinamic and less grindy.
Indeed but I honestly dunno how they could do it, they tried with the enclave but the only thing it showed is the clear umbalance with the Ethos and the strong dependency of some of them toward BGS (a wondurfull idea to setup a PP contest in a BGS LOCKED space... sarcasm) I dunno what they wanted to test in the enclave but I conssider it aas a game design failure.

What is sure is that PP need more balancing, not another nerf, the others activity paying less need to be boosted to the level of those already paying well to allow for more diversity, not nuking everything to the ground, otherwise the only result is that PP 2 will become like PP 1, all power will only do there unique activity paying the most, stopping all others activity and with time, more and more agent will just stop powerplay.

That actualy one of the point of the NAP in the enclave, FDev throwed us into it, into there own narrative, now they will have to find a conclusion to it by themselves
 
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Indeed but I honestly dunno how they could do it, they tried with the enclave but the only thing it showed is the clear umbalance with the Ethos and the strong dependency of some of them toward BGS (a wondurfull idea to setup a PP contest in a BGS LOCKED space... sarcasm) I dunno what they wanted to test in the enclave but I conssider it aas a game design failure.
My take is that they wanted to test a sort of player-driven, or better, a player-generated, creation of "hot-spots" or choke points where to have more direct attrition between powers.


What is sure is that PP need more balancing, not another nerf, the others activity paying less need to be boosted to the level of those already paying well to allow for more diversity, not nuking everything to the ground, otherwise the only result is that PP 2 will become like PP 1, all power will only do there unique activity paying the most, stopping all others activity and with time, more and more agent will just stop powerplay.
100% agreed... the "abandon" rate is high, and colonisation accelerated the process.

That actualy one of the point of the NAP in the enclave, FDev throwed us into it into there own narrative, now they will have to find a conclusion to it by themselves
That's another issue, yeah... it seems they cared little or none about what players/communities do in PP.
 
The idea of player-controlled hotspots is excellent.

If GalMap automatically marks the 3-5 systems most undermined by my power and conversely, 3-5 systems as defensive hotspots, I think that's a good thing.

This especially helps casual players who want to participate in Power Play and haven't had much to do so far except complete their Power Play missions. It also forces the powers into conflict, albeit to a limited extent. It can add a bit more spice to the mix.

The confined space of the battle royale in the Enclave, like every Power Play CG before it, has shown that tension and fun are lost because, in such direct confrontations, the "super"-power with the most players inevitably wins.

And... well... the massive player imbalance is the biggest problem in Elite Dangerous, at least in my opinion.
 
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The idea of player-controlled hotspots is excellent.

If GalMap automatically marks the 3-5 systems most undermined by my power and conversely, 3-5 systems as defensive hotspots, I think that's a good thing.

This especially helps casual players who want to participate in Power Play and haven't had much to do so far except complete their Power Play missions. It also forces the powers into conflict, albeit to a limited extent. It can add a bit more spice to the mix.
I think the inevitable effort of having to manage the target setting and the amount of gaming that would be done with it to try and herd the lone wolves, and the fact that all that would be so much easier for the powers with a larger organised player base make it a terrible idea. It's a very "lite" version of the false flag 5th column activity that occurred in PP1.0.
 
I think the inevitable effort of having to manage the target setting and the amount of gaming that would be done with it to try and herd the lone wolves, and the fact that all that would be so much easier for the powers with a larger organised player base make it a terrible idea. It's a very "lite" version of the false flag 5th column activity that occurred in PP1.0.
Of course, this is a nightmare scenario for the organized Discord power groups. But you also have to look at it from FDev's perspective. FDev wants to see some action! And I can't shake the feeling that these organized groups are a thorn in FDev's side. Because the last thing they want to see in ED is what's happening right now in the Enclave: Stagnation, because of a complete ceasefire. That doesn't bring any new players into Power Play.
 
Of course, this is a nightmare scenario for the organized Discord power groups. But you also have to look at it from FDev's perspective. FDev wants to see some action! And I can't shake the feeling that these organized groups are a thorn in FDev's side. Because the last thing they want to see in ED is what's happening right now in the Enclave: Stagnation, because of a complete ceasefire. That doesn't bring any new players into Power Play.
Stagnation is inevitable due to Powerplay game design, the Enclave just puts it into focus. As a tug-of-war game, at the end of the day, eventually it lands in ww1 style trench warfare where the sides that can't keep up pressure lose and the sides that can move until they hit each other, and eventually everyone realizes that rather than spending 1000s of player hours every week to accomplish nothing we have better things to do with our time
 
Stagnation is inevitable due to Powerplay game design, the Enclave just puts it into focus. As a tug-of-war game, at the end of the day, eventually it lands in ww1 style trench warfare where the sides that can't keep up pressure lose and the sides that can move until they hit each other, and eventually everyone realizes that rather than spending 1000s of player hours every week to accomplish nothing we have better things to do with our time

The only way this could change, would be for there to be specific, limited resources that were desired to fight over.

