My first preference would be for a revised system where new Powers emerged organically from a revised interaction between Powerplay and the BGS. I wasn't impressed by the Dangerous Games, while it does involve players it hasn't any real relation to the minor factions represented, even to the extent that it was very difficult to allocate territory to the winning Power.
However, if new Powers were to be designed to fill roles which were perceived to be missing in the current game, what types should be considered?
Nine Powers would make twenty, a round figure. How about-
1. Alliance non-corporate, for balance and lore purposes
2. a third Federation power, leaning to corporate
3. a communist and cooperative power
4. a criminal non-pirate corporate power
5. a theocracy, possibly anti-technology
6. radical revolutionaries
7. a feudal oligarchy, like preindustrial Europe rather than ancient Europe
8. pro-alien cultists, to fill the demand
9. a transhuman power, whether robot or organic or both
Any better choices, or substantial objections to any of these? Would the introduction of so many new powers pose a threat to the integrity of the system?
Also, has the addition of Grom been a success, given that Grom has never been threatened by turmoil? And is Powerplay flexible enough to adjust to other minor changes, like a CC change where you get +1 CC for a favourable system and -1 for unfavourable, or +1ly radius for a large control system, -1 for a small one and -2ly for an outpost only system?
However, if new Powers were to be designed to fill roles which were perceived to be missing in the current game, what types should be considered?
Nine Powers would make twenty, a round figure. How about-
1. Alliance non-corporate, for balance and lore purposes
2. a third Federation power, leaning to corporate
3. a communist and cooperative power
4. a criminal non-pirate corporate power
5. a theocracy, possibly anti-technology
6. radical revolutionaries
7. a feudal oligarchy, like preindustrial Europe rather than ancient Europe
8. pro-alien cultists, to fill the demand
9. a transhuman power, whether robot or organic or both
Any better choices, or substantial objections to any of these? Would the introduction of so many new powers pose a threat to the integrity of the system?
Also, has the addition of Grom been a success, given that Grom has never been threatened by turmoil? And is Powerplay flexible enough to adjust to other minor changes, like a CC change where you get +1 CC for a favourable system and -1 for unfavourable, or +1ly radius for a large control system, -1 for a small one and -2ly for an outpost only system?