We don't know that ships will always leave a system under their own power, or that planets always need people, or that stars will be stationary.
Starting with the negative side of mod support, everything in our engine will be exposed to circumstances far beyond what any of us can envision, requiring code which is resilient to all sorts of input errors as well as other strange things that modding may cause.
This choice has had significant impact on the rest of the design process, both positively and negatively, although the positives vastly outweigh the negatives. It was an early choice to design Star Ruler with support for modifications, as that's how I personally got most interested in game design and development, and I wanted to give that opportunity to people that are just becoming exposed to game development. In this article, we'll explore the impact of that choice from two perspectives: impact of modability on development, and the advantages modability brings to the end users. From the beginning, Star Ruler was designed to be accessible to modders.