So, Not sure if planned but imo there has to be some system that prevents too many high ranked players from joining one faction while still sometimes allowing players to join the same faction together(for friends).
It can take into account the number of player per faction at that moment and their average ranks and top high and top low ranks together with how active each player is(based on player GW games/time frame).
In general maybe the amount of players per faction needs to also be controlled? at least to some extent...
Depth to the strategy map:
1)Perhaps adding supply lines?
You will have the home zones that do not need supply but further planets would need supply lines that are based on designated supply planets within a few connection lines.
If a planet does not have a supply planet within X amount of lines it does not get supply and thus players of the same faction that are fighting on it will not get to use certain units, or their mexes will produce % less mass on a supply-less planet(as an example).
The supply planets are designated by a few or one of the higher ranked players and their availability is based on the number of planets the faction controls but the more planets a faction controls the less the amount of available supply planets increases to make it harder for bigger empires.
Essentially each faction will have a supply lines made out of chains of designated supply planets that are each within a certain distance from another supply planet.
Than there should be a way for other factions to make "deep enemy territory attacks" on these supply lines and cutting the supply lines getting more credits and breaking supply for other planets.
Can even break unit type availability to certain special planets and if you do not control that planet your faction cannot build that unit.
These can be local "tech" planets or global. so taking over one will prevent surrounding enemy planets from using t1 artillery for example or water units.
If you wanna easily take a water map you first try and dispute or take over a local planet that gives the "water unit tech" to surrounding planets and than easily take over the water planet.
This will add a lot of depth to choices about which planets to attack when.
2)making it more personal.
First Introduce game points.
At the end of each "season" each player gets points based on his wins loses, titles, how long he held said titles, military ranks and points based on the amount of points his sovereign and faction leader got.
the one with most points is the in-faction winner.
and the one with the overall more points is the overall season winner.
so a faction might win a season but the player with the most points might be from another faction.
Adding a command structure.
This means each faction has a "leader"(call it whatever you want).
This faction leader gets small % of "taxes" from each planet and can use it for himself to boost his power or for faction needs.
Under him would be "lords", they each are sovereigns of several planets and they also get a small % of taxes from the planets they control and they get to spend those on faction stuff, or on the needs of their controlled planets.
Under them will be players controlling parts of a planet or entire plants.
Each of those will get the majority of their planet's % of taxes and the rest will be divided between their local sovereign and faction leader.
Each sovereign would have ways to kick the faction leader from the spot and take it for themselves if they think they can do it better or if they just want to be a faction leader with the power and prestige that comes with it.
Same for the sovereign and his subjects, one of them can also try and replace the sovereign.
The faction leaders and sovereign also have their own home planet or % of planet like any other players.
Sovereigns will also have the ability to decide to break from their faction into a sub faction.
they are still UEF/Aeon/Cybran/Sera but are a subfaction.
The entire planet map is divided into these local zones that are each controlled by a sovereign, so you can have the same zone of which part is in the uef zone and controlled by uef players and sovereign and part of it is controlled by an Aeon player.
any planet can be defended or attacked by anyone from the faction like it is now but if you own a % of a planet or an entire planet or are a sovereign of a planet that is in the same zone as the disputed planet you get a bit more benefits from fighting on it/winning on it.
the question arises how are internal disputes solved?what if one of the players is offline?are both gonna just 1v1?No.
I can decide to amass money and make a challenge to replace my sovereign.
Anyone within the faction can defend against this claim or in favor of it.
If the challenger fights and wins his battles himself he gets a bigger % of the victory than if others fight for him and eventually with enough victories he gets to become the sovereign.
If the challenger loses to players protecting the sovereign's rule enough times or is unable to amass a certain % of credits per X time(he has to keep getting a certain amount of credits to sustain his title claim) he loses his challenge and he gives out more of his planet's % of taxes to his sovereign for X amount of time, loses his right to challenge for a certain time and gets loses game points.
If the sovereign wins the claim and keeps the title he is awarded with game points.
Players who fight in favor or against the claims get credits and game points if they win(less than winning against another faction) but do not risk losing game points if they lose in the battle as oppose to losing game points if losing a battle against another faction.
so its a series of team games or 1v1s deciding a title claim and the battles over the claim where the claimant or current sovereign participate is more important towards the victory over the claim than if only other players play it for them.
Higher ranks would give more points so if you finished the game with a higher military rank you get more points.
titles give points as well based on if you were a sovereign or also a faction leader and for how long you held your titles.
you get credits and you can either use them to rank up and get more points based on your military rank, towards making claims to get a title and towards making planetary defenses etc...
you get most credits for winning battles against other factions but you stand to lose points if you lose these battles.
Fighting in house battles awards less credits but has no risk of losing game points.
you can just fight other factions and amass points and credits, rank up and win in the rankings or you can also make claims on titles and get those boosts for points if you get a title and hold it.
Both should be viable.
to fight in house battles or to not do that at all and just fight other factions.
This is a rough sketch of how to make the game more personal and involving while dealing with the fact that people are often offline.
I know this all might seem a bit complicated but i think its a good beginning of a setup that would make people feel attached to their planet/faction and to the game in general.
A good ui can make it very easy for people to understand how the system works and whats going on.
In any case perhaps these ideas can lead to better ones