Warp Gates aren't intended to be big enough to allow really high volume trade. It's for people to use for plot devices for PC interactions primarily - in universe it'd probably be used solely by high class passenger liners or transports carrying special goods that have to be shipped quickly or what have you.Teleros wrote: Dunno, although if they can't be dialed I think the option to have some (one?) internal one would be nice. Helps knit nations together: part of the idea I have for the Altacar Empire is that it's a geographically fairly small but well-joined-up and developed nation - if SDNW 4 was in... let's say the mid-19th Century Earth, the Altacar Empire would be somewhere like the Netherlands or UK, as opposed to a big country with lots of potential internal growth like the USA.
I'd intended that pop growth in a Core Sector is probably something akin to .5%-1%. Home Sectors can get up to 1.5% (to reflect people moving in to take advantage of specialized jobs in research, civil service, etc, and the economic activity thus fueled). Midrange Colonies will likely get something like 2.5%. Colonies, I might very well max them to 20% depending on a player's circumstances, meaning a doubling of population every 5 years. (Can reduce if that's too good, consider 10% instead). Might institute a "cap" where once a Colony Sector's population reaches 20 billion or whatever it's growth rate plummets as the factors that attracted immigrants dissipate - land's been taken up, jobs aren't as plentiful, and unlike other sectors the Terraforming worlds are still in early phase and can't sustain large populations in their atmospheric domes.Teleros wrote: Anyway, that "all core sector" one was more of an exercise in powergaming as I'd be using (or hope to use) the first one I posted. The big thing it depends on is how population & GDP grow over time in Midrange & Colony sectors. On the other hand... too fast growth pop / GDP growth and you'll be seeing loads of Midrange- / Colony- dominated nations .
Hrm, that might encourage people to ignore Midrange Sectors and try to buy Colony and Core Sectors in pairs after they get their first Core.Teleros wrote: What about 1 Core Sector per non-Core Sector (inc Home Sector)?
Instead of coming up with some convoluted required mixture of Cores and Midranges, better I think to just limit people to 3 Cores.
Wouldn't require it, though skipping a sector isn't always advisable.Teleros wrote: *Regarding the possibility of acquiring unclaimed territory during the game... will it have to be adjacent to your existing sectors? Logically I don't think there's much reason why it would have to be, although there would of course be advantages in terms of defence, travel times, blockades and such.
I'm contemplating Skimmer's "hyperspace dredging" concept as going hand-in-hand with colony founding. Open Sectors will tend to be "off-network" ones, they only have major distance-traversing lanes through them and not Junctions and branches to permit wider economic use. Players thus use hyperspace dredging to establish a sector for colonization. Somewhat time consuming to prevent people from land-rushing, and costly.