Things like:
Systems that gave 25% CP gain to the controlling power.
Systems increasinging combat XP gain.
Improved mining yield.

Limited access resources players will want to control, which will drive that conflict FDev wants so much.
 
Stagnation is not inevitable if the system itself is designed not to end in that state. PP2 is ironically worse than PP1 in this regard because its essentially the BGS which has no territorial constraints backed with player created territories, and that all rewards are equal. Its a system built on inevitability.

(half thought out ramble incoming)

FD needed to make combat and destruction key, while rewards for being #1 the best and enough to drive to be there at the top. You kind of had this in PP1 with the 3/2/1 standing rewards- to my mind PP2 should only reward like now (in PP2) if you are in the top 3.

But what of the rest? Why bother if you get no rewards at all if you have a 'winners' group and 'also rans'?

1) separate out power perks and keep them active regardless (for flavour). Have other perks (money, access to modules, tech brokers, permits etc) separate.

2) for each week the 9 other powers are 'out' there is a prize 'pool' that builds and is rewarded to those who attack the top 3. The more you attack and achieve, the more rewards you get. Unlike the top 3 though its not an unlocked system- its performance based on your weeks actions.

You could make 123 powers reward structure be tiered but 4-12 powers like a CG (between those powers alone), where each unlocked tier you do nets more rewards (free modules from across the loser powers, shared perks etc).

So, you have the large 123 powers who want to entrench to protect the steady bonuses and the opportunists (the rest) who can get potentially more one off mega prizes if they dare oppose them. But all of this is driven by inequality of rewards and not territory. Its this which (to me) is the actual flaw-territory has no value now, in PP1 territorial gain was (supposedly) there to prevent you collapsing, in PP2 its....just mindless gatcha.

In the above system the top 3 could expand as much as they liked, as the rewards are based on the position alone. For powers who were far away from being #3 (like shrunken clown Patty Patreus is now) you still get the rewards driven as an also ran who has to fight scrappily to get what you want.
 
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Of course, this is a nightmare scenario for the organized Discord power groups. But you also have to look at it from FDev's perspective. FDev wants to see some action! And I can't shake the feeling that these organized groups are a thorn in FDev's side. Because the last thing they want to see in ED is what's happening right now in the Enclave: Stagnation, because of a complete ceasefire. That doesn't bring any new players into Power Play.
It will be usurped by the organised groups, that's the whole point, and in an unbalanced way. They need to do something different that actually circumvents the organised groups. E.g. by giving players zero direct control over where the targets fall. Have an algorithm that targets areas strategically, like a top-down directive from the office of the glorious leader themselves. Base it on front lines. Where there's a concentration of enemy force close to a power's space, or where there's weakness at home next to that concentration. Create a rank table of systems and pick the top ones. Add in some RNG to make it unpredictable and hard to reverse engineer.

The objective should be to make a system that works as intended and makes sense. That's what drives engagement.
 
It will be usurped by the organised groups, that's the whole point, and in an unbalanced way. They need to do something different that actually circumvents the organised groups. E.g. by giving players zero direct control over where the targets fall. Have an algorithm that targets areas strategically, like a top-down directive from the office of the glorious leader themselves. Base it on front lines. Where there's a concentration of enemy force close to a power's space, or where there's weakness at home next to that concentration. Create a rank table of systems and pick the top ones. Add in some RNG to make it unpredictable and hard to reverse engineer.

The objective should be to make a system that works as intended and makes sense. That's what drives engagement.
I don't think it's necessary or even productive to circumvent organized groups. Player groups are social groups that are effectively encouraging each other to engage wirh the game and to continue to be engaged with it. I think it's actually kinda toxic to be trying to discourage community efforts and coordination. That said, I do largely agree with the opinions that there needs to be some reward system for being at the top, and as well counterbalancing mechanisms for the not-top that make the rewards more dynamic. For example, let's say the top 3 powers by activity for a week get special bonus multipliers to credit payouts or something like that for the next week. And all the rest get a multiplier to control points with the least active power getting the highest bonuses. This sort of mechanic makes low player count powers more powerful, which in turn makes them start winning, which attracts players, and then the bonuses start to fall off.

