Bipolar Power Systems & Gameplay

One thing that I’ve noticed with every space strategy game (GalCiv included) is that it’s based on a realist’s view of international (or in this case, intergalactic) politics. That is to say, it’s really every empire for itself and the balance of power, ipso facto, in one form or another is the primary driving force behind an empire’s actions. I’ve always wondered why developers don’t run with this and add in a couple more gameplay features to really enhance one’s experience.

As I’ve stated before, realists believe that every nation’s goal should be to further its power in some way. Obviously, this is achieved through military might but can also be found by garnering an impressive amount of diplomatic prestige or economic dominance. While developers have no problem implementing these aspects, concerted efforts seem to fade when integrating them with diplomacy.

Because of the very fundamentals GalCiv is based upon, the human player’s empire will naturally come into conflict with another empire (hopefully of equal or even superior strength, depending on the competence of the AI). Let us say, for the sake of my post, that the human and AI’s empires are the two leading factions in the galaxy. When two opposing nations of relatively equivalent power compete, this creates a bipolar power system (e.g. the U.S. and the Soviet Union during the Cold War era).

What I’d like to see are gameplay options that augment this scenario for the player. I’d like to be able to create satellite and buffer states out of other weaker civilizations. I’d like to be able to create collations like NATO or the Warsaw Pact. I’d like the options of trade embargoes, development pacts and so on. I’m sure the members of this community have plenty of other suggestions as well so I probably don’t need to elaborate any further.

I feel this subject needs attention brought to it because games akin to GalCiv continually seem to ignore the implementation of features that could really bring life to the game under these common circumstances. These types of games handle multipolar power systems well (meaning when there are three or more nations of relatively equal power, such as England, France and Spain during colonial times). Gameplay during a unipolar power system (e.g. the United States in present times) is practically moot because the player can do whatever they’d like anyway. However, gameplay ironically lags in a bipolar power system when it could arguably be the most fun time of the game.

Any thoughts?
6,591 views 4 replies
Reply #1 Top
sounds interesting a cold war between the humans and dreggin might (if the campain story isnt already set in stone ) be a good place to bring back the Dread Lords to mix things up.

there could be 2 paths through the situation trick the DL to atack the Dreggs and beat on them as well to beat the enemy so you can work on the DL after, Or the diplomatic route and both you and the dreggs beat on the DL then possibly the larger remnant beats on the other one
Reply #2 Top
Drachir, I think you might be over simplifying (Though a Cold War is a good example of what Omega was talking about) What I took from his comments, was that Gamers/Designers focus too much on raw conflict and neglect other aspects. And when dealing with conflict (without which the game wouldnt be very much fun) not nearly enough is done. Currently, GalCiv is too generic and static. EVERY race in Galciv, had the same goal - even our happy-go-lucky little green friends - to conquer everyone else. Perhaps different species might have different idea's about how a galaxy should be run, instead of all wanting to kill everyone else? Maybe even not WANT to be the conqueror (Indeed, some nations are content to support one 'Bi-polar' and stand clear)

But getting back to the heart of Omega's comment, how to augment the way our main goal is acheived. I very much agree that much more could be done. Too add to his suggestions, I have always thought Treaty Negotiations could be so much more than just, "Here's 2 Techs and 3,000 credits...now we're friends."

How about some added provisions and incentives? Maybe the creation of a De-militarized zone or a No-entry zone? Or maybe agreeing not to research a certain Tech, too maintain a balance of power? Perhaps agreement to join forces against a common enemy and split up said-enemies territory once the war is over? Just a few ideas...

But Omega, I definitley hear you. My main problem with GalCiv is that a balance of power never seems to be established, and last more than a couple ' years' (whoever has more cash with inevitibly get more ships soon enough). Your always getting creamed (so you throw money and techs at them in a bid for peace) or you've got the upper hand (in which case you crank out ships and click-ity click-click forever trying to wear down your enemy). Wouldnt it be cool if there was a balance for a while, so you can explore other routes to success? If a Bi/Tri Polar situation could actually exist, it would open up the game a lot.

Good post Omega

PS: I had an idea...maybe this has already been adressed, not sure... Anyone think it's repetitive that you can find Morale/Economy/Military etc resources to mine in space? You can already upgrade those by several other means. And its not very realistic. How about in GalCiv II you could find actual resources? Some of which you'll need (for ex: phased particles in a nebula if you specialize in beam weapon) and some of which you dont (unique metal alloy's that can be traded to a race specializing in armor)
Reply #3 Top
TrekE-
That's exactly what I'm talking about. In games such as GalCiv, the predominant philosophy of a civilization is to conquer - everything is about power. That, of course, is what makes the game fun. But what could make it even more immersive is working in features that create and sustain a balance of power, further enhancing the player's experience.

Very good suggestions, also. I really like the idea of partitioning territory ahead of time, checking a certain technology as off-limits, creating demilitarized zones, etc. It would also be great if you could create multilateral treaties rather than merely bilateral treaties (i.e. trade treaties, mutual defense pacts and alliances among a group of races rather than just one at a time).
Reply #4 Top
Adding new depth to the Diplomacy menu is something I've heard a lot about. Hopefully they can make some strong improvements for GalCiv 2. I love Strat games but most of them are lacking in fundemental areas (Diplo, Research, etc) But GalCiv is right up there with the best of them.

PS: Do you play CIvilizations? I cant wait to compare GalCiv 2 with the latest Civ game...should be a close one.