Bandit wrote:Alternatively, the other route is to signifigantly depower officers.
This is pretty much the route that I am headed. Some officer traits will remain pretty powerful, but all in all it will become much more difficult to create a truly dominating elite officer.
As an example, the space combat traits that used to provide a blanket bonus to all members of a squadron or task force (say, +1 AS) have been toned down so that each level of one of these traits allows *ONE* unit in the squadron or task force to receive the bonus. Just one. Not all of them. In other words, in order for an officer to get the kind of bonuses they were getting before, they would have to purchase about 5-6 levels of any one given trait.
Also, as I previously mentioned, I am adding prerequisites to many of the new higher-level traits so that an officer will have to progress down a specific path in order to gain the most powerful traits.
As for the absolute maximum number of officers available, I think that Nimrodd's numbers look pretty good to me. In combination with the limit of how many active officers of each type a colony/unit can have, this would help prevent runaway officer stacking.
I also plan on taking another look at the officer survival charts and adjust them a bit to make combat a bit more lethal even for high level officers.