
Currently global stability is the main factor in how strong and probably enemy attacks are.
This is less than ideal. We need a system more similar to Factorio, where enemies will attack based on the operation of your factory, rather than its size.
The proposed implementation will make each structure emit signal. Production facilities will emit a lot of signal when they are operational, and low signal when they aren’t.
This should make the game much more fair, as currenly you are punished while building even if nothing is being produced.
A secondary goal is to make this system transparent to the player, so they have a good idea of attack likelihood at any given time.


You could have it be based on noise production. Then each building can give off a certain amount of noise, less when not functioning.
Then you could see a noise overlay to see how far away you’re making a racket to disturb the baddies

It soumds silly, but giving off more thermal radiation or visible light would be a way to get detected faster.
A sizeable dyson swarm would be detectable from the entire galaxy at the speed of light (glacially slow, takes around 90 000 years for light to cross its diameter).
Of course, that’s because it would be blocking the visible light of the star and transforming it into infrared light, not because it’s radiating more. And if the omnipresent urso has anywhere near the same rate of astronomers as humans then they have more astronomers watching stars than there are stars in the galaxy.

Making it more apparent to users would add to the enjoyability, as well as fixing the sounds emitted while an attack is present. At this time, they continue far longer than needed and become a hindrance rather than a help.


