What I'm really looking for anyway is a dial for the developer to control the speed at which territory can change hands.
Same here, with a few other objectives.
Shoot your ideas now.
o7
This is meant as an augmentation to the OP, and by all means feel free to pick out any good bits if you dont like the whole.
- 1) You can only expand to systems that extend your continuous territory. And there are consequences for being cut-off.
My idea is connected territory. It allows for a far more attack-biased system like in the OP (which is definitely needed given Powerplay stalemate) & It works quite well with a system that removes Overheads, because it allows for er, reintroducing overheads..
In this idea, the shape of territory matters more. It represents a sense of logistics routes & efficient transport of resources.
If you have a continuous territory that can trace a continuous path through it's control bubbles back to it's HQ then it is efficient, and has no overheads incurred for isolated systems .
The larger the number of control systems / larger the economic income a Power has, the wider these efficiency highways need to be to avoid overheads.
You can remove territory from a distant Power, but you cant take that territory for yourself without a territorial route connecting it to your Capital.
- 2) A Decadence & Decay mechanic, that creates Overheads for Powers that are too compact. These Overheads increase over time for so long as that Power doesn't stretch-out significantly enough. *
This represents what happens to all factions & civilizations that surround themselves with like-thinking people. They start to believe their own propaganda that they are wonderful & Right, stop challenging their own ideas and become inefficient, decadent and begin a descent into decay & collapse. I.. dont need to colour-in a comparison with the Forums here.
TL

R
My suggestion means the min-max strategic defence would be punished economically, exponentially, and the min-max strategic attack would be vulnerable to counterattack & economic collapse. And it would all be visible on Galmap & Power menus, meaning intuitive solutions would hopefully compare reasonably well against spreadsheet-analysed optimals.
You would have a balance that means the shape of a Power would differ according to the nature of each Power, & their available systems, but essentially be tending towards looking like some kind of octopus/squid for aggressive Powers, and an american-football for defensive ones. Utopia may end up going pear-shaped. Again.
I did want a controlled way to shed your own systems intentionally, instead of having to rely on the largesse of your enemies to undermine them for you. (because that creates a starting-point for 5C pledging) However, if that granular level of control was enabled, what would actually happen is likely to be every power ditching every other strategic consideration and instead rushing to create the First Great Galactic Phallus. And then their enemies would strive to carry out the First Galactic Circumcision, followed by the First Titanic Castration and so on until its all a sticky mess & grudges take over from mischief & we can start some proper strategy. But by then the revamped Powerplay would've lost all credibility, and ever-after would always risk descending into a farcical cockfight.
The nature, and progress of a Power and a conflict between Powers would all be visible on Galmap. A glance would tell you a lot. That easy-access to strategy, even if involving complicated mechanics, is more important IMO than the specific mechanics ive outlined, themselves.
Other than providing a natural slowing of pace (to moderate the more dynamic attacking possibilities) & providing chokepoints for invasions, it serves to both
decentralise strategy as is the OP intention, (by making strategy far more visible and accessible in-game) as well as providing easy-access to what is going on for outsiders. Id love for streamers to be able to do simple & yet meaningful Powerplay reports having Galmap as a primary tool. It would be extra-awesome if it didn't end up looking like geeks pointing at 3D space willies.
If an aggressor began to look like a spider (ahem) it would be bad & precarious for them. If a defender's territory started looking more like a helix or a freaky balloon animal, theyd already know how much trouble they were in. In either situation, the Power would be very close to having large swathes of territory cut-off and their economy wrecked by the Overheads impact.
* These D&D (I
think that abbreviation might already be taken.. "Decay & Inefficiency" perhaps?) Overheads would be additive to any other Overheads for having cut-off systems. The D&D/D&I Overheads would be ratio-based, so you always need a proportion of systems based further out from your Capital than would be defensively ideal, and the larger the Power is, the larger the number of systems they need at those further radii from HQ. The worst combination would be a core sphere that looks like a (..proper..) football on galmap, with a small number of isolated far-flung territories. The combined overheads would overwhelm your income, making even the most defensible systems hard to hold. You couldn't just sit as a defensible ball & counter the escalating D&D/D&I Overheads by throwing out weaponised expansion snakes occasionally, that you have no intention to keep long-term. These would not be of a sufficient number of systems to counter the ratio of close-in systems,
and they would be highly vulnerable to being cut-off leading to even more Overheads issues.
If this all sounds a bit hippy-trippy, particularly the snakes, pear-shaped starfish balloon-animals, & the giant space obscenities, I ofc offer absolutely no apologies. However it does need more er, 'fleshing-out' & I have a variety of 5C concerns for it as well, so if anyone's read this far and finds it intriguing but flawed, please do voice your concerns & amendments (no innuendos required) & point out the blind-spots. o7