Ideas For 1.3

Playing the game here are some ideas I have that will add more depth:

I was playing The Terran Empire and noted that the Altarians were conquering every other race.
The problem got worse when they allied with the Torians and hit the Yor and The Korx. Dozens of fleets and transports were passing through my sectors and I was not happy.
Enough is enough I said, and without wanting to go to war I decided to ban all military movement through my controlled space...ah...I couldnt. The option isnt there. So:

-Option on diplomacy screen to restrict movement through your controlled space.
effects: has negative effect on relations with races you ban,
A.I. options: races may break this rule, then apologise or worse.

As a bit of flavour (but not an overwhelming feature):
Espionage:
Options to:
- destabilise race's governments; effects: reduces that race's approval rating
- frame another race for a hostile action; effects: damages relations between those races
- assassinate an important figure
- sabotage a races production/colony/installation etc.

Success should depend on a fraction of the difference between the effectiveness of both races Espionage ability, and should not be successful often. It should also cost quite a bit.
7,540 views 13 replies
Reply #1 Top
Being able to ban or at least warn people to get out of your sector would be excellent. So would most everything else you said. But assassinating an important figure wouldn't work too well though. The game would have to come up with a new name for a new leader. Doesn't sound bad, but suppose you assassinated the leader 20 times. This means there would have to be 21 names for one race. Now you do this to every race. There will have to be 100's upon 100's of names available.

My point is, there would be way too many difficulties in making all those names.
Reply #2 Top
Ok, how do you define your controlled space?

If you're talking about that color that surrounds your planet, that's your CULTURAL influence. It doesn't have anything to do with what you control. If that were the case, hollywood could control all the ground and air traffic in the country while Washington DC could barely control its local police force.
Reply #3 Top
Thumbs up to 'tanks off my lawn' option, but NOT based on influence boundaries.

Improved espionage is coming in the expansion pack.
Reply #4 Top
A nice option would be to create teams and have more depth in diplomatic relations.
Reply #5 Top
Thumbs up to 'tanks off my lawn' option, but NOT based on influence boundaries.


Perhaps territory could consist of a number of squares surrounding your planets. Two planets close together could prevent alien ships from travelling between them. Just an idea that was probably already thought of.
Reply #6 Top
frame another race for a hostile action; effects: damages relations between those races


I have a picture of the Drengin symobol in my room..

This would be called fraud and is illegal in the 48 states of the U.S.
Reply #7 Top
Please don’t turn this matter so complicated and Hollywood has nothing to do with it.

It’s so simple, a space under you influence is your space.

I played Civilization IV, it’s a super game, but problem is I prefer starships…
GalCiv2 is already a super game too, but I think it’s still a BETA version, its need much improvement like this border control matter, the galactic senate and much more diplomatic possibilities…

Maybe some day if still necessary I take a time to make a complete list of improvement to turn this game in the ultimate strategy ever…

For now, I suggest that the guys that created GalCiv2 take a look at Master of Orion 3 galactic senate stuff and Civilization IV diplomatic and border stuff…
Reply #8 Top
This would be called fraud and is illegal in the 48 states of the U.S.


isnt there 51 (that includes Mexico)
Reply #9 Top
It’s so simple, a space under you influence is your space.


No, it isn't so simple. That means that 'my space' could quite often include several of other people's planets. Or their entire empire. What exactly are they supposed to do then? What does influence have to do with controlling territory?

This is NOT Civ IV. The influence in this game represents how people are influenced by your culture, not whether you have military control over that region of space.

And it is most definately far, far beyond beta. If I was to describe something as 'beta', it would be crashing repeatedly and parts of the game just wouldn't work. It isn't beta if it just doesn't include a certain feature you want.
Reply #10 Top
k, how do you define your controlled space?

If you're talking about that color that surrounds your planet, that's your CULTURAL influence



Thats a load of crap the ai treats that boarder as a boarder many a time i have gotten the "keep your ships away from my space" message or the "we know what your doing" by parking ships around their boarder.
Reply #11 Top
So, then, the two need to be seperated, by this logic. A physical border that says 'This is my immediate space surrounding my planet,' a seperate line from the influence 'this is where my color starts.' Sounds more reasonable, and perhaps a small coding change (radius x tiles away from planet, minor conflict when multiple planets in same system with different owners). It seems more practical than trying to claim that one race owns the airspace (space-space?) around someone's homeworld because he has more cultural points than they do, and tells them to get ships out of his territory as soon as they come out of the starport.
Reply #12 Top
What's the mechanism for determining ownership of a sector, as used in the UP reolution on taxes on starbases in foregin-owned sectors? Use that to determine ownership.

Alternatively (though this, more likely is complex enough to require an expansion pack), set the borders as something like a ten parsec radius from a planet, and five from a military starbase, and have any overlap in these zones of control be a Demilitarized Zone where neither party in the overlap can move their ships without provoking the anger of the other, or maybe without declaring war, and either can request the removal of another empire's ships.
Since I'm talking about something that would be needed for an expansion, I'll add that I think an improvement on this system would be to add a fourth type of starbase, a border outpost, which would be cheaper to build and not add to starbase logistics costs, and these rather than military starbases would carry the zone of control. You'd only be able to build border outposts within your cultural borders or your present zones of control (be they planetary or other border posts), but would not be able to build them in places where someone else is holding a zone of control. Finally, gaining the ten parsec border on your colonies would come with a planetary improvement you would need to build (but would come built into your civilization capital), which would mean that systems with several good quality habitable planets could be colonised by more than one civ, but would prevent those annoying situations where a barely habitable class 4 planet deep in your territory is colonised by some other empire. Alternatively, have the Zone of control come into effect after a fixed time period, like a year, or something. Either way, the intention is that some system filled with class 10+ planets should be coloniseable by several empires if they all get to it at roughly the same time; but even if the Terrans ignore it, no one but them should be able to colonise Mars.
Reply #13 Top
'Controlled Space' in my definition would be the area surrounding an armed starbase. You can string a series of bases together so you have overlapping areas - hence 'your space'. More specifically, it is the area that your starbases provide assistance to your ships.
Any fleets would be prohibited from entering these areas - unless they wanted to break your rules.

On Assassination and Espionage:

Assassination would be non-specific:

"An important Korx economic figure has been murdered - causing shockwaves throughout The Korx economy and will expect to cause a 2 % decrease in Korx production for this month". Races trading with the Korx will also see a 2% reduction in trade.

"An important Drengin military figure has 'disappeared' whilst on manouevers - as a result Drengin Fleet 102 will be out of action for 2 weeks while investigations are made and a new officer assigned"

"A vital Altarian scientist has been found dead, apparently of 'natural causes' -all operations in curent Altarian research has been reset."

And for very poor success:

"An attempt to sabotage Korx production has failed, and the saboteurs captured. This has severely damaged relations between your race and the Korx."
Cue pop-up from the Korx: "We demand compensation for this outrage -say 1000 BC?"

"An attempt to destabilize the Altarian government has failed, and the plot uncovered. Relations have been severly damaged".
Cue pop-up from the Altarians: "We condemn your insane actions and are severing all ties with your race. Forget about your precious trade now, traitor!"

Or the worst:

"An attempt to stage a coup in the Drengin government in an attempt to massively improve relations has failed in disaster. The plot has been uncovered, and the agents tortured then killed".
Cue pop-up from the Drengin: "We were considering letting your race survive - for a few more years. Now you will have only war, war and even more war! Make peace with your deities for we are coming!"

In the example about the Drengin military figure, this can be an important part of your strategy. Say you wanted to take a specific system, say a Drengin production giant of a planet, and there was a huge fleet there. This option would put the fleet out of use for 2 weeks and could turn the course of history...

But like I said in the first post - espionage is seldom 100% effective, it is costly, takes months of planning and if it fails badly, may lose allies or trigger wars. If it succeeds, the gains may be great.