Population "management"

I have been wondering if we will finally be able to "manage" the populations of captured planets? And I am not talking about implementing policies to help population growth either, Im talking about the purging of the filth from or enslaving certain alien species on your planets.(While leaving others) It has always bothered me that in games like this you often lack the ability to truly "punish" another race for their actions or act in character for another race, like the Korath for instance. It certainly makes sense to add such a feature into the main campaign as the humans and allied races are certainly hungering for vengeance. And its always bothered me that you could never exact it, short of using terror stars or using planet damaging invasion methods. Which never really felt satisfying. I want to truly punish those who stood against or or attacked me unproked.

Furthermore implementing such "policies" should have diplomatic fallout as well, for instance you receive a large negative modifier from the race that your targeting, but may receive positive modifiers from others who have been previously suffering at the hands of former planetary rules. (example a positive relations boost with the Torians if you are purging or enslaving the Drengin filth.)

By no means should enacting the ethnic cleansing of alien races be taken as a light matter gameplay wise either, it should have long lasting consequences as well, example the Thalans will be even more wary of you.

So will we finally get a feature similar to this in galciv 3? It certainly fits into the currently dark universe. And adds some new moral choices for the player. What are your thoughts on this?

62,857 views 13 replies
Reply #1 Top

my thoughts??

just....

cool.....

Reply #2 Top

This seems right in line with the ideology system being implemented in with GC3. An additional consideration could be the ideology of the other races. For example, exhibiting dominance over a conquered planet could cause a race whose ideology respects such dominance to also respect you while, at the same time, decrease respect from ideologies opposed to dominance over others.

I hope that, if the devs haven't already considered this, that they'll examine it to see if it would fit into the ideology model they are working with. 

Reply #3 Top

On the flip side of this, I kind of liked how Moo3 showed you the race/species that populated your planets. Let you build a true multi-ethnic empire

Reply #4 Top

Quoting ctiberius, reply 3

On the flip side of this, I kind of liked how Moo3 showed you the race/species that populated your planets. Let you build a true multi-ethnic empire

I agree dealing with a multicultural empire was not dealt with well in galciv2(either positively or negatively) I hope this is addressed in galciv 3. Since there is a ton of potential on that side of the argument as well.

Reply #5 Top

When I first read "Population Management" I came here halfway expecting something a little different.  Not that I am in any disagreement; but what I was curious about was whether there would be an ability to set up automatic immigration flights (or whatever one might call them).

 

You see, in GC2, I would use Colony ships to transport people off planets with greater population counts to newly colonized planets (which seemed to be the thing to do--especially with planets that were at or reaching their population capacity).

 

It would be extremely helpful if this process could be automated and if the ships were designed for this purpose rather than colonization.

 

Taking that a step further and incorporating the ability to "deport" unwanted populace, etc. would also be awesome.

 

SK

Reply #6 Top

Quoting Stohrm, reply 5

When I first read "Population Management" I came here halfway expecting something a little different.  Not that I am in any disagreement; but what I was curious about was whether there would be an ability to set up automatic immigration flights (or whatever one might call them).

 

You see, in GC2, I would use Colony ships to transport people off planets with greater population counts to newly colonized planets (which seemed to be the thing to do--especially with planets that were at or reaching their population capacity).

 

It would be extremely helpful if this process could be automated and if the ships were designed for this purpose rather than colonization.

 

Taking that a step further and incorporating the ability to "deport" unwanted populace, etc. would also be awesome.

 

SK

You could do stuff like that in Tropico. Set up an immigration office and you could open the doors and tons of people would start coming in. Or close them entirely and the population would only go up due to natural births (or go down if people were leaving).

Course that was only simulating one island so the extra population wasn't coming from anywhere, but it was still neat.

Reply #7 Top

Quoting Stohrm, reply 5

When I first read "Population Management" I came here halfway expecting something a little different.  Not that I am in any disagreement; but what I was curious about was whether there would be an ability to set up automatic immigration flights (or whatever one might call them).

 

You see, in GC2, I would use Colony ships to transport people off planets with greater population counts to newly colonized planets (which seemed to be the thing to do--especially with planets that were at or reaching their population capacity).

 

It would be extremely helpful if this process could be automated and if the ships were designed for this purpose rather than colonization.

 

Taking that a step further and incorporating the ability to "deport" unwanted populace, etc. would also be awesome.

 

SK

Couldn't you also use Transport Ships? Not only that, but when you unload a transport, isn't the transport still usable, just launch it with one person aboard and send it to the planet of which you wish to reduce population? Or was that in GC1?

Reply #8 Top

I like the idea of being able to affect the population through policies and immigration management. The resulting race 'mix' of a planet should also affect its loyalty (a planet conquered by the Drengins but predominantly populated by Torians should be very likely to rebel)

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Reply #9 Top

Quoting Somoya, reply 8

I like the idea of being able to affect the population through policies and immigration management. The resulting race 'mix' of a planet should also affect its loyalty (a planet conquered by the Drengins but predominantly populated by Torians should be very likely to rebel)

 

Indeed, unless the Drengin player elects to exterminate them from the planet and repopulate it with loyal citizens.

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Reply #10 Top

Also, what about the various race modifiers? They literally disappeared in GalCiv 2 upon conquering a planet.

I had simply assumed my benelovent society murdered the ever-lovin' bajeezus out of the inhabitants and ground their bones for mortar. In a humane manner, of course.

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Reply #11 Top

Yeah I just have to agree with everything simliar to this, it's basicaly what I play GC for but most the time I have to just imagine these things are happening as the game doesn't go nto enough detail! It's been a long time so hopefuly now in 2014 they can really go into this games depth with policies, population management, government types having an effect and diplomacy having more options and more! I can't wait if they pull this off!:)

 

Quoting Polistes, reply 9


Quoting Somoya, reply 8
I like the idea of being able to affect the population through policies and immigration management. The resulting race 'mix' of a planet should also affect its loyalty (a planet conquered by the Drengins but predominantly populated by Torians should be very likely to rebel)

 

Indeed, unless the Drengin player elects to exterminate them from the planet and repopulate it with loyal citizens.

 

Or enslave them could be an option! which would have cetain effects like.

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Reply #12 Top

In games like the Total War series you can exterminate entire nations, i think at least the evil races should be able to do the same here. Maybe the new moral code system will let us to make that kind of choices.

Reply #13 Top

Quoting Somoya, reply 8

I like the idea of being able to affect the population through policies and immigration management. The resulting race 'mix' of a planet should also affect its loyalty (a planet conquered by the Drengins but predominantly populated by Torians should be very likely to rebel)

Actually this could be expanded to more: The resulting mixture of population could give you some modifiers. Have more Altarians in your newly conquered world? Get some more research bonus. Have more Drengin: more soldiering. More humans, diplomacy, etc. Would give an added layer of complexity to the game, but then it would become like a SimPlanet instead of a 4x game.

 

Quoting Lucky, reply 7
Couldn't you also use Transport Ships? Not only that, but when you unload a transport, isn't the transport still usable, just launch it with one person aboard and send it to the planet of which you wish to reduce population? Or was that in GC1?

Yup, that's what I used to do. Transports, maybe escorted by a warship to prevent enemy attack, moving population to newly gained worlds to prevent them culture flipping or be easy target to enemy transports.