The Blood Hound
Major Factions get mandates which they can change every two months. After a few previous discussion (example), it appears that the vast majority of the community is against passive hex gain for those who play the Map Game.
However, the current Galactic Nomads mandate states the following:
This very much leaves the mandate open to easy abuse - since Major Factions begin with three hexes, all hexes they gain or lose thereafter are the results of dominions and invasions (there were other options in the past). But a Major Faction that has only their last hex, or two hexes remaining, can easily use this Mandate to gain 1-2 hexes without putting in the work that everybody else does for their new hexes, be it a Dominion or an Invasion.
So my suggestion?
Let Major Factions with this Mandate move - with their existing number of hexes*.
Now, while there are some bigger factions out there, and none of us want to wake up one morning and see 40 hexes in the Unknown Regions suddenly belonging to a Nomadded Major Faction in the middle of the core, I would recommend that the number of hexes be limited - not to 3 as it currently stands, but *up to 7 (a pretty cluster). And leave the rest of the weakness for this Mandate as is.
No passive hex gain. Work for every hex you've got aside for the ones you started with.
However, the current Galactic Nomads mandate states the following:
The highlighted part has been explained to me that this means Major Factions who have this mandate can move to a new location and have three hexes (capital + 2 more hexes).Galactic Nomads
Strength: Once a month, this Major Faction may abandon their current Influence Cloud & Capital Planet and relocate elsewhere on the map as if they were a creating a new Major Faction.
Weakness: The Major Faction may not use this Mandate's strength if the Major Faction is currently engaged in an incomplete Invasion, Rebellion, or Dominion.
This very much leaves the mandate open to easy abuse - since Major Factions begin with three hexes, all hexes they gain or lose thereafter are the results of dominions and invasions (there were other options in the past). But a Major Faction that has only their last hex, or two hexes remaining, can easily use this Mandate to gain 1-2 hexes without putting in the work that everybody else does for their new hexes, be it a Dominion or an Invasion.
So my suggestion?
Let Major Factions with this Mandate move - with their existing number of hexes*.
Now, while there are some bigger factions out there, and none of us want to wake up one morning and see 40 hexes in the Unknown Regions suddenly belonging to a Nomadded Major Faction in the middle of the core, I would recommend that the number of hexes be limited - not to 3 as it currently stands, but *up to 7 (a pretty cluster). And leave the rest of the weakness for this Mandate as is.
No passive hex gain. Work for every hex you've got aside for the ones you started with.