I really like some of these idea, and agree.
I *really* would second and emphasize the 'colonies with a purpose' section. The ability to branch out in the end-game would really add some depth and significance to the achievements of the colony.
I'd imagine the Dev is intended to do this, but you can only work on one aspect of the game at a time.
I also like the political-government aspects you discussed. Even some more simple dynamics could be introduced; such as leadership roles among the colonists. A designated leader colonist could carry weight and potentially offer combat or labour buffs to the colonists. The poor choices of a colony (i.e. dead bodies, slavery, executions) could less-generally impact mood and could be permanent cumulative traits of the leader. Also, political 'inclinations' of the leader (dictatorship vs. democracies, as you put it), could ostracize particular colonists of different political inclinations.
This kind of personnel management is something I feel like already has a potential framework in the current build with cumulative injuries as an example of how the colonist have memories, but, of course, would be difficult to balance in a way that'd work with the storyteller AI.
I *really* would second and emphasize the 'colonies with a purpose' section. The ability to branch out in the end-game would really add some depth and significance to the achievements of the colony.
I'd imagine the Dev is intended to do this, but you can only work on one aspect of the game at a time.
I also like the political-government aspects you discussed. Even some more simple dynamics could be introduced; such as leadership roles among the colonists. A designated leader colonist could carry weight and potentially offer combat or labour buffs to the colonists. The poor choices of a colony (i.e. dead bodies, slavery, executions) could less-generally impact mood and could be permanent cumulative traits of the leader. Also, political 'inclinations' of the leader (dictatorship vs. democracies, as you put it), could ostracize particular colonists of different political inclinations.
This kind of personnel management is something I feel like already has a potential framework in the current build with cumulative injuries as an example of how the colonist have memories, but, of course, would be difficult to balance in a way that'd work with the storyteller AI.