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  1. Allows factions to slowly build new stations and expand into new territory; potentially taking control of sectors away from other factions. For manufacturing, priority is given for goods that they can produce but do not yet have a supply for (but they don't perfectly complete their economy, thus leaving room for the player to place factories strategically). Per 24h of playtime on a server or singleplayer game, each faction is able to allocate a cumulative % of their station construction capacity. Default, say 3% accumulation/day (24h of gametime). The specific traits would require some modification. Adds some new NPC Faction traits: Materialist: Instead of 3% station construction capacity towards new stations, this is 4%. Materialist (Very): 5%/day accumulation of station construction (resulting in new stations getting built). Expansionist: 50% of the time adds stations to sectors that have no stations of their own yet; 25% of the time expanding into sectors that may be in other faction's territory. Expansionist (Very): 75% adds stations to sectors they have no station in yet. 50% of the time expanding into sectors outside but adjacent to their territory. Isolationist: 50% of the time, constructs new stations in sectors they already have stations in; 25% of the time expanding into sectors that they control, but have no stations in. Isolationist (Very): 75% of the time, constructs new stations in sectors they already have at least one station. Only expands into sectors that their faction controls (via faction color on map). Spiritualist: Opposite of Materialist, 2% station construction accumulation / day; rituals/ceremonies are spawned by their faction more often in their space but also in far-flung parts of the galaxy. Spiritualist (Very): Opposite of Materialist, 1% station construction accumulation/day, often spawns ceremonies/rituals, as well as any bosses related to 'religion' in the galaxy. I wrote this while livestreaming, so the above idea might need some refining. Like scrap metal.
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