Re: Siege:
If nothing else I want to know in advance what will and will not be considered an outright "dick move" on the part of the mods. I prefer to avoid breaking rules, rather than breaking them by accident and having to go back and eat my words because someone twists my arm. Hence the desire for a
rough estimate of what acceptable military buildup is. I'm happy with considering my nation's upper bound to be "20% of GDP worth of military construction laid down per year," and will operate on or below that basis until contacted by a mod with a request to do otherwise. I do not feel any sense that others are obliged to do so.
Re: Coyote:
Given that it took over a thousand years for most of our powers to reach their current state, I don't expect to see upgrades in the status of sectors (from neutral to colonial, from colonial to midrange, etc.) within the timespan of the game. Maybe on a small scale (a GDP upgraded level X sector to a level X+1 sector, since that's a small jump), but nothing big.
If it happens, it'll be a side effect of major in-game events, just as depressions and such could be caused by in-game events as well.
Kartr_Kana wrote:Did some one say Ion Cannon?
[beamy beams of death]
The ship in the back of the frame is the leading contender for my $650 OverSector Dreadnought. Ship in the foreground is the leading contender for my $550 Sector Dreadnought.
Ah! A fellow enthusiast! Could we interest you in the latest force field beamline screening technology?
Anyway, comparing blocky Homeworld ships to my image of my own, the basic difference in concept looks like the same respect in which Umeria differs from the Imperium. We build spindly things that would not look entirely out of place in Star Trek; you build heavily armed and protected bricks. It mostly becomes a question of whether a 400$ ship with good offense and poor defense can reliably beat a 400$ ship with adequate offense and adequate defense.
(Hint: Look at the prices. It can't.

)