According to the SAT announcements are the devs investigating possibilities, for a more interesting endgame mechanic. Some other players have suggested a modular system. Which I think is the best approach. As it offers more flexibility.We acknowledge your anticipation for an innovative game mechanic, and we share in that ambition! Our commitment to deliver quality content remains unwavering. However, with the Space Ages, we've opted for a more measured approach. We will instead pursue the opportunity to refine and enhance the entire endgame experience, rather than partially updating the individual Space Ages.
I'd like to open a free discussion on the topic. As to give a potential source of community inspiration for the devs.
I'd like to start off with my proposal:
Specialised modules
Much like the life support of the classic space colonies, specialised modules giving access to various benefits. Aslong sufficient points are maintained for those benefits.
Military
Concept benefits:
X% chance to inflict "spotted" effect on targeted stealth units, spotted stealth units can be attacked from a distance, the effect is removed when the affected unit moves
Daily +1 hp 1st X battles (resets 12:00 server time)
X% improvement on Kraken, Virgo, Himaji castle's, AO chance
Economic/diplomatic
X% faster productions production & goods buildings
X% chance to get +1 turn in negotiations after completing the 1st turn, for the 1st Y negotiations of the day (resets 12:00 server time)
X% improvement chance space carrier
X% improvement goods production main city buildings, except GB's, like %
Tourism
X% improvements all benefits settlement's reward buildings (royal bathhouse, Shinto temple, etc & time rewards)
X% improvement all benefits event buildings
Scientific
-X% costs unlocking new tech.
X%
+X% contribution reward (like the Arc)
Concept benefits:
X% chance to inflict "spotted" effect on targeted stealth units, spotted stealth units can be attacked from a distance, the effect is removed when the affected unit moves
Daily +1 hp 1st X battles (resets 12:00 server time)
X% improvement on Kraken, Virgo, Himaji castle's, AO chance
Economic/diplomatic
X% faster productions production & goods buildings
X% chance to get +1 turn in negotiations after completing the 1st turn, for the 1st Y negotiations of the day (resets 12:00 server time)
X% improvement chance space carrier
X% improvement goods production main city buildings, except GB's, like %
Tourism
X% improvements all benefits settlement's reward buildings (royal bathhouse, Shinto temple, etc & time rewards)
X% improvement all benefits event buildings
Scientific
-X% costs unlocking new tech.
X%
+X% contribution reward (like the Arc)
Each specialised building contributes to unlock more/better benefits. It's building upon itself. However you can only max out 1 specialisation. Each specialisation requires population related to it. Which further restricts what can be unlocked at any given time. It's possible to remove specialisations and switch to another specialisation. With the only drawback is losing the benefits you had. Similar to life support.
When advancing much further, it's over time possible to combine some low level benefits. As the efficiency improves with later unlocked buildings. However maxing out remains something that can only be done with 1 specialisation. As organically further specialisation becomes possible with stronger benefits of each specific specialisation.
While this mechanic isn't fancy or very sexy, it's aimed on the long term. In which it benefits endgame players with meaningful buffs. As not only function as something to aim for to complete te TT but also to something upon which can be expended on and providing customisability for the player. As it also provides strategical value.