[wishlist] game mechanics concept ideas - colonization, siege ships, economy

Pirates would sort-of be a faction, with effects similar to the others in planet population.

Diplomatic stances should be at least alliance, truce and at war. 

Any negotiations besides truce are severely penalzed or impossible while at war.

Alliances should give bonuses, especially economical. I should have to weigh the advantages of leaving my neighbour alive and improve my income by doing commerce with him. 

Culture should be a pie divided among all playing factions, plus the pirates sort-of race, a 'corruption' slice which send money into the nether, and 'revolutionists', which could make a planet revolt to become independent (neutral).

You make 100% tax income of the portion of the population affiliated with your race, and initially 0% of the tax income of the other races in your controlled planet. Taxing aliens may improve with research. Research + good diplomatic relations will allow money to flow in from planets now owned by you.

The 'culture pie' can show up on the portrait space in the interface, which is currently under-used.

IF there is a truce or alliance, part of the money generated by the planet would be sent to the ally's coffers (proportional to the culture). Alliances should be much better at it. Also, this might be dependent on technologies, and be improved by them. Like a 'civilian spaceflights' to improve initial trade income, then 'commercial treaty' to improve further the relation, and so on.

Enemy ships in the gravity well should harm culture spread. It should depend on the relative strength to the planet's defenses.

Planet colonization - The colony ship should be maybe a bit cheaper; more frail, faster, take up part of the population in the gravwell it is built on and be consumed when it colonizes a planet or asteroid, just to make the dynamics (and motherships for all races) more interesting. 

A planet should be conquerable in different ways. Currently, it bombs the population into oblivion. This should be the worst, most violent way to occupy it. A heavy fallout from the attacks should last for several minutes before the planet can reach its maximum production level.

It should also be possible to occupy it using infantry. much of an enemy population would still be there and would resist, so it would become a cultural warfare to keep control of the planet. My suggestion is to consume the siege ship, or to have a skill with a long cooldown to send infantry to the planet. Infantry attacks would kill part of the enemy population, and another part just defects to your side to avoid being killed. After sufficient attacks are shed on the planet, land resistance would give in and a government would be established by a diplomatic ship. Maybe the 'send infantry' skill could be a researcheable military technology.

The siege ship 'send infantry' skill would also be a military way to counter overwhelming alien culture on owned planets. You just send you military to kill the civilians who oppose your governemt. This will have temporary negative impact on the planet economy. Consuming the siege ship on skill use is a way to avoid having it being abused. If needed, having a population cost for creating the siege ship could be done too - with a temporary negative impact on popularity (reducing how fast your culture takes over alien culture - maybe even to negative values).

Siege ships should also be much more dependent on the military technology on the siege branch, or have a cruiser big brother. This would help to avoid making them too strong at the beginning of the game, and/or useless at the end.

Say the siege branch improves not only damage, but also hull and shields. The initial ship would be the paper craft it currently is, but would get sturdier over time too. It should be slow - maybe get slower as the tech tree advances - to avoid siege spams with no support craft.

The hardest, but best way to take over a planet would be by cultural overwhelming. If the largest part of a planet population is in your culture, you can send a diplomatic ship to establish the government. This may spark war if performed on a faction where a truce is in place, or severely deteriorate relations with an ally, there should be ways to negotiate a payback for a planet - which would likely be another planet, an asteroid, or a fraction of your income for a period of time. Of course, you can just give your ally the finger on purpose, to attack him afterwards (sneaky bastard you are).

 

3,926 views 7 replies
Reply #2 Top

:)  Very very interesting!!!  you have put some interesting and considerable thought into this.

-Teal

 

Reply #3 Top

EDIT: Nevermind, please delete.

Reply #4 Top

Great ideas to make siege frigs useful again.

Reply #5 Top

Just a quick idea-

In the book “God Is My Copilot” (the autobiography of WW2 pilot Robert Lee Scott, Jr. ) he mentions that they would listen to the Japanese radio stations.  They could tell how much of an effect their bombing missions were having by how badly the Japanese insulted them.

I was thinking, perhaps a cultural takeover shouldn’t be totally risk-free.  Perhaps culturally overtaking a planet should result in your enemy gaining better intelligence about you. Your enemy should definitely be able to see the location of the offending broadcast center (if you have “Phase Broadcast Triangulation” researched, of course).

When attempting a cultural takeover, you should consider- “will my enemy learn too much about me? Am I in a precarious position that my enemy could take advantage of? Can I possibly use it to feed the enemy false information?

Reply #6 Top

For the game, I'd like to see an option or method to allow neutral planets to join your empire through diplomacy instead of the normal destroy and conquer approach!  I mean, if you can use diplomacy, maybe when and if they join there resources, infrastructure & ships come with (^_^)

 

Neutral planets should also have some planetary defenses (like the pirate bases), because if they can build ships, they should have defences too!  By doing so it makes the might approach harder, it  may encourage other means of expanding territory.

Also, if neutral planets could request aid when attacked and you provide it, it could help build an alliance between worlds!

Culture would play a huge role too from planets joining or defecting and what not....  Oh the possibilities!

Reply #7 Top

I agree with the overthrowing of culture ideas mentioned already. It's like real-life politics work. If a political party comes out stronger during the voting period than the current political party, that party then becomes the new "leading" party in the Government. If my culture overthrows another planet, I'd rather see it as my government taking over that planet rather than kicking them out and let me invest a hog of resources to make that planet mine.