aFamiliarRaven Posted October 26, 2023 Share Posted October 26, 2023 Would it be possible to create a mod that would allow for the ability to claim abandoned/ vacant (after one had dispatched the original inhabitance....lolz) facilities: i.e., outposts, factories, shipyards, etc. Link to comment Share on other sites More sharing options...
HeyYou Posted October 26, 2023 Share Posted October 26, 2023 You can bet you will see a mod like this, not very long after the CK releases. Link to comment Share on other sites More sharing options...
yuppa396 Posted June 19 Share Posted June 19 Yeah,why build a outpost when we can just take over one right? Link to comment Share on other sites More sharing options...
HeyYou Posted June 21 Share Posted June 21 On 6/19/2024 at 2:12 PM, yuppa396 said: Yeah,why build a outpost when we can just take over one right? Exactly. And if that should require booting whatever spacers/pirates/zealots out, all the better. One could even make an argument for taking over settlements occupied by colonists. Not precisely a legal act...... could prolly come up with several ways to handle that aspect. 1 Link to comment Share on other sites More sharing options...
Moradinsoulforger Posted September 16 Share Posted September 16 I'd like to go a bit further, First takeover every outpost in an area, then claim the planet, continuing to annex until you claim the star system....Then head for the next system to begin annexing it to your new faction "Player's Selected name here". Link to comment Share on other sites More sharing options...
FALCmods4all Posted September 18 Share Posted September 18 On 9/16/2024 at 11:24 AM, Moradinsoulforger said: I'd like to go a bit further, First takeover every outpost in an area, then claim the planet, continuing to annex until you claim the star system....Then head for the next system to begin annexing it to your new faction "Player's Selected name here". Iām hoping for a system security type mechanic, where having more local outposts and fleets on patrol impacts shipping lanes and hostile encounters in that system. So lets say each system has a few factions present including ones the player has joined or created. Each outpost or controlled facility could increase control by some % with different values based on system population. If the player faction gains half control, new system policies/governance models or space station construction can begin. If neglected and under resourced control could be lost again. One could add to this faction hostility ratings necessitating bribes or alliances to prevent all out war. Outpost defense should probably be a larger consideration if a system power play model gets built. Like wealthy or populous outposts get attacked more fiercely and more often. What would be particularly interesting is a small chance for inessential crew to be spies and sabotage outposts or ships if the player has made powerful enemies. Ā Link to comment Share on other sites More sharing options...
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