Permanent Wormhole Anomalies:A Fun/Strategic/Balanced Way to Deal with Speed issues on Big Maps?

I'm going to make a lot of words here, and believe me I know how intolerable that is on a message board, generally speaking. If you've gotten this far, I thank you, and you can bail out now knowing you made a token effort. Thanks in advance for the particularly masochistic among us who actually read the whole thing.


Anyway, just an idea. I know there are tons of things the devs are already busy with for TotA and elsewhere, and nothing is as easy as it seems. I'm also sure this idea has occurred to a plenty of people before as being a logical sci fi concept, but it occurred to me last night in the context of speeding up large map travel, without going back to broken DL status.


I believe, for the most part, the engine speed nerf in DA was a great call, and has had a positive impact on gameplay and strategy in GalCiv2. The absurd ship speed in DL completely overwhelmed the AI, and as long as #attacks per round is directly equal to ship speed, there's simply no way to compensate for ships that are attacking 20+ times per round, can be everywhere without commitment, and still pack ungodly firepower, while the AI stands around blinking.


However, great as it is on the small scale, on the largest maps, it has had the affect of significantly slowing down the game, just from a pure logistical standpoint of covering the great distances. The slowdown on larger maps in a game Like Civ 4 isn't nearly as pronounced, even though the units aren't nearly as fast as GC2 units. The reason for this , is Civ sets up a framework for fast travel in the later game. By mid-game, you're building your railroads and airlift capability.


Right now in the game we have wormhole anomalies which, near as I can tell, are meant to be annoyances for players who leave their ships on auto-survey, as they watch their ships catapulted across the map and taken out of play for 20 turns while they crawl back to their range of influence, with no way to set the ships to ignore these anomaly types(I'm sure someone will correct me here and point out the "ignore wormhole" button I’ve always missed ).


What if, there were a few more of these, and a % of them remained "stable" after being explored, allowing express travel between the two points? Keeps some of the random "terminal" wormholes to strand ships, and make exploring them a risky proposition likely to take some time...and tweak the placement so there was always a worthwhile distance covered by the "stable" ones. A decent network of these would make large+ maps much more negotiable, and provide opportunities for strategic play, without further unbalancing the units themselves.


Now, on the one hand, it would seem like the basis for this is already in the game. On the other hand, I'm no programmer, but suspect that while great for the players, the real challenge would be to get the AI to use them deliberately. I have no idea what that entails. But there's strong genre precedent for the concept (Deep Space 9, Babylon 5, Stargate, etc.), and it opens up all kinds of possibilities, in addition to making big maps much more fun.


1) What if you were able to fortify and take control of the wormholes somehow, maybe by surrounding it with ships, and control it as a strategic "chokepoint", like the Panama Canal?

2) Perhaps with sufficient Starbase technology, you could build a starbase to control/regulate/fortify it, adding another much-needed reason to research starbase tech. Perhaps then Civs wanting to use it would have to pay a "toll", and hostile Civs across the map would have to fight for control of that point, or come the long way.

3) What if a naturally occurring stable wormhole was actually very rare on the map, but for a more deliberate application of the same concept, with sufficient Starbase research, you could actually build a "supergate" starbase linked to another across the map? You would still have to be able to make it to the point where you want to build the supergate in the first place, and then protect that position in a war. It would provide interesting opportunities to build "survey-constructors" that could slowly build a supergate if on the other side of an anomaly they were sucked through. And it would provide strategic targets during wars, as you desperately try to destroy a gate to staunch the flow of enemy ships into the heart of your space.



7,470 views 10 replies
Reply #1 Top
What, no responses to this wormhole idea? In any case, I think it's a good one.

I came up with this following idea:

Late in the game, really late- perhaps make it off of a tech like Beyond Mortality, or Deeper Knowledge, make a tech called Artifical Wormholes. Once researched, you have the power to actually 'create' wormholes.
You'd set an endpoint, and it would start somewhere- anywhere- near your core systems (older planets, but possibly not where you want it). The idea would be you could send a fleet through to the other side of the map and engage the enemy.

Now, how wouldn't this be unbalanced?
1. The enemy can use this wormhole as well. So if you make it too early, they might send some warships and sporeships through and you're in trouble (or warships and transports, you get the idea).
2. Anyone who bothers researching that far out is probably going to go for a tech victory, as it's so late game. If you are going to waste time researching it while your rivals get better military technology (or worse, go for a tech victory themselves) and instead go for wormhole conquest, you could be beaten to a tech victory.
3. You can guard wormholes in the following way. First, you can build a Warp Starbase over it. The Warp Starbase has to be destroyed by ships coming through, but your own ships can go through it. (It can be used by anyone, whether they built it or 'recieved' one). I suppose they'd also boost speed in their radius as well, or something like that.
Or, you could use a Minelayer (like a Space miner) and lay a minefield. This field could also be upgraded (maybe a tech tree like 'Mine Laying 1-4?') which allows more mines in the field. When ships come through, the mines explode and destroy them, leaving less mines. The idea would be a fully upgraded minefield could withstand four hits and a new one would be blown away instantly.
4. They'd cost a lot.

I'll get to the idea of natural wormholes in a later post, this is quite enough for now.
Reply #2 Top
They said this wouldn't get done until Galciv3. Its already been discussed, many people like the idea.
Reply #3 Top
I figured as much, and mentioned so in the OP. However! How bout this:

In the interim, Devs, as a much quicker, simpler abstraction of the above ideas, how about adding an "orbital supergate" planetary improvement somewhere in the tech tree, that takes a long time to build, costs a lot to maintain, but lets one unit a turn be "airlifted" to it from a planet with a similar improvement?


This sounds a lot simpler to do, is well supported by "Civ" standard, and is maybe something we don’t have to wait another three years to see that would increase playability of big maps, without unbalancing the units themselves.


As another speedbump, you could also scale the max #gates you can have at any one time with the map size, keep a finite number in play at a time, with more for maps that need it.

Easy Peasy? (relative to the first post?) Un-possible? Willing to pay for stuff like this, of course.
Reply #4 Top
Beleive it or not, I have already made a similar permanent wormhole thread (with less word of course   ). I think it's called "idea: permanent wormholes".

anyway, most of the stuff going on here has already been discussed in the thread I mentioned.

If you want to discuss wormholes without doing all the stuff I did all over again, go HERE, thank you, bye.
Reply #5 Top
In the interim, Devs, as a much quicker, simpler abstraction of the above ideas, how about adding an "orbital supergate" planetary improvement somewhere in the tech tree, that takes a long time to build, costs a lot to maintain, but lets one unit a turn be "airlifted" to it from a planet with a similar improvement?


Same problem. Mainly, getting the AI to use it intelligently so it's not effectively a cheat for human players.
Reply #6 Top
ST: Birth of the Federation, another 4x space game, had stable wormholes. The AI didnt use it very effectively most of the time, but once in a while they would surprise you and a massive Klingon fleet could show up on your doorstep!

Sentient species taste better... Sentient species taste better...
Reply #7 Top
I keep getting a message to create a character,but i can't figure out how to can you help........please
Reply #8 Top
ST: Birth of the Federation, another 4x space game, had stable wormholes. The AI didnt use it very effectively most of the time, but once in a while they would surprise you and a massive Klingon fleet could show up on your doorstep!


Ding Dong! Ding Dong! Ding Dong!
Nobody's home!  
Reply #9 Top
Ding Dong! Ding Dong! Ding Dong!
Nobody's home!  


Klingons never use the doorbell...they just blast it open with a disruptor!

Sentient species taste better... Sentient species taste better...