Our long term goal is the same as any other power; to make our space a better place. The means to achieve it are mainly twofold:
- Improving our CC-balance by
expanding into good systems and
losing bad systems that are dragging us down. What makes a good or a bad system is mainly up to three factors:
- The income or profit of said system; obviously it has to give us more than it would cost us. However there is an added overheads cost of 62.1CC that you have to take into account. Thus the true cost of a system is its Upkeep+62.1. That means we're looking for systems with a Potential Value of more than 62.1CC (or Base Income > Upkeep+62.1), if we want to make any profit - which we do
. If none can be find, we can start looking into systems with a Base Income of more than 62.1CC, as those can still make a profit when fortified - since a fortified system has an Upkeep of 0, however this doesn't affect the 62.1CC of overheads.
- The distance between said system and other controlled systems; as if another control system (CS) is less than 30Ly away, some exploited systems (ES) might be shared with this other CS (the ES would then give its income to only one CS) or even contested if the CS belongs to another power (the ES would not give its income to either). You need to be wary of the numbers displayed on the galaxy map, as this Potential Income doesn't take into account the shared ES.
- The distance between said system and Cubeo; indeed after 95Ly it becomes easier to undermine a system than to fortify it. For example at around 125Ly, the undermining trigger is only half of the fortification one. Which means we have to be careful when considering expansions that are really far away.
- We also want our space to eventually be filled by what we call
CCC governments, or
Communism, Cooperative and Confederacy. This work is called
bgs or
bgsm, for
background simulation manipulation.Since Aisling Duval is "strong" against these CCC type of governments, if they represent the majority of a CS and its ES population then the cost to fortify said CS is greatly reduced. With fortifications being a weekly endeavour, it quickly adds up to a lot.
On a similar note, we want our worst systems, such as Panganau, to have a majority of Feudal, Prison Colony or Theocracy; governments Aisling is "weak" against. This would increase the fortification cost of those systems, making them less likely to be fortified and thus more easily lost.
All this (and more!) is discussed on the Slack, which I strongly suggest you join if you are interested in helping the Princess.