9 Solar systems themselves are owned by either:
I think there's a fifth possibility, namely You the player
To claim a solar system, at least half of the planets in them must have a command station of that faction, and nobody else can have any command stations in that system.
In multiplayer, it might be best to ignore your teammate's command stations for this.
Overall there would be approximately 3-12 planets per solar system, most likely. Usually more in the middle of that range.
Overall this means that the galaxy will have on average 5-9x more planets than in AI War Classic.
So a "medium-sized" AIW Classic game might have 50 or 60 planets, while a "medium-sized" AIW2 game might have 50 or 60 solar systems, so 250 to 500 planets? That's a LOT more decision points to consider, I may need you to enable P10 through P99.
So if I want to protect a planet (or solar system) by gate raiding, instead of neutering say 4 adjacent planets, now I need to neuter 4 solar systems, say 24 planets? That's 6x the busy work, hooray!
Looks like the orbiting mechanism might reward players for waiting till planets approach (or separate), could be gamey, might be unnecessary chrome. (Unless one of the stretch goals is the Kerbal Space Program faction!)
How do you move between planets in a solar system? Drive off the screen? Mini-wormholes? All 12 planets are on the same big map and you just fly over there?
Now each solar system has several planets to control as well as "overall control of the solar system". What does solar system control do for you?
Planet adjacency meant a lot in AIW Classic and was easy to see on the galaxy map. How does adjacency work in AIW2?
If adjacency is considered by ownership of each solar system, that could lead to some gamey decisions - I might want to control a solar system so adjacent solar systems are supplied, but then relinquish control to make adjacent-system raid engines stop producing (or something like that - I'm no expert!)
I like the idea of adding more "terrain" considerations, though…
Half-baked suggestion:
Each solar system can have at most one command station. Like in AIW Classic, you must destroy the AI command station before you can build one. However, you may build your command station on any planet in the system, which will be the one that provides the gravity well size and receives economic boosts, military defense, etc. from the command station. The rest of the planets are yours to exploit, but without turrets or force fields other "defensive" builds available, only ships, factories, metal extractors, etc. (The "exploiting" could be too micro if not carefully considered.)
Also, the planet with the command station is the one where the wormholes point to. (Don't know what to do if there are no command stations in a solar system.)
Pros:
- Adjacency works like in AIW Classic.
- If you need to blow up 12 AI command stations to control a solar system, 11 of them are probably boring busy work anyway, so why make the player do that? This way the AI can choose the most defendable/desirable planet to defend, and your FUN! is more concentrated.
- And do you really want to build and maintain 12 sets of defensive structures?
- This system has three planets with neat goodies, but I can strongly defend only one, hmm, and if I want to guard the others do I just use the Mark I ships I have lying around or do I need a stronger garrison here?
- Your command-station planet behaves like a mini-chokepoint, guarding the entrances to all the other planets in the solar system. Who doesn't like chokepoints?
- I picture the AI sending a large raiding force, then splitting it into 11 directions... >D
Cons:
Well, look at the time, I need to sleep.