Installer Steam
Logg inn
|
språk
简体中文 (forenklet kinesisk)
繁體中文 (tradisjonell kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tsjekkisk)
Dansk (dansk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spania)
Español – Latinoamérica (spansk – Latin-Amerika)
Ελληνικά (gresk)
Français (fransk)
Italiano (italiensk)
Bahasa Indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (nederlandsk)
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasil)
Română (rumensk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (vietnamesisk)
Українська (ukrainsk)
Rapporter et problem med oversettelse
Hi all.
I know that most of you don't like the sector concept and justly count them as buggy and useless. Well, there is some truth in such thoughts, but I still think sectors have a hidden potential that could be released by devs or modders later.
I think I've made a successful attempt to fix sector shaping in my mod and lay down a good foundation for further development. But for today I'd like to ask you, what do you think the sector needs to be an interesting and meaningful entity in the gameplay.
I've roughly sketched some ideas which I'm going to include in my mod. There could be:
Sector Overview
some sector-wide stats in a single window, dedicated to economics, development, demographics, military within the sector, etc;
Sector-specific edicts
an ability to enact a special edict in a sector scale;
Sector military fleets
and the possibility to add some automatization, i.e. to patrol trade routes within the sector space, fight emerging pirates without your participation, etc;
Topographical interaction
something like constellation bonuses in Endless Space 2, i.e. setting the ownership of all constellation systems within a sector gives a certain bonus (+ to minerals/food/research whatever);
Intersector Cooperation?
Sector-based political factions
a faction could be formed only within sector territory regardless pops ethics with own interests and demands;
What else I've missed? Feel free to make any suggestions.
it would be done by having traits -disgruntled, fiercely loyal, anti governmental supporter etc.
when the trait appears which would be due to some criteria eg already existing traits and other elements, when they get these traits they give the systems/ ships they govern modifiers and events which can lead to event chains with positive or negative results and different outcomes.
one such outcome could be severe happiness loss, loss of production, terrorism and sabotage or outright rebellion if there were ships docked in system, then they would be part of the rebels forces.
Depending on the traits of the leader and the choices picked in the events after such things happen you could, crush them, negotiate to good or bad endings, cave into their demands or abandon the systems which could result in a new empire forming from it, or the system collapsing and the pops seeking refuge with other empires.
Rebellions is not so easy to implement, I think it's for middle or long term feature for now.