Ideas for an Diplomatic expansion pack, or Gal Civ 3

Okay, I've made two sort of farreaching suggestions regarding the game's diplomatic system in other threads, and thought it would be a good idea if I collected some of my ideas together as the basis of a proposed expansion pack.

Basically, the expansion pack I'm proposing would add a large amount of functionality to the United Planets, as well as establishing political borders and affecting internal politics.

Political Borders

Basically, I don't like the idea that ships can move entirely freely through other people's space, and especially not the ability to park transports around other people's planets. This is especially true when the AI can tell you to go away or they'll declare war, but you can't say the same to the AI.

At the same time, the influence borders are poor things to use as actual military boundaries, especially as one's influence borders can engulf planets, which would mean that they would be cut off from their owners were influence used as a military border.

One major con to political borders that other civs cannot enter is that situations where two civs own planets in a single star system would become next to impossible, as the establishment of one planet would make the other planets in the system off limits.

On the other hand, if the Terrans choose not to colonise Mars, that doesn't mean that the Arcean Empire or somesuch should be able to swagger into Earth's system and take it without provoking a huge diplomatic incident.

Thus, I would propose this: Introduce a concept of a zone of control. This is an area which a civilization holds legitimate political and/or military control. Only freighters may enter this zone without penalty.

Any other ship which enters a zone of control, and is within sensor range of the zone of control's owner, may be asked to leave. If the request for removal is accepted, the ship is considered to be out of range, and must set an autopiot course out of the other civ's space (if this could be done automatically to the nearest non-offending point, even better). If the party being asked to leave does not wish to, they must declare war.
Establishing a colony or building a starbase within these zones can be considered an act of war, or at the very least can make the other civilization very angry.

Military-, Planetary-, and Starbase-Access Treaties would be introduced to permit certain kinds of ship to operate within one's borders, governing military ships, colony ships, and constructors, respectively. A Trade Embargo would do the same for Freighters.

One year after a planet is Colonised (adjustable for size of the galaxy, if need be), a zone of control is established around the planet, with a radius of ten parsecs (again, potentially adjustable for the size of the galaxy). This would be automatically established around the Capital. Thus, in the first year, any other colony ship that shows up to colonise a planet in a multi planet system will be able to do so, but this system will prevent some empire colonising that worthless class 4 planet smack-bang in the middle of your empire once all the good planets have run out.

Initially, one will be able to extend political borders with Military Starbases, which through a border patrol module can establish a five-parsec radius zone of control at a fairly hefty cost, the intention here being that if you've colonized a planet ousider of the reach of your political borders (i.e. it is more than twenty parsecs from the nearest planet), you can plug the hole in your border with an expensive stopgap.

Much later in the game, new starbase modules will become available for both inluence and military starbases that increase the zone of control, allowing you to lay out a concrete border.

Finally, where two zones of control overlap (for example, planets in a multi-planet system). a demilitarised zone is created, where both can demand that ships leave the zone.

The United Planets

Every year, the United Planets comes and goes with one resolution that frequently is not particularly interesting. I'd like to add more depth to the whole thing, with diplomatic horsetrading and petty bickering and such.

I would propose that each civ should be able to suggest a resolution for the UP to vote on.

Once each race has selected their resolution, all the resolutions are displayed, along with buttons beside each resolution to contact each leader concerning that resolution. Contacting a leader would lead to negotiations regarding that resolution, where the leader might demand credits, goods or technologies for a vote the way you want, or a vote in favour of their resolution or against a resolution aimed at them.

Possible resolutions would be things like economic sanctions against an Empire, turning control of a planet over to the civ making the resolution, ordering a civ to grant the independence of a civ it has conquered, ordering a civ to return planets conquered from others to their original owners, economic sanctions, etc. along with all of the random UP events.

One would be given the option of making a resolution with a dropdown box of the sort "[civ] gives [thing] to [otherciv]", or would be able to select a special resolution to suggest instead. The Special resolution would be randomly chosen from the current list of UP events, but the civ would know which one it was suggesting before choosing to suggest it.

Lastly, some resolutions are easier than others. Civs should be more willing to vote for economic sanctions than they would be to vote to turn over control of a planet to someone else. The demands they make to vote a certain way should reflect this, and some civs should outright refuse to vote for or against certain resolutions. The Drengin wouldn't ever vote in favour of letting a civ they've conquered go free.
Similarly, a civ on the recieving end of a really bad resolution might refuse to comply and just leave the UP, and should be more likely to do it than if it is hit with something minor.

Politics

I propose to revamp the politics system, which might make this impractical except for Gal Civ 3 (though since I have no idea of how much work is involved vs. how much work is reasonable for an expansion pack, for all I know everything I've suggested so far is impractical).

The first thing which I would like to change is the voting system. I think that each progressive system of government should change the way in which people vote, as follows:

Imperial - No Voting
Republic - Two Party System
Democracy - Four Party System
Federation - Multi Party System

To outline what this means, at the start of the game, the game would select one party to be the opposition, and two other parties to be Third Parties. When the civ becomes a Republic, most citizens will vote either for the main party or the opposition party, and the third parties might win one or two seats. Once the civ is a democracy, this changes into a Four Party System, where most citizens vote for the main party, the opposition, or the two third parties. In a federation, citizens just vote according to the normal mechanisms.

I would propose changing the political parties slightly so that each of them has their platfrom tied to a primary and secondary ideology, one of the four victory types. Their bonuses would change to reflect this.

Militarist (conquest / alliance) -- HP, Soldiering, Diplomacy
Industrialist (conquest / influence) -- Military Production, Social Production
Federalist (alliance / technology) -- Economics, Diplomacy, Research
Populists (alliance / influence) -- Diplomacy, Morale, Influence
Technologist (technology / conquest) -- Research, Espionage, Weapons
Universalist (technology / alliance) -- influence, Luck, Population, Research
Pacifist (influence / technology) -- Social Production, Diplomacy
Mercantilists (influence / conquest) -- Trade, Trade Routes, Military Production

With this implemented, a system for coalition government could be added. It would work as follows:

When you select your political party at the start of the game, your party's polar opposite is selected as the opposition. If the Militarists were selected as the main party, the opposition would be the Pacifists, as these two parties do not share a victory condition aim (where there are two such parties, such as for the Federalists vs. the Mercantilists & Industrialists, one opposition party is chosen).

The two third parties would be selected according to compatible ideologies, one sharing the major ideology of the main party, and one sharing the major ideology of the opposition. For the Militarists, this is the Industrialists, Technologists and Mercantilists, who all have the Conquest ideology; for the Pacifists, this is the Industrialists, Populists and Mercantilists, who all share the Influence ideology, there is overlap here, but any two can still be chosen.

If the government wins only a plurality of votes, it must create a coalition. When a coalition is created, the government loses half of the bonuses given by the main party and gains half of the bonuses of the coalition party if the coalition is two way, two thirds of its bonuses and one third each of its coalition partners if it is three way, etc. etc.

Each week, there is a percentage chance that the coalition will break down, and that an opposition coalition will take power, stripping you of your bonuses and implementing the largest opposition party's bonuses as penalties. Initially, you coalition is very stable, with a 0% chance of collapsing, but this increases as your government goes on.

Through the term of the coalition government, random events occur where your coalition partner tries to get you to implement their policies. Instead of a good/neutral/evil choice, you get an accept/compromise/block choice. If you accept your partner's proposal, they gain more influence in government, and you get a small increase in the bonuses that stem from their party, however, as your party loses influence, you lose some more of the bonuses your party grants you, and these losses are greater than the bonuses you recieve. If you compromise, no change occurs to your bonuses, but the chance of the coalition breaking down each week increases by 1 percentage point. If you block their proposal, you lose some of the bonuses granted to you by that party, but regain some of those granted by your own, and the bonuses you regain are greater than the bonuses you lose. However, the chance of the coaliion breaking down each week increases by 5 percentage points.

Thus, selecting the blocking option might seem the better initial choice, but you can pay for it if your coalition breaks down and you incure penalties of the opposition party, while on the other hand letting your partner push you around can lead to having a poor man's version of your coalition member, instead of the party you chose at the beginning.

This idea would go hand in hand with making morale much harder to keep up, and causing it to tend more naturally towards 50%, in order to make tight elections more likely. Alternatively, one could simply make happy people still willing to vote for other patries, such that 70% morale might translate to just 45% at the polls, as happy people might think they could be even happier under another government.


And that's the extent of my ideas for an expansion for now. Most of it is probably impossible to implement for anything short of Gal Civ 3, but what the hell, I felt like getting my ideas out there, and I think they would improve the game massively if implemented. They would be gamechanging additions, but I feel I've covered things well enough that they wouldn't be gamebreaking, and would make Galciv 2 more fun than the large amount it already is.
18,124 views 29 replies
Reply #1 Top
first off, wow that was long haha. i didnt read it all, but i read parts so i have the general idea, the only thing i have to say is, i dont think many people would like that. i mean im sure (since you obviously like it) there would be some people who would love to see all of these things, but im not sure that it would appeal to the mass of people, and in the end what it comes down to stardock has to do what will satisfy the majority, but you did present your ideas logically so maybe you'll get lucky and get all those things or at least some of them. personally i did like some of the ideas but some where a little more in depth then id want.
Reply #3 Top
Let's do this. Yes let's do this so I'll ruin more time playing this game.
Reply #4 Top
I think that influence borders make a fine political border. Just set it so that all planets and star bases have 1 square radius around them of influence even if they're about to revolt.
Reply #5 Top
I definately agree that the borders need to be a little more solid....maybe introduce a non-agressions treaty that only allows them to cross your border to reach their own planet?
Reply #6 Top
Well might be kind of hard to enforce borders that are gazillions of miles from the nearest planet... it is a game, but it is space, which is pretty big.
Reply #7 Top
I'd like to see a political border system established as well. I think such borders would also add some value to espionage. If you can't cross into another race's space, you'd definately want to be devoting resources to spying on them: which worlds are they're main shipyards, what sorts weapons techs are they using, etc. Would also be nice to look at my homeworld once in a while and not see scouts from every other race just hanging around waiting to see what's going on in my empire.
Reply #8 Top
I may be a newb, but from what Ive read, this is a great idea. But like Josh said, it may be too in depth for some people Maybe you could simplify the rules a bit. Especially in the government part. Some of us arent rocket scientists... Anyway, I still love it!
Reply #9 Top
I think this is a great idea. Although, you might be able to combine the military and political borders.
Reply #10 Top
the only thing that made Birth Of The Federation good was the way they did political/military borders, no one could send ships into your territory without an alliance or act of war (except the borg, who go where ever they like)
Reply #11 Top
the borders are realistic since it is space you cant defend it all but parts of it seem to be an improvement but the AI may find it hard to cope but you definately be able to tell rival nations to get lost
Reply #12 Top
Wow, you put alot of thought into it. I like your ideas. Let's hope it will be implimented in Galciv 2 and so we don't have to wait for 3.
Reply #13 Top
i like the border idea too but allies would be excluded from said acts of war with possible exception of building influence bases in side your territory

also i was thinking that the border area should be based off of you life support abilities ie 1/2 to 1/4 of the life support should be the area of your border unless the borders between nations would over lap then it would either be set at half way point or who ever has the best life support when the borders meet
Reply #14 Top
Sounds like a good Idea. I like the idea of warning other civs if they get alittle to close for comfort....
Reply #15 Top
Quite a few suggestions. Although I'd favour seeing depth added to the game, I fear that most ideas will soon become a drag, rather than a help.

Political borders:

They're not really needed. We do need an option to 'warn' other empires when don't appreciate their presence near our planets since they can do the same with us, perhaps an option for an ultimatum could be added as well.
Anyway, if a rival empire snatches a planet smack in the middle of your empire, it'll have major difficulties to keep that planet because your influence will be the main threat.
I used to be bothered by the AI snooping in what I considered to be my turf but as time passed, I learned to ignore it. It's just the filling out of the galaxy, nothing important will be gained from it and as time goes on, odds are very high you'll get the planet handed to you by virtue of influence.

United Planets:

The measures you propose are a little drastic. Having to hand back the planets you took during a war can be very discouraging and so can quite a few other proposals you sugested be. With proposals being that drastic, the UP would soon be a select club of a few 'peacemongers' who apply rules to themselves while a large group operates ouside their sphere of influence.
Remember, the UP is intended to bring all empires together. Overly strong measures will antagonize the empires targetted and put fear in others. This can't be the intention of that body. Measures such as ending all wars, limiting or improving trade, starbase adjustments and such are just fine in my opinion. They can easily have far-reaching consequences for the game without breaking it. Besides, a few measures are already quite harsh such as limiting the trade routes for evil empires.

I do agree that we might want to see how certain empires are going to vote in order to come to an agreement. Suppose we want to limit the trade routes of evil nation and we have three empires: Yor (10 votes), Terrans (8 votes) and Arceans (8 votes).

The Yor will not wish a limitation but the Terrans and Arceans do. Now, since the Terrans and Arceans can't talk about it, they have to guess: 1,2 or 4 routes? If they don't pick the same option, the Yor win although the majority would've voted on a limitation if they could discuss it.

I also like the idea of being able to suggest a measure to be taken to a vote although I have seldomly encountered measures without practical use. Perhaps you could group the measures according to their point of interest (trade, war, influence,...) and once such a group is chosen, a random measure is selected from that group.

Politics:

The average lifespan of a coalition would lie between 2 and 6 months depending on whether you block or compromise the given options. Also, certain advantages need a certain critical mass before they can have an effect. A 3% increase in HP is next to nothing for example.
The coalitions would dilute much of the political system which in turn will make it just a mass of minor tweaks instead of a clear ideological choice. Granted, if that's how the people vote, so be it but I fear the system could become very frustrating is you're stuck in one coalition after the other, knowing you're sitting on a timebomb and sooner or later you'll even lose those minor gains.

The system as it is now is a little too simplistic for my taste, I'll grant you that. Perhaps something like a bonus if you attain high scores in a fully developped democracy? It could go something like this:

Imperial: no voting
Republic: 40% required, bonus at 90% and for each percent over that.
Democracy: 50% required, bonus at 80% and for each percent over that.
Federation: 60% required, bonus at 75% and for each percent over that.

The bonus could be an increase in the abilities of your party. The combination of a fully developped political system allowing for better management (hence the other improvements you gain) with a widespread presence of your party should increase your hold on your empire and thus increase your abilities. This could be a two percent increase so if you got 100% at Federation, you would gain a 50% improvement of your skills. Federalists would have a bonus of 30% economics then.

This is a fairly simple system but it would already make sure that the voting screen is not just a big screen with a little button you don't pay much attention to anyway. Of course, some parties might become overly powerful if a certain critical mass is passed but such is the case in all tweaks.
Reply #16 Top
Don't forget to add... with liberty and justice for all.

Borders
Sry but far too complex for this type of game. You can't have borders in space. But there should be diplomatic options to say move fleet x or else etc.........

Politics
As I don't have any interest in the political aspects of the game, again too much detail.
Reply #17 Top
Reveilled, you have some very good ideas and they are well thought out. Perhaps this could be implemented as a mod or optional feature, that way only the people that want the additional restrictions will have them. Personally I think additional rules and restrictions add to the challenge of the game, but there are many who feel such measures would make it less fun. Hopefully Stardock will notice your post and consider your ideas.
Reply #18 Top
Some great ideas there.

It would be nice to see some of these implemented in the future.
I also would like to see borders in the game. Or some type of territorial rights.

StarTrek had borders with other races... even neutral zones.

Any type of interaction with the other races would increase the imersion factor and thus the longevity of the game.
Reply #19 Top
i think they should put that stuff on but if the people wouldent like they get the option to turn it off which would make everyone happy
Reply #20 Top
There are definitely some good ideas in there but bear in mind the issue raised in one of the recent journal articles: most features are easy to implement; the hard part is designing the AI to work intelligently with those features.

It certainly seems like the player should be able to warn away ships that are within a few parsecs of his own planets, just like the AI can. That one's a no brainer in my book. Also, one race building starbases within one or two parsecs of one of my planets (unless they have a nearby planet) should be treated as an act of aggression. Rather than the concept of borders, though, this would probably be best implemented by just enforcing fixed "no-build/no-fly zones," entry into which is either followed by an "oops, sorry I'll leave right now" or a by declaration of war. These could simply be a range of two or three parsecs around each planet. Your allies should not have these restrictions on ship movement but should on starbase building.

I also like the idea of selecting issues to vote for at the UP, though my simpler suggestion would be to have a rotating "Secretary Generalship" (so to speak) that would allow one race to choose the general nature of the vote - economic, diplomatic, scientific, militaristic, etc. That would allow you (and the AI) the choice of guiding the type of votes when your race is in the head chair. It should also be eaiser to program AI-wise, i.e., a race that is planning on war would choose a military option while one that expnading diplomatically would choose another.

In general, I much prefer complex games (especially those that allow me to use complex diplomacy) but i'd rather that the game was straightforward and have a smart AI than it was complex and the AI couldn't handle it.
Reply #21 Top
Thanks for your support, everyone!

They're not really needed. We do need an option to 'warn' other empires when don't appreciate their presence near our planets since they can do the same with us, perhaps an option for an ultimatum could be added as well.
Anyway, if a rival empire snatches a planet smack in the middle of your empire, it'll have major difficulties to keep that planet because your influence will be the main threat.
I used to be bothered by the AI snooping in what I considered to be my turf but as time passed, I learned to ignore it. It's just the filling out of the galaxy, nothing important will be gained from it and as time goes on, odds are very high you'll get the planet handed to you by virtue of influence.


With regards to warning other races to leave, they's more or less what I'm trying to achieve, but I think that there has to be some sort of mechanic for it. Space is big, and three dimensional, but the fact that it is being represented on a 2D grid means that some sort of consideration has to be added for dealing with intrusive ships, in my opinion. What I'd like is some sort of political border that is somewhat alanagous to the Earthbound concept of territorial waters to be represented, and I think political borders are a good way of doing it.

I know that in terms of game mechanics, other races taking worthless class 4 planets deep in your territory isn't a huge deal, I'm one of those people who dislikes violations of what I percieve to be realism in games. I just don't think that anyone other than the owner of Earth should be able to colonise Mars, even if Mars would just flip to Earth's owner down the line.
On the other hand, this could perhaps be handled with adjustments to the AI, since it's not very profiable for them to establish such colonies in the first place.

One thing that might be an alternative that is unfortunately missing in the game would be the ability to garrison an uninhabited planet. Placing colonies on class 4 planets just to keep other civs out often costs more money than it earns, and the same is often true even of such planets which flip to you. Were it possible to place military ships in orbit around uninhabited planets or to use constructors to place bases there, and thus prevent foreign colony ships from landing on these planets, I think that would prove a more than adequate alternative. If we could put a research station or a military base on mars without establishing a full fledged and costly colony, that would be great.


The measures you propose are a little drastic. Having to hand back the planets you took during a war can be very discouraging and so can quite a few other proposals you sugested be. With proposals being that drastic, the UP would soon be a select club of a few 'peacemongers' who apply rules to themselves while a large group operates ouside their sphere of influence.
Remember, the UP is intended to bring all empires together. Overly strong measures will antagonize the empires targetted and put fear in others. This can't be the intention of that body. Measures such as ending all wars, limiting or improving trade, starbase adjustments and such are just fine in my opinion. They can easily have far-reaching consequences for the game without breaking it. Besides, a few measures are already quite harsh such as limiting the trade routes for evil empires.


That's acutally something I was thinking of when I was proposing the system. I accounted for it partly in the idea of weighting certain resolutions. The UP giving somoene a planet back would be something that should be very difficult to get a majority of the UP to agree on. As such, gathering votes in favour of such a suggestion should be extremely expensive, and the Races who dislike such a measure would engage in negotiations to get people to vote against it.

To give an example, say there were Four civs in the galaxy, the Drengin, Torians, Arceans and Terrans. The Drengin conquer the Arceans, leaving three, each with one third of the galactic population.
When the UP meeting rolls around, the Drengin propose to life previous limits on starbase modules, the Terrans propose to build a prison planet in their Empire, and the Torians propose to force the Drengin to grant Arcean independence.
Obviously, the Drengin will not vote for the Torian proposal, so the Terrans would have the deciding vote, and both the Torians and the Drengin would make offers to the Terrans regarding the proposal. The Terrans would then negotiate for a better offer from one or both of the parties, and finally get the Drengin offer if they vote no, or the Torian offer if they vote yes. The offers might be of tech or credits, or a vote in a particular way on the proposal.

Thus, with sufficient diplomacy skill, one of the Evil civs could keep efficient control of the UP and use it for evil ends (like enforcing economic sanctions on a civ they were about to invade, getting them to decommission a vital military starbase etc.).

I realise, however, that these changes would be pretty drastic and would parhaps be difficult to implement in a balanced way. So the bare minimum of what I'd like to see added to the UP is the ability to contact others regading the current negotiation, and a rotating selection of resolutions, whereby each year a different civ gets to suggest a resolution, by the method you suggested.

The average lifespan of a coalition would lie between 2 and 6 months depending on whether you block or compromise the given options. Also, certain advantages need a certain critical mass before they can have an effect. A 3% increase in HP is next to nothing for example.
The coalitions would dilute much of the political system which in turn will make it just a mass of minor tweaks instead of a clear ideological choice. Granted, if that's how the people vote, so be it but I fear the system could become very frustrating is you're stuck in one coalition after the other, knowing you're sitting on a timebomb and sooner or later you'll even lose those minor gains.


Agreed, but I think it would add an extra dynamic to the whole thing. You'd have to work harder to keep your morale up and keep it out of coalition government, and under certain circumstances would have to work very hard to keep the coalition together. If, say, you were the pacifists and fighting in a war, you'd have to keep a coalition together to prevent the militarists taking power and applying large penalties to your war machine.

The system as it is now is a little too simplistic for my taste, I'll grant you that. Perhaps something like a bonus if you attain high scores in a fully developped democracy? It could go something like this:

Imperial: no voting
Republic: 40% required, bonus at 90% and for each percent over that.
Democracy: 50% required, bonus at 80% and for each percent over that.
Federation: 60% required, bonus at 75% and for each percent over that.

The bonus could be an increase in the abilities of your party. The combination of a fully developped political system allowing for better management (hence the other improvements you gain) with a widespread presence of your party should increase your hold on your empire and thus increase your abilities. This could be a two percent increase so if you got 100% at Federation, you would gain a 50% improvement of your skills. Federalists would have a bonus of 30% economics then.

This is a fairly simple system but it would already make sure that the voting screen is not just a big screen with a little button you don't pay much attention to anyway. Of course, some parties might become overly powerful if a certain critical mass is passed but such is the case in all tweaks.


I like this system too, and think it's a valid alternative revamp of the system.
Reply #22 Top
borders are crucial to any empire and as such are needed to set up who u are in this galaxy. this was a problem in civ2(no borders yet ai could tell u to bug off) but was fixed in 3 and improved in civ 4 with a no cross without war or a open borders pact. i would personally like a more complex system of government but i can see how others would not like it, especially warmongers who would like the beniftis of a higher form but dotn want to deal with a colition. perhaps a dictatorship (evil only?) form for the heartless ruler in us all.

i agree to the # of parties with regards to the type of government so the oppistion has a better choice but the colotion seems to be a bit much. overall good job and i hope some devs stop by and read a while
Reply #23 Top
I'm not familiar with Earthbound so I don't know what they used as borders. Also, keep in mind that Birth of the Federation works with far fewer squares, leaving far less to worry about in terms of surface. StarTrek uses systems as units while GalCiv uses planets. This difference is bound to have effects on the game mechanics and options.

The idea of being able to garrisson uninhabited planets sounds good but it might also provoke a scout-rush instead of a colony-rush. Instead of churning out colonyships, one could try to hog all the planets by build cheaper scouts (or whatever vessel you need to block colonizers) and send in colony ships later.

The game already takes into account the problem with the 'close borders' issue. If you own a planet deep in what another empire considers to be his territory, you get a negative modifier. Perhaps letting the AI consider his relationship with you and possible consequences when it intrudes on your turf would have a better pay-off? And low-class planets can easily be turned profitable: just build 1-2 factories and fill the planet with markets. Once you've reached Stock Markets, upgrade the factories to them and you'll have an all-Stock Market planet. That should be profitable.

The system suggested for the UP will amplify the position of the excluded empires. If they're doing badly, the UP can be used against them to make matters even worse. If they're doing well, they can use the UP to their advantage. It would work just fine in your example, but what if the Altarians were present as well? Those guys would (or should) love to go out of their way to hurt the space monk- Drengin.

I've also been thinking on the formation of coalitions. Perhaps if you saw coalitions as a good thing instead of a bad one? The way they are now, they are basically an accident waiting to happen. But what if you, as president/emperor/big chief, could 'endorse' two parties? Or perhaps even more?

In essence, you could ask two parties to merge - form a coalition - and take that group to the elections. If you succeed, you could gain, say, 75% of each party's bonuses. Of course, there should be some difficulties to do so in the form of hardcore constituents leaving the party and perhaps a higher treshhold needed to win the elections.

So, you might need, say, 60% instead of 50% and you'd lose a quarter of the voters in each party you merged because they don't recognise their own ideals. I'm not sure how this would work out, I just thought it up. It would make the political system something worth thinking about because it gives you an adaptable racial advantage. Again, game balance might suffer with this system and it's not nearly as easy to implement for the AI as the simple bonus-system is (which needs little in the form of adaptation).

Reply #24 Top
One way of doing the political borders is to have an option to be able to attack ships belonging to other races without going to war right away. This way you can let all the races know where your enforcable border is. You'd need to weigh the decion to attack carefully since each attack would cause relations to worsen until the victim empire is fed up and declares war. There are plenty of real life examples of this. For all they know it could have been an accident Each race would have a chance to stop excessive amount of "accidents." However some would be willing to turn the other cheeck to keep their trade it the bullied race is short on cash. It all depends wheather you value pride or the trade income. Would be a fun feature in an update, expansion or a sequel.
Reply #25 Top
you can't have borders in space?

i keep reading this now lets look at real life antarctica isn't supposed to be owned by any nation on the planet yet it has borders.

now tell me that if we had a colony in the star system centauri we wouldn't set some sort of border between sol and centauri it may not be totally inforceable but there would be patrols even if we haven't found anyone else in space

borders are never solid anyways look at the border between usa and mexico but the border is still there and we have a border patrol there and if you are cought crossing that border illegally you are sent back home

if you attack a nuetrals ships or bases it should not be auto war but a chance of war depending on the race

in the game all a border should do is give your ships an area that you can tell them to auto patrol. the patrols won't catch every ship that enteries your nation but will catch some. if the ships belong to enamy then your ships attack. if to a neutral then you get a chance to tell them to leave. if to an ally you get a report ie auto focus on the in crouching fleet. if it is a influence base then the fleet would attack all enemy and nuetral empires and you get a chance to tell your ally to surrender or remove said base.

if the base is a mining operation would be enemy attacked nuetrals and allies having a chance to surrender or remove said base.

if millitary base no matter who's ally enemy or nuetral auto attack.

how ever all of this should be put on a slider for the three classes for your tolerance of said things maybe at beginning of the game

as far as putting a colony inside of someone elses empire territory it should be BUYER BE WARE ie if you put there and they flip to bad