Each race starts with a SINGLE CAPITAL building attached to their home planet, a Capital building is invulnerable (can not be destroyed, unless a player a player resets), requires 500 population, 50 power, and increases production of mines by 25% (this means that deep mines would function at ((density percentage)(0.36))(1.25)). Capitals also give you a maximum fleet increase of 14, a maximum research cap increase of 20, and a Core planet cap of 5 (capitals are a separate cap, so you would start with 1/1 Capital and 0/5 core planets).
Capitals allow you to colonize anything within 100 LY without taking a penalty. Looking at fully mapped out sectors (our alliance split the galaxy into 100ly x 100ly sectors) its seems there are about 5-10 players in any given radius of 100 LY. Also, there seems to be between 30 to 80 systems per 100 LY radius. This gives everyone a much greater range of colonization.
You can still colonize outside of this radius, for every 100 LY past this range you incur a penalty. Organics deal with Desirability penalties from being so far away from home, while Syntis deal with Transmitting Data penalties (the further away from the Capital Node the harder it is to stay in touch). Organics receive a -1 to Desirability, and their maximum taxation levels are reduced by 15%. Syntis require 10 extra power PER building, and lose 5% from their taxation levels. Both Organics and Syntis incur a 10% reduction in building speed and ship building speed. Planets colonized outside of your Capital’s range can not build higher than T2 Shipyards, and can not build fleet controllers. These are considered fringe worlds and outposts.
Beyond the above penalties, any planets built outside of your Capital’s range gain corruption for organics, and interference for Syntis. The amount of corruption or interference is based on how many planets you have outside of your capital’s range. Increasing exponentially, however without any hard caps in place. Organics can deal with corruption with using ECs, however Syntis interference is different. Syntis take a penalty to their growth rate, mining rate, and build rate, they can battle this penalty with a signal booster. There can only be a single signal booster per Syntis planet, it reduces the penalties on that planet as if there have been 10 less planets taken.
Eventually people will hit soft caps with organics, while Syntis can do the same, however they could potentially reach farther if they wait for each planet to max out.
This will erase current Syntis tech for fleets and planets, instead they will gain a T1 and T2 fleet controller like everyone else.
There are several technologies associated with Capitals. Every time you complete a Capital research it increases your total core planet cap, as well as how many Capitals you can control.
The following is the research:
Level 1 (50 points) = Core Planet Cap is now 10
Level 2 (450 points) = Core Planet Cap is 10, Capitals 2
Level 3 (1,250 points) = Core Planet Cap is now 20
Level 4 (3,250 points) = Core Planet Cap is 20, Capitals 3
Level 5 (11,750 points) = Core Planet Cap is now 30
Level 6 (22,500 points) = Core Planet Cap is now 35, Capitals 4
Level 6 (33,250 points) = Core Planet Cap is now 45
Level 7 (50,000 points) = Core Capital Cap is now 50, Capitals 5
Level 8 (55,000 points) = Increases the cap on Capitals by 1, everytime this is researched you gain an increase in your cap, the research refreshes at 5000 research points higher. This research can be repeated over and over again to continue your Capital cap.
You must conqueror other Capitals to increase your total Capitals, or have them gifted to you (there will be players who want to focus on economics/logistics and they must not be entirely penalized within this system).
After your first Capital, every other Capital increases your maximum planet cap by 5. This is the long term hurdle to increasing the size of your empire, every time you research this level, it gives you the ability to take a Capital. Taking a Capital allows you to have more research, fleets, and planets. There are no hard limits, just hurdles.
If you lose a Capital all planets within that radius are subject to penalties based on the distance from your Empire’s Capital, as well as corruption and interference mechanics. Once you have more than one Capital you can designate which is the Empire’s Capital. Once you designate where your Empire’s primary Capital is, to move that distinction to another Capital takes one week.
If you lose a Capital and you are over your core planet cap, your entire empire takes -0.1 desirability, and -2.5% maximum taxation per planet you are over your cap, due to massive instability if you are an Organic. Syntis instead take a -1% penalty to taxation, and an increase of power needed per building by 5 per planet over the cap. Tread lightly when pushing hard against other players or you might get burnt.
If your planet is a fringe/outpost world that was colonized outside of your 100 LY radius, and is suddenly inside the radius of one of your newly acquired Capitals the penalties are removed from said planet. These planets are now considered core planets and can take you over your core planet cap.
If you have more fleets than your cap allows, all production on all planets stop until you rearrange your fleets. In this system you will have the ability to turn off fleets, Around the circle menu there will be a button to “unman” a ship/fleet, leaving it sitting at that location until you either turn it on, destroy it, recycle it, or its destroyed by another player. Unmanned ships do not attack, and can not auto attack, mine, or move. You can however merge an Unmanned ship into a manned ship. This turns off its unmanned status.
Your limit for unmanned ships is half of what your total max cap is. This also helps with leaving markers on your borders, as now you can leave unmanned ships with public notes. This also helps when you get close to max cap level and need room to situated your fleets.
If you do not have enough Capitals to support your Research Cap, then that many research points is deducted from your total until you require a Capital. Remember that each Capital you have allows you to have a maximum research of 20.
However, Akorokken planets give you both an increase to your research cap by 4, and 4 research points. This is the only way to get past the Capital research cap. This also makes Akorokken planets especially important.
This system also will need max taxation limits based on race, so the following will need to be also introduced:
Maximum taxation levels need to be changed, since Organics can place enough ECs to completely remove negatives and tax a population at 100%.
Humans Max Taxation with ECs = 65%
Ripchee Max Taxation with ECs = 70%
People’s Realm Max Taxation with ECs = 75%
After these maximums the penalty to happiness sharply increases and can go past the -1 maximum penalty. The penalties based on distance are applied to the maximum level of taxation. Just like with our current system, you can never have a greater than a +1 happiness, however, if you tax too far, you can go past the -1 penalty to happiness.
With the above in place, if you decide to go beyond your max tax levels you incur a heavy penalty that does not include your bonuses from ECs. At max 100% taxation, your incur a -3 to happiness per hour, regardless of ECs.
This helps the issues between Syntis and Organics when it comes to abusing the current system for maximum taxes.
To establish borders you must plant a Planetary Scanner down. The Inner range on a scanner not only gives you more information about your galactic area, but it creates the edges of your border. In the Empire Management you will be able to set a specific color to showcase your border so people approaching can see that this is occupied space.
To determine where the border lies in overlapping Scanner ranges, the mid point between scanners is where the border starts. Alliances/Guilds borders permeate together, and instead of a border line, they just have co-mingled colors, however if they use the exact same color it looks like one solidified area.
This makes Harpys extremely important race to have as well, because of their inner scanner ranges.
To help with the need of not taking a planet, we need orbital miners. Orbital miners can be deployed by freighters, require a cost and time to build. After they are deployed, they mine resources off of a planet based on the percentage of the quality of the deposit PER resource. For example, if there were 3 resources on the planet, the Orbital Miner would mine all three of them at once until its cargo capacity is full. There would be 4 tiers of Orbital Miners:
Orbital Miner 1: Mines at x2 the deposit percentage per hour, per resource. Has a maximum cargo space of 20,000.
Orbital Miner 2: Mines at x3 with 30,000 space
Orbital Miner 3: Mines at x4 with 40,000 space
Orbital Miner 4: Mines at x5 with 50,000 space
Orbital miners are not safe, anyone can come along and steal from them, letting the player that put them down know they have been stolen from and whom stole. Furthermore you can only place an Orbital miner on a planet that is in a system that you own.
What happens if you lose your last capital? You can designate another world as your Capital, this allows you to still produce T3+ Ships, and control fleets, however all planets still take the above penalties in relation to the place you choose as your Empire’s Capital. Eventually if you lose everything there will be SEED ship technology to help you.
With the alliance system in place, those that are in your guild, you can instead use their Capital to take a planet. This is a way to get around fringe planets/outposts that take large corruption hits, however these planets still count towards your Core planet cap. If they lose that capital you take penalties like normal.
You will be able to designate a planet a Core world, or Fringe world through a check mark box in the planet view, or through an Empire Management button. This is because if an ally takes a capital near a bunch of your fringe planets, you can keep them designated as fringe, without impacting your core planet cap.
This system really fixes all of our current major issues. It slows down expansion, but not to un-fun levels, it stops expansion spam, but doesn’t give hard limits, it creates tension to take other player’s planets, where there are not many now. This system also gates research so that each tier of gameplay is observed longer before the next tier opens.
The real strengths of this system is that it keeps the randomness factors intact without creating a homogeneous galaxy, it allows for early expansion, gates research more effectively, makes your planet and research paths even more important, and it encourages new ways to play the game. You can create borders more effectively, it allows for prime terrain/real-estate to be established, it encourages coalitions to work together, and it creates much needed goals and tension between players.