“Heliocentric Zone” is used both for distance from the sun and distance from Earth. Should this be split into heliocentric and geocentric?
There's 3 quite interesting answers to this.
1. The heliocentric distance (absolute value of solar power) is used as a proxy for the exoglobalization expansion rate: it is approximately equal to the number of burns required to move to that zone from Earth (which is presumably why High Frontier uses a value of 2.5 km/s as a burn). It's heliocentric because the gravity of the sun is the overwhelmingly biggest force you have to overcome in space travel once you get sufficiently far from an individual planet.
2. Paradoxically, Mercury is the closest planet (on average) to every other planet in the solar system. You can read https://engaging-data.com/mercury-closest/ for a fuller explanation of this weird fact but it means that measuring from the heliocenter is a good approximation to measuring from Earth for linear distances such as for determining the energy received from beamed solar power from a powersat in Earth's orbit.
3. If you are close enough to Earth (or another body) where the geocentric distance really matters, all sorts of other factors come into play, such as the amount of the beamed power you can generate. As this is often dependent on the amount of solar power you can capture, the distance to the sun is still a factor.
(Update 7+) The Faction Politics event should be rewritten to say it triggers the active social trend impact, rather than just Space Politics (since dedicated Space Politics trends doesn’t last past Era 1)
The trend doesn't last past era 1, but human nature does. If a faction isn't non-human enough to have its own background impacts, then baseline human political factors come into play.
Late game new species should probably take the Mission Control into account instead of space politics if they’re the result of Mission Control trends. Likewise, for a species generated via a mission control trend, is their dependency specific to my faction or is it applicable to society in general?
As space gets bigger, the impact individual mission controls have starts to fall away. Dependencies apply to the species that created the new species: if your Mission Control is still human, then the dependency will apply for all humans.
"I stopped tracking skill increases once I was out of Era 1; the overwhelming majority of your operations are going to have chrome from the beginning (since in order to use the component in the first place, you need the patent for it), so once I hit skill level 6 most checks became automatic successes and I was just rolling to see if a complication occurs. [...] This was ultimately what drove me to “treat the crew as a collective” approach. "
Congratulations. You've been Triangle Agencied. Update 7 will include more rewards* for ensuring your compliance with faction doctrine.
* By rewards, I mean demerits for not complying.
"Accumulating defects was also not much of an issue: the few times it happened for components, I just spent an extra turn at the next site manufacturing a replacement."
Defects are intended to be "bad thing that you should avoid at any cost". Please ensure you have a correctly researched replacement for the spectral type of the next site and that the site is capable of manufacturing that component type at all.
"Bumps were abandoned (and forgotten) fairly early on, as I was auto-succeeding nearly every roll and had no real use for them."
Bumps are not intended for assisting your skill checks. They are supposed to be for improving rewards and avoiding bad stuff happening to the entire Earth.
Why do GW thrusters feel like a downgrade?
Many ET produced technologies can feel like a downgrade. This is an artefact of the board game and as mentioned, Sixty Years in Space tries to preserve as much as possible from the board game rules.
X has a weird name or is a weird system, that doesn't really make sense for what it does.
Again, this is often a result of inheriting something from the board game. Sixty Years in Space attempts the balancing act of trying to preserve compatibility with multiple editions of the board game despite the rules changing between editions, and is successful at this surprisingly often.









