Concerns with the Occupation Victory and possible solutions
I was going to add this to another thread on the occupation victory, but I think this is a sufficiently different issue to have its own discussion from just how long the timer should be.
While I agree the only feasible way to have the occupation victory in the current set of maps is to have it in a separate solar system, I wonder if that is going to stay hard coded in every map as it is now. A lot of cool custom maps could be made in Galaxy Forge where we manually place one (or perhaps more) occupation planets in the normal starting solar system (and thus be more like other game's king of the hill mode), and the map maker could ensure equidistant placement (and with shared multiplayer maps in Rebellion this could be a bigger deal). If the maps stay as they are currently, it is impossible to turn this extra solar system and planet off, which would not be desired for such maps.
Separately, a major issue about this condition in Random maps is that players may not always start an equal number of jumps away from the star. Thus I think Random maps should be generated differently if the occupation victory is enabled. One is to not waste room in maps where its not enabled by not spawning the extra solar system. The other is to ensure all player homeworlds are the same number of jumps away from the star if it is enabled (not counting going through the pirate base!). Even a guaranteed direct phase lane from each home world to the star would be an improvement on what it does currently, though that is a cruder solution.
Any other thoughts on how the final version of this victory condition should be implemented are welcome.