Another thing is, games with much larger player bases only have 3 or so options for factions. Elite has 12. This extremely fragments the player base. I don't however see a good way to consolidate. For example, superpower is problematic because AD and ALD have too many players and the Independents are not a unified group. That said somehow reducing the number of 'sides' increases the numbers of players per side making conflict more engaging when it does happen.

Tldr I think improvements need to be giving incentives to groups to fight and reasons to fight not try to destroy them, which is bound to not only fail but also reduce player engagement with the game
 
I don't think it's necessary or even productive to circumvent organized groups. Player groups are social groups that are effectively encouraging each other to engage wirh the game and to continue to be engaged with it. I think it's actually kinda toxic to be trying to discourage community efforts and coordination. That said, I do largely agree with the opinions that there needs to be some reward system for being at the top, and as well counterbalancing mechanisms for the not-top that make the rewards more dynamic. For example, let's say the top 3 powers by activity for a week get special bonus multipliers to credit payouts or something like that for the next week. And all the rest get a multiplier to control points with the least active power getting the highest bonuses. This sort of mechanic makes low player count powers more powerful, which in turn makes them start winning, which attracts players, and then the bonuses start to fall off.

Another thing is, games with much larger player bases only have 3 or so options for factions. Elite has 12. This extremely fragments the player base. I don't however see a good way to consolidate. For example, superpower is problematic because AD and ALD have too many players and the Independents are not a unified group. That said somehow reducing the number of 'sides' increases the numbers of players per side making conflict more engaging when it does happen.

Tldr I think improvements need to be giving incentives to groups to fight and reasons to fight not try to destroy them, which is bound to not only fail but also reduce player engagement with the game
PP2.0 has admitted a lot of lone wolves, who couldn't affect things and didn't engage meaningfully in PP1.0. So FDev have two constituencies to serve. Lone wolves and organised social players. They seem dead set on engaging the former, perhaps just to get more uniform engagement across the player base. I'm sure there are better ways to do that than they've devised, but to devise something mediocre and then implement it in a way that confounds its very aim shouts "bad old days" FDev to me.
 
I think the inevitable effort of having to manage the target setting and the amount of gaming that would be done with it to try and herd the lone wolves, and the fact that all that would be so much easier for the powers with a larger organised player base make it a terrible idea. It's a very "lite" version of the false flag 5th column activity that occurred in PP1.0.
totally agree.
 
I don't think it's necessary or even productive to circumvent organized groups. Player groups are social groups that are effectively encouraging each other to engage wirh the game and to continue to be engaged with it. I think it's actually kinda toxic to be trying to discourage community efforts and coordination.
Very strongly agree with this, I came back to ED due to defend Sol from the Thargoid invasion. I stayed because I joined a power and its discord and found a great community. Thats whats kept me engaged in ED since then and hence buy ARXs.

Anything that negatively effects that community runs the risk of driving cmdrs away from the game.


Another thing is, games with much larger player bases only have 3 or so options for factions. Elite has 12. This extremely fragments the player base. I don't however see a good way to consolidate. For example, superpower is problematic because AD and ALD have too many players and the Independents are not a unified group. That said somehow reducing the number of 'sides' increases the numbers of players per side making conflict more engaging when it does happen.
The fragmented player base and its seriously imbalanced player numbers active for their Power is an issue I suspect is unsolvable without, say, godhanding powers into 3 superpower blocks. Take the 12 and reduce to Imp, Fed, Indie and maybe criminal/pirate. Cant see this happening though. The fallout would be drastic.

So we are stuck with 12 powers with dramatically different cmdr numbers. Some how powerplay needs to find a way to utilise that difference and make it a feature. Emphasis the the power ethos more etc

Or alternatively feed into the Imps v everyone else thats been building up as then player numbers are roughly equal. I'd prefer the 12 power scenario my self though.

This emphasis on conflict thats been inferred is an FDev desire though puts non confrontational groups such as LYR at a disadvantage. Not all PP seek conflict, others like the expansionist/consrtuction nature of the current set up. Which as has been pointed out many times now colonisation has made incredibly easy and dwarfs the powers ability to acquire systems.
 
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