One thing I would like to see in GC3 is the ability to close your space to other races.

Meaning, If they try to enter your space. they get a warning that doing so would provoke a war. And then they choose what they want to do. Ofcourse, Other races could close their space too.

 


Comments (Page 2)
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on Oct 31, 2013

Martok

I too would like to be able to "enforce" my borders (in some way that doesn't require me to actually patrol/defend every single millimeter) -- during peacetime, that is.  Obviously, it doesn't apply when you're at war with someone.  

 

I'd love to see Starbases able to exert a zone of control around themselves to do that. "This is my space, and you can't go in here without the base engaging".

IMO that's more interesting than just having the border act as a wall.

on Oct 31, 2013

The real hazard to ships travelling your space is not from armed starbases but from gravitational anomalies along the intended flight path.  A typical galaxy is vast and ever-changing.

If you haven't got updated navigational information from the local Gravitational Positioning System then you would be forced to make a little jump, scan ahead, then make another little jump, and so on.  Or you could take your chances and maybe burn out your hyperdrive because you didn't know about some rogue planetary body.  Oops.

on Oct 31, 2013

i believe i brought something similar up in a star-base thread but essentially a star-base should have a limited number of push/attack points per turn

if a ship of a race you don't want in your space ends its turn inside the influence of a star-base it would get pushed back to the point it entered

if you were at war the star-base should be able to attack any ship in its influence

this means that a ship that's fast enough could pass right through the influence range and be on the other side or if it came with a large enough armada to take out the star-base, or possibly send in some small sacrificial ships wasting the star-bases attacks for that turn

on Oct 31, 2013

michaelwhittaker
This reminds me of Civilization 3 and 4. I like the 3 version better, so I can still walk up to cities and take them at the start of a war. The 4 version was annoying; because, U would either have to have a treaty to go into someone border or when u declared war all your forces were forced out of the territory

i actually used this aspect quite often in galciv2 i would play a super isolationist focused on cultural techs this meant if anyone declared war on me they had a long slow way to get to my planets giving me enough time to build my fleets/get my fleets in position

on Oct 31, 2013

Tridus

I'd love to see Starbases able to exert a zone of control around themselves to do that. "This is my space, and you can't go in here without the base engaging".

IMO that's more interesting than just having the border act as a wall.

This.  It gives the option but requires effort from the player (as opposed to just clicking a diplomacy button).  Closing your space, or controlling access to your space, should be a strategic decision that you have to invest time and resources into.  

 

on Oct 31, 2013

Tridus


Quoting Martok, reply 14
I too would like to be able to "enforce" my borders (in some way that doesn't require me to actually patrol/defend every single millimeter) -- during peacetime, that is.  Obviously, it doesn't apply when you're at war with someone.  

 

I'd love to see Starbases able to exert a zone of control around themselves to do that. "This is my space, and you can't go in here without the base engaging".

IMO that's more interesting than just having the border act as a wall.

 

This feels like probably the best way to do it. Perhaps give military ships the ability as well, although with a much smaller zone of control than star bases. The one thing I'd do differently though is not make ships on a "cargo" hull adhere to this rule. That's just me though.

on Oct 31, 2013

mattiscool555
The one thing I'd do differently though is not make ships on a "cargo" hull adhere to this rule.

So, troop transports and warships using a cargo hull are free to cross your borders, or am I misunderstanding something?

on Oct 31, 2013

Gaunathor


Quoting mattiscool555, reply 21The one thing I'd do differently though is not make ships on a "cargo" hull adhere to this rule.

So, troop transports and warships using a cargo hull are free to cross your borders, or am I misunderstanding something?

He probably intended it to be freighters or trade ships. Things used by trade routes, not ships with military modules.

on Oct 31, 2013

I don't like this idea. A problem I have with this idea is what happens during the colony rush? I mean, if you are surrounded by influence form other civilizations, then you might be trapped. You could not expand without starting a war, or at the very least offending someone. Likewise, war might be come difficult to wage if a civilization is between you and your opponent. More so if your opponent has a freedom of passage treaty with the neutral.

Allowing non combat ships free passage through controlled territory might help alleviate some problems.

I think that adopting your system would require changing multiple aspects of the game, and would be more trouble than its worth. I don't know what GalCiv 3 will look like for sure yet, but I imagine it will resemble GalCiv 2 until we hear otherwise.

----

It seems like you are trying to bring over a system used in the Civilization series. In those games, territory starts out small, so its possible to sneak by cities if they don't start making culture early on. Likewise, culture was cumulative, so the sky was the limit. It was important to have some culture growth as even a small bit could become massive over time. Further more territory was quite important as it determined territory, areas you could collect resources from, and the ability to culture flip cities from time to time. It also allowed you to see everywhere in your territory.

In Galactic Civilizations, area of influence doesn't work the same. It seems to be just the range of your influence, not territory. Originally, the only thing it did was culture flip planets and affected tourism tax. Later expansions added asteroid mining, a super ability, and types of atlas modules that worked best in your influence. It also does not let you see every where in your territory by default.

Overall. In Civilizations, your territory is very important as it did many things for economically. If you did not have a type of resource in your territory, you had to trade for it (or declare war for it) or be forced to do without the things you needed it for to build. In Galactic Civilizations, it was more of an after thought, and was not very important most of the time. You had the option to ignore it most of the time, as planets and mining starbases were much more valuable.

on Oct 31, 2013

Well, my Starbase ZoC suggestion would help with that. In order to box you in someone is going to have to surround you with Starbases equipped to it, which isn't trivial and won't be happening during the early colony rush.

If you let them do it after that... well, you kind of shouldn't let them wall you off, should you?

on Nov 08, 2013

I can kind of see Divinewrath's point Galactic civilization is sort of like really small island warface; except, that the influence expands really well. I didn't mind civilizatoins 3 version as much as I didn't like fours.

In 3 it still gave me an option to ignore the request, or all the right of passage did is not mess up the citizens location. I noticed that if u made a right of passage agreement and then surounded their cities, and then wipe them off the map the Ai never forgave u that is sort of like when u have a treaty and declare war on them in Galactic civilization2.

Let's not forget about a change in demographics for civilization 4 where u couldn't build a lot of cities. There they made the right of passage suck where u couldn't enter a territory without one.  If u had one u couldn't declare war for 20 turns after u broke one. There was no way I could sneak attack.

Another problem was that was the first thing u could trade for, so the Ai was but hurt when u wouldn't trade for one; even, when u where nowhere near.

I am definatly saying I woundn't want civilization 4's version; otherwise, go ahead and threaten me all u want while I sneak attack u or not I really don't care otherwise. I would like to communicate with the other Ai leaders anyways, but IF THE  game mechanics don't allow it I don't really care. I like the ship and starbase patrolling option. I could never inderstand the patrolling or guarding option in the game. It would let transports and enemy fighter go right by and invade your planet that I was trying to protect, so I couldn't use the guard or patrol option on the game. It didn't make sense.

on Nov 08, 2013

This only annoyed me in one of the campaigns in GalCiv 2: I think the first one, where you're allied with the Altarians. Except they just build influence starbases all around the Terrans until the Dread Lords drop by.

on Nov 08, 2013

michaelwhittaker

This reminