Macro-level Crisis Missions(Imagine a new gameplay mechanic)

For example, a disease outbreak or a meteorite impact on Earth. Players would need to invest specific resources to mitigate or resolve these crises.

Failure to meet these targets would cause the star system or planetary environment to gradually change, or completely and absolutely alter, depending on the proportion and timeliness of resource provision.

For example: Lowering the maximum number of players on a planet (if the current player count exceeds the limit, lowering the land space limit for all players; if a factory exceeds the space limit, lowering the efficiency of all buildings).
Or interfering with a planet’s output, such as halving ammonia production within a month.
Or interfering with a planet’s population growth rate, even halving the total population.

Disasters can be naturally generated or initiated by a resolution of the opposing faction’s council.

This setting is beneficial for creating economic fluctuations, consuming certain production capacity, and preventing long-term players from inheriting power. It makes the game more playable.

It also gives governments and councils greater value; a national system, with strength in numbers, allows for widespread support in times of crisis. Governors and councilors will feel a greater sense of honor.

It also expands the gameplay of alliances and counter-alliances between factions.

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