With Colonisation we now have a brand new activity, but it currently doesn't award merits. It is now expanding the systems at a far faster pace than powerplay can keep up with (especially since it is far easier to get work done and the activities do not overlap), so there is less reason to fight for territory than before. Adding this overlap of colonising and getting merits should accelerate things a bit.
For the primary station the system is still zero population and still ineligible for powerplay, so this wouldn't change. Also I think it's better to remain this way - I feel that simple daisy chaining giving merits would be too strong.
But for any further construction in the system, it would be interesting to get merits for it if it's within acquisition range of your pledged power. I don't think there needs to be any kind of scaling to the commodity price as it's a specific and limited activity. We already have too much of this credit variation affecting merits in other activities. This will give incentive to developing systems, and reason for players to engage with it even if they are not the system architect.
I believe it should be eligible for acquisition, reinforcing and undermining systems. The undermining merits would be important to allow for some counter-play beyond just "finishing the development faster to stop the merit flow".
Lastly, some powers would have it as a bonus activity for extra merits (and of course as a potential vulnerability for being undermined). It seems relevant for social and finance ethos, but not for combat or covert.
For the primary station the system is still zero population and still ineligible for powerplay, so this wouldn't change. Also I think it's better to remain this way - I feel that simple daisy chaining giving merits would be too strong.
But for any further construction in the system, it would be interesting to get merits for it if it's within acquisition range of your pledged power. I don't think there needs to be any kind of scaling to the commodity price as it's a specific and limited activity. We already have too much of this credit variation affecting merits in other activities. This will give incentive to developing systems, and reason for players to engage with it even if they are not the system architect.
I believe it should be eligible for acquisition, reinforcing and undermining systems. The undermining merits would be important to allow for some counter-play beyond just "finishing the development faster to stop the merit flow".
Lastly, some powers would have it as a bonus activity for extra merits (and of course as a potential vulnerability for being undermined). It seems relevant for social and finance ethos, but not for combat or covert.