So just after New Years I finally had the chance to go to the theater and see The Force Awakens. Upon arriving home afterwards I loaded Steam Workshop, looking at custom maps, only to be dismayed that there wasn't any Star Wars maps. That changes now. I have started working on my own Insane-Sized Star Wars Galaxy Map, using both Legends and Canon data. Using maps and information found on Wookiepedia, I started yesterday and currently have the Deep Core and about 1/4 of the Core Worlds regions finished. The current map is on Steam (I will post the map on this thread once it's finished.) and I will be updating it as I reach various milestones. However, I would like to run some of my ideas and plans by the community as I work on the map. I will also be open to any suggestions you may have.
So, onto my questions:
1. In order to increase replayability and to allow for as many factions as possible to be on the map at a time, I am setting it so that the primary habitable world of every system is a possible start point for both human and AI players. That means every factions has equal chance of starting on Coruscant, Corellia, Hoth, Geonosis, Kamino, Tatanooine, and hundreds of other planets. Is this a good idea, or should I limit it to only certain worlds? And what worlds should they be?
2. Currently, to simulate the ecumenopolis worlds like Coruscant and Empress Teta, I am using the Precurser Treasury trait. Similarly, I am using Precursor Quarantine for heavily polluted worlds, Duranteum Cloud for Mining Worlds, and Shielded for Fortress Worlds. Do these traits make sense for what they represent, or can you think of a better way to represent them?
3. Three of the planets I have already added (Mawan, Perma, and Shikaakwa) are controlled by a criminal organization. To represent this I have placed 2 to 3 Pirate Shipyards right next to these planets, two of which are possible faction start points. Similarly, the Corellian System has an asteroid field called Pirate's Shadow-I'll give you three guesses as to why, and the first two don't count. So I've placed a Shipyard flanked by asteroids on the outskirts of the system. What are your thoughts?
4. Right now I'm keeping the planet classes simple to save time. habitable planets with little information or with low development are 10s, backwater planets with only a few mining operations are 5s, the more detailed and prosperous planets are 15s, and only the best planets are 20s. this has begun leading to an abundance of class 10s. Does anyone have a better idea on how to set planet classes that is both balanced and matching the planets characteristics?