Interesting that the night visit at Zeta was re-worked in a way that the mutant is now not a slave abused by bad owner, but instead a thief caught in the act by a citizen. Previously even when having Zeta supremacy in mind I had to dispose of that asshole for mistreating his slave, but now I actually let him keep the thief as a slave because I won't tolerate thieves in my kingdom. I thought that was it for my chance with the mutants, but surprisingly despite this "elf" gave me a chance and brought me to the bunker. I do want their technology in the bunker to become either mine or benefitting Zeta, but I also have a feeling Queen have couple of secrets in her inventory considering her "dragon" weapon.
So far my vision for factions with Zeta supremacy in mind:
- raiders (co-operation, protecting Zeta trade routes and outposts in exchange for shelter/service)
- mutants (low class citizens with more dangerous/obscene mutations staying wild outside of Zeta territory)
- decayed (manual labor slaves in distant/contaminated territories, all non-domesticated decayed should be destroyed on sight)
- stalkers (become official members of Zeta intelligence/special military agency, open up training school with swearing loyalty as new part of the process)
- wild tribes (receive basic protection from Zeta in exchange for fulfilling annual quotas of food/materials/soldiers/priestesses)
- merchants (either pay a big tax for trading in Zeta territory or establish base of operations in Zeta and giving citizens discount for their goods)
...or something along those lines, I'm not much of a politician.