Enslaving other civs vs genocide

potential blooper, and suggestions for solution

um, I don't mean to open a can of worms here, just hoping that IF what I spotted here is a valid problem, then we can work on a viable solution for it:


As elaborated in the gamespot interview:


The Drengin Empire is a vile, evil, nasty civilization bent on enslaving the entire galaxy.


In Dark Avatar, they are the good guys. The alternative to the Drengin are the Korath, a splinter group of the Drengin Empire who have gained power and are starting to dominate the empire. They want the rest of the galaxy exterminated outright. So, the campaign focuses on thwarting the Korath's plans to exterminate everyone else. Conquest and oppression: good. Genocide: bad. You just have to know where to draw the line.



According to my understanding, isn't every planetary invasion is a genocide in itself? Thus the only non-genocidal way to conquer as how the game is now would be through cultural conquest, or when the planet surrenders to you...


There is one "escape argument" that we can use to counter this invasion==genocide argument, is that the population number represented only those soldier-worthy, tax-paying citizens, thus excluding old people, young kids, housewives and whatnot. To me, yes it makes sense in a stretch, but seems too convenient, as anything that is not included in the gameplay can be explained away as anything.


If we want to do "remedial actions" instead of "explaining away", here are some ideas that i thought up... yeah, they require more work on the devs part, but maybe their addition might actually make the gameplay more fun, who knows?


SOLDIERING


Lets have two separate figures for the population, one for "soldier-worthy", and another for normal citizens... Soldiers are converted from the normal citizens thru "barracks/training camp" type of planetary buildings... with more/higher quality barracks increasing the number of pops getting converted to soldiers per turn. When invading a planet, only these soldiers are counted for battles, while the rest of the planet's citizens are left unharmed.


to make it an interesting twist, lets make the soldier-worthy ones exempt from tax, since their contribution for the empire is to die gloriously for its cause. This creates an intriguing balancing question, as to how much soldiers do we need to defend/use for conquering vs impact on planetary economy... and idling soldiers is indeed bad for economy.


In times of peace, we can convert the barracks buildings back to other types to reduce numbers of idle soldiers and increase tax income... even though decommissioning is instant vs construction, and thus converting back to citizens is instantenous vs training em to soldiers, it still makes sense because it IS easier in real life for a soldier to become a normal citizen than the other way around.


We can have Soldiering bonus to affect the rate of soldier recruiting per turn on top of the barracks conversion figures.



As to how well can the AI use this, lets see:
by default:
1) Altarians being a peaceful civ, will have only a small percentage of its citizens converted to soldiers, unless the need arises for more.
2) Drengin, being warmongers, will strive to maximize its standing army.
3) Korx, being the ultimate mercenaries, will readily sell its own soldier-filled troop transports to others.


in anticipation of an invasion:
1) a civ will rush build lots of barracks to prepare its defending army, or
2) transfer soldiers from safe planets to the threatened planet, or
3) thru a clever twist in the existing gameplay mechanism, purchase soldier-filled troop ships from other civs to bolster their own soldier pops.




SLAVERY


To simulate the concept of slavery, we can also introduce another subgroup of a planets population: the slaves


- slaves don't pay taxes, but they add bonus to planetary production (social & military), lets say 1 pt production in each category per 1 million slaves.


- when conquering planets, the invader can choose whether the citizens are to be left as taxpayers, or to be converted to slaves, with perhaps a slider percentage for how many of each. Drengin will naturally opt heavily in favor of slavery choice, adjusted of course by their need to balance their income. Or for the genocidal Korath and like-minded civ, there is the "wipe em all out" option as well...


- the more percentage of slaves there are on a planet vs normal citizens, the the harder it is to mantain morale, and the likelier it is for the planet to rebel. Loyalty is also diminished with a majority slaved planet. To counter this effect, secret police centers can be built.


- since good civs shouldnt by right have slaves, we can adapt to this by good civs having an additional expense to its income per slave capita, i.e. instead of slaves, they have labor workers who are being paid in wages. neutral civ may incur less wage per labor capita.


- Good civs has a special building project, "slave rehabilitation centers" which converts slave population into normal taxpaying citizens, with better centers converting more slaves per turn.


Thus we finally have an extra advantage of choosing a good alignment, as we can get more tax income from freed slaves.


- Evil civ, on the other hand, have the "slave recruitment ctrs" special buildings, with opposite effect, and with a morale penalty to the planet it is built (no citizen wants to be converted to a slave, right?).


- These special buildings are not super projects, they are just like neutral's neutrality learning ctr, so they balance up now that each ethical alignment have their own reproducible special buildings.


- we can transport slaves between planets using a slaver module on ships... (with the corresponding adjustments of colony module now only carry taxpaying citizens and troop module carrying only soldiers)


-perhaps this is unnecessary, but interesting to consider nevertheless: Due to harsh working conditions, slaves will continuously die out a set number per turn... this creates an urgency for slave-dependent empires to seek out sources of fresh slaves... to keep conquering & enslaving new planets... also creates an urgency for the good civs to quickly upgrade slaves to normal citizens before too much die out and thus lose potential taxpayers. Also, heh heh heh, it means, slaves don't last long in a neutral civ, coz they dont have any slave-increasing buildings... they have to either conquer others to get fresh slaves in batches, or conquer evil civ planets to get the slave-production capabilities and cart newly converted slaves over to their own neutral planets...


-we can make slaves as a trade-able currency just like BCs and IPs... but this removes the urgency of the previous idea of slaves dying out. This can actually be done without needing extra coding! How: park a slaver ship in orbit of your planet, and sell the ship. The slave population of that planet will automatically get transferred to the full capacity of the slaver ship. This is similar to existing mechanism of buying troop transports: When you buy troop transports from another civ that is parked on their planet, you get it filled to the brim by troops from the planet it is orbiting.

20,629 views 23 replies
Reply #1 Top
double post, deleted
Reply #2 Top
dang, triple posted.
Reply #3 Top
I like it, not so sure about the slaves dieing tho seams like alot of micro manageing, and I don't like that. But the rest sounds great.
Reply #4 Top
I had a simular idea posted on the Unofficial Inquiry. Basically the idea is to have a seperate "Soldier" and "Civilian" population count. Instead of a simple structure for soldiers, you have a slider somewhere in your domestic stats that you can adjust for your overall empire's soldier percentage out of your civilian population. Basically if you have 5 Billion people living on one world, and you adjust the soldier percentage to 50% then 2,500,000,000 billion people are trained to become official soldiers.

As you said, the soldiers would not pay taxes. So in essence the higher your soldier percentage rate you have the less your tax income.

The slave thing is interesting. Perhaps you could work slaves in a similar fashion. Basically you adjust a slider for a slave percentage among your empire. The slaves boost the overall social and military production bonuses. Another thing is by increasing the "slave slider" you decrease the overall morale of your civ. So if you have a planet on the fringes of space with 40% morale, and you start collecting slaves the morale drops very low, and possibly defects to another civ with less or no slavery, or declares independence.

This does create some interesting options as to what to do with the population of a planet you just conquered, the obvious choices being to turn them into slaves or taxpayers.

My question is if you kill the population like the Korath are suppose to do? Whats the overall benefit of doing so?
Reply #5 Top
I love these ideas.

Let's say you're at war with a genocidal, berserker race of zealots of whom most of ther population are warriors dying for the glory of the empire. Do you choose to surrender the planet, and HOPE for the unlikely chance that they'll enslave the people, and so if you re-capture the planete you can liberate the slaves and have your population back? (Or smuggle them out slowly with agents, like an underground railroad in space.) Or do you convert your entire population (Anyone who can fire a weapon) into soldiers, and fight one last glorious battle a-la Helm's Deep? I LOVE it.

Bump bump bump...
Reply #6 Top
Atlanta7, sorry if i infringed on your "first founder" idea... I did a search on the forum for "soldier" prior to posting but somehow must have missed your post.

I actually considered suggesting sliders for slaves and soldiers, just like how we have them for production & research, but after further thought, i think it is not very realistic, especially when we mess the sliders drastically from one turn to next. Instant citizens in one round, and then instant slaves the next, and back, and somehow everybody got all the needed training for soldiering after that... if people can contend with that, fine, but to me, that sounds too far off. Thus I would say that a more realistic idea would be a slower conversion between the pop types, thus the idea abt "conversion per turn thru special buildings".

Also, this creates more urgency to have sufficient standing army in place, rather than easily converting the citizens into soldiers right before the invasion took place, thus making the "soldiers don't pay tax" twist pointless, as players will always set soldiers to zero by default to maximize tax income. What do you think?

as for the Korath's decision to kill pop upon invasion, yeah, as of now, there seems no gameplay motivation to do so, rather, it is more because of story decision. One way to go around this is by making Korath having exceptional racial bonuses, but as a penalty, they will ALWAYS exterminate the pops of planets they invade.

Or, if we want to keep genocide optional, we then need to find other motivation/desirable effects from choosing that action... e.g. if we choose to keep the existing pops, that planet will have higher chances of revolting (only if we invade by force), thus if ye coldblooded conquerers have no patience to see this happen, you can just kill everybody there and put our own very happy contented settlers in their place.

That is of course a negative reinforcement motivation. If we want a positive one, how abt having our own civ's loyalty and approval receiving a bonus everytime we exterminate a newly conquered planet? provided that we are of the evil alignment, of course...
Reply #7 Top
The thing is, take some older examples. The Spartans of Greece were an all warrior people. Slaves did most of the empire's work, so if a player wanted a civ in a simular manner how would he/she go about doing so? You do make a point though, instant soldiers prepared for the invasion would be kinda odd, then back to paying taxes the next week.

Perhaps there should be limits to how the sliders work though. For instance if I put the troop slider on 100% my entire population should not just turn insta soldier. It should probably be a gradual undertaking, and depending on the overall population of your empire will determine how long it would take for your population to all turn into fully fledged troops. So in essence this is something that could potentially take several in-game years or so. Ethnics can play a big role too, an evil empire should probably be able to do this alot faster than a good civilization.

Also, I guess the "genocide" would happen during the invasion. Your empire should lean towards pure evil if you gas every civilian, or nuke the planet to death before invading. That in itself should eliminate the population and considered genocide.
Reply #8 Top
If they dont put this in, I will be highly dissapointed. Some brilliant ideas right here that would spice the game up a lot.
Reply #9 Top
And what every happened to the dregin "Death Furnaces" from GC1. (the dregin often mentioned them in their dialague from gc1.)
Reply #10 Top
Interesting stuff.

Some other things to add/change would be to set limits on the different species for how large a population percentage could be soldiers. Like say humans could have a max of 25%, a less war-like species less, say 20% and maybe some very war-like as high as 50% or more. As examples.

Allow some species to only use slaves that are from another species, not their own species.

Set slave production at less than regular population production, but allow less upkeep/maintenence of them. Also differentiate production rates of slaves of the same species and those of another species.

Set it so some species wont become regular population of another species when captured, either all other species or a particular one for some reason stated, but can only become slaves of that other species.

Require extra troops/police on any planet using slaves to prevent rebellion and keep order (this has sort of been covered in the morale discussed above).
Reply #11 Top
These ideas sound great, going off meisens idea perhaps instead of a max 25% of pop could be soldiers,period, kind of thing, there could be a for example a max of 25% pop could be soldiers before planetary moral starts to drop. With slavery, evil civs could have less of a moral drop from slavery, while good civs have more of one. Maybe good civs could have less of a moral drop from an over the cap soldier production, due to civilians willing to fight because their good hearted leader/civilization needs them.
Reply #12 Top
I don't generally like the idea of having a cap limit on the percentage of troops you desire. Humans are pretty unpredicable of all civs especially in times of war. Mass amounts of people were required to enlist into their respective militaries back in WW2. Now of course most civs will obviously operate at a limited soldier growth percentage so that theres economic stability (except for those warmongers). Civs should also increase their desired soldier growth percentage if they're sizing up for war or at war.

Another thing is that the whole species deal seems to add some layers of complexity to the overall suggestion. Not to say that its a bad thing, but trying to manage your empire's "Torian Slaves" and some "Altarian Taxpayers" seems a bit odd. But if implemented right, it could add an interesting dynamic to the overall game. But I think thats another suggestion to look at. I remember one of the Dev Journals explaining about how they intended on adding a simular feature to dealing with "species".

Another interesting idea would be to sell and purchase troops (mercenaries) and slaves. Think of it this way, if your civ's population is 75% soldiers and the other 25% is slaves that do all the dirty work, how does your empire maintain economic stability without taxpayers? Now by selling a good deal of those troops (which ultimately makes them mercenaries now) to another civ you can increase your treasury. You simply choose an amount of soldiers that another civ may use for their own purposes, and demand income in the form of interest, or all services payed for on the spot (meaning they give you the value of the soldiers right there and then). The slaves can obviously be sold to other civs as well in return for interest and/or total value.

That create an interesting financial aspect, the buying and selling of slaves and soldiers (mercenaries). Collecting interest would be a addition to trading neat and should or could apply to other areas as well. For instance if a civ wants my Laser V tech, I can have them pay me 250BC a week until the overall credit value of the Laser V is doubled. This would require that techs have a standard value, so perhaps Laser V is worth 2500BC in galactic standards. In the long run I end up with receiving 5000BC from that trade.
Reply #13 Top
I think you all have missed the importance of having trained soldiers holding regular jobs - the Reserves. I would think a sliding scale or percent active duty to reserves to non-trained civilian selection would resolve the issue between taxpayer hit and soldiering bonuses. (Although reservists do tend to make more responsible and productive employees ) Additionally, I would think that if a invasion by a force bent on genocide was to occur, EVERY being capable of wielding some sort of implement regardless of sex, age, social status, etc would be in on the melee. Maybe if the invasion is thwarted all the slaves would be freed (more taxpayers) and the population would get combat experience?
Reply #14 Top
I prefer planetary destruction I mean why not just blow up the whole planet. And show say earth explode:0
Reply #15 Top
Well think, when you get the planet, assuming you haven't completely decimated it, you get all of its bonuses, now it seems unlikely that your surviving troops will man all the factories and whatnot, and even mor unlikely that you can ferry over 5 million people in 1 week, so maybe the regular population is still there, albeit property of (benevolent empire's name here).

I really like your idea though, and possibly in a future expansion or patch it could be implemented as an optional thing.
Reply #16 Top
This is fairly similar to one of my proposals.
Reply #17 Top
I like the concept being proposed here, as long as it doesn't lead to micromanagement.
Reply #18 Top
I would like to see a difference between civilian population and military forces. I'd also like to see ground troops that must be raised. I think a ground force game would add a lot to the game as a whole. I'm not talking about anything overly complicated, but having to raise actual armies would be more interesting than just using your general population.
Reply #19 Top
Well one option might be to use the idea from MOO2 and 3, you conquer and slowly convert the population to your culture. This deals with the slaves issue, and then for the soilder issue you simply have to build the building to train them. You could set up a set stat that bases the number of soilders off of the population ( including the alignment and warmonger types havinga bonus ). Also if your planet comes under invasion you would have a milita created to assist the exisiting army ward off the invasion. For the milita you would get a percentage ( based on culture, alignment, and etc) of the regular population. How does this sound to everyone?
Reply #20 Top
that is a very good idea, but one suggestion, it times of war innocent people are killed, many people are killed, so perhaps even tho only the troops are fighting normal people should still get killed too to keep the realisim up. So perhaps two bars are needed, one for how many troops you still have and how many citizens have paid the price for war. Also another tactic could be to assault a planet, kill all the tax paying citizens, then take off before the attacking troops are all gone. the killing of citizens would have to be alot quicker than it is to kill troops, specially cause this tactic would never work otherwise with the enemy troops still in full force as there killing your troops.
Reply #21 Top
They should and would have to completely redo the entire ground combat system of the game to change this.

IMO they should of taken something like what was on Master of Orion 2. Its simple and to the point but it makes invasions make more sense.

That way was transports are loaded up with troop units who battle the enemies troop units on invasion. The population of that planet is considered of that alien race but you can move population of your own race or others to their if you wish. That population their also has the previous owners social bonuses.

That is how it should be done, and i assume that is how its going to be done in Galciv 3.
Reply #22 Top
They should and would have to completely redo the entire ground combat system of the game to change this.


Don't forget that the AI would need an overhaul also. I imagine this would be a very big job. I'd love to see a brand new ground combat system and racial population system (I also liked how it worked in MOO2) but I wouldn't expect to see this in an expansion pack. Maybe GalCiv3.
Reply #23 Top
Lets say you conquer a significant percentage of arcean planets and you have enslaved them instead of genocide. Now you have mixed race planets that should have a moral factor thats different than one thats completely your own. Now say arcean power and influence increases later in the game maybe there should be an increased revolt chance on these enslaved colonies.

I think you should have 3 options after defeating the enemy
enslave, higher production value low morale no taxes
genocide, same as normal colony start with your own population win small income for loot
citizenship, start with a fully developed population get the bonus of taxes etc

slide the good, evil bar based on option