Command Capital (CC). It's what makes Powerplay tick.
We Fortify so we can make more, we spend it on Expanding so we get more, and then we spend that on Preparation more systems to expand into, ad nauseum. Currently (and I hope this is subject to change) CC has basically one use: To Prepare Systems. This only supports one type of empire- a large, sprawling one, with many systems *just* under their control (as It's better to keep your CC low as too much means you end up prepping loads of atrocious systems) .
This isn't very realistic; The Utopians, KKrew and Sirius Corp are *never* going to have as many systems as massive galactic governments, but they might have a few very secure, very well managed valuable systems.
Anyway, as the game progresses, we will eventually run out completely of systems that give a net profit of CC. This isn't conjecture or speculation- it's going to happen.
This is because the CC value of a system is fixed at all times, based on only two factors: Population and Distance from Capital. As the systems closer to the human bubble get captured, expansion will force (literally, as there is no way to conserve CC; as much of it is spent every cycle as possible) Powers to take worse and worse systems, even if they don't want those systems. This is, for want of a better word, stupid.
I have a few ideas floating about my head about this, and I thought I'd share them with the community (and if FD want to implement them, I won't complain
):
System Improvement
Firstly, there needs to be a way to permanently increase the CC value of a system. It doesn't have to be much, only a couple of CC. Or you could make it proportional to the current value (i.e a system currently making -20 might be permanently improved by 5, whereas one with a profit of 80 might only be improved by 1).
Just this small touch would make those crap systems you end up with due to merit grinding/5th column not a permanent CC wormhole.
It also supports PP in the long term, as it removes the 'critical mass' that all powers will eventually hit when no more profitable systems remain.
From a lore point of view, this fits in nicely with the more 'peaceful' powers: Winters, Aisling etc. they don't always want to control more people, they want to improve the quality of life of their loyal citizens.
And before you complain about it being too powerful, remember: an Undermined system has it's CC value added to it's upkeep cost, so that 150CC mega system you poured months of time into continually improving is now a huge target for Undermining.
More ways to spend CC (and save it)
As I said above, CC currently has only one use- to prepare systems for expansion, which gives you more CC. Or to simplify that, CC's only use is to make more CC.
So I propose taking the current 'Preparation' banner, and fit it under a new header: Actions
Actions are basically ways for you to spend CC. Obviously Preparation will be one of those Actions, but also the whole 'Improvement' (name pending) thing I talked about above. In fact, why not go nuts, and add a whole bunch of ways to spend CC, such as:
I just love the idea of dynamic, player triggered CGs. I'm sure we all like that idea.
Players would 'vote' using the vote mechanic FD talked about implementing next year, and the stuff with the most votes gets CC spent on performing.
But anyway, I'm tired and I'm not even sure if what I've written is actually good, so I'll turn it over to you. Am I talking sense? Would this make PowerPlay more enjoyable? Is there something horribly broken in my idea that I haven't thought about? Who knows.
Enjoy!
We Fortify so we can make more, we spend it on Expanding so we get more, and then we spend that on Preparation more systems to expand into, ad nauseum. Currently (and I hope this is subject to change) CC has basically one use: To Prepare Systems. This only supports one type of empire- a large, sprawling one, with many systems *just* under their control (as It's better to keep your CC low as too much means you end up prepping loads of atrocious systems) .
This isn't very realistic; The Utopians, KKrew and Sirius Corp are *never* going to have as many systems as massive galactic governments, but they might have a few very secure, very well managed valuable systems.
Anyway, as the game progresses, we will eventually run out completely of systems that give a net profit of CC. This isn't conjecture or speculation- it's going to happen.
This is because the CC value of a system is fixed at all times, based on only two factors: Population and Distance from Capital. As the systems closer to the human bubble get captured, expansion will force (literally, as there is no way to conserve CC; as much of it is spent every cycle as possible) Powers to take worse and worse systems, even if they don't want those systems. This is, for want of a better word, stupid.
I have a few ideas floating about my head about this, and I thought I'd share them with the community (and if FD want to implement them, I won't complain
System Improvement
Firstly, there needs to be a way to permanently increase the CC value of a system. It doesn't have to be much, only a couple of CC. Or you could make it proportional to the current value (i.e a system currently making -20 might be permanently improved by 5, whereas one with a profit of 80 might only be improved by 1).
Just this small touch would make those crap systems you end up with due to merit grinding/5th column not a permanent CC wormhole.
It also supports PP in the long term, as it removes the 'critical mass' that all powers will eventually hit when no more profitable systems remain.
From a lore point of view, this fits in nicely with the more 'peaceful' powers: Winters, Aisling etc. they don't always want to control more people, they want to improve the quality of life of their loyal citizens.
And before you complain about it being too powerful, remember: an Undermined system has it's CC value added to it's upkeep cost, so that 150CC mega system you poured months of time into continually improving is now a huge target for Undermining.
More ways to spend CC (and save it)
As I said above, CC currently has only one use- to prepare systems for expansion, which gives you more CC. Or to simplify that, CC's only use is to make more CC.
So I propose taking the current 'Preparation' banner, and fit it under a new header: Actions
Actions are basically ways for you to spend CC. Obviously Preparation will be one of those Actions, but also the whole 'Improvement' (name pending) thing I talked about above. In fact, why not go nuts, and add a whole bunch of ways to spend CC, such as:
- Trigger a Capital Ship construction CG
- Trigger a Station building CG
- Trigger a Discount CG
- Trigger a 'Recruitment Drive' CG: If successful, for the next cycle military Rank for that Power happens twice as fast (or just fix rank progression
)
- Basically trigger a CG
- Something scripted and lore related- Sirius Corp might decide to investigate Unknown Artifacts further, but only if willing to spend CC otherwise usable to expand.
I just love the idea of dynamic, player triggered CGs. I'm sure we all like that idea.
Players would 'vote' using the vote mechanic FD talked about implementing next year, and the stuff with the most votes gets CC spent on performing.
But anyway, I'm tired and I'm not even sure if what I've written is actually good, so I'll turn it over to you. Am I talking sense? Would this make PowerPlay more enjoyable? Is there something horribly broken in my idea that I haven't thought about? Who knows.
Enjoy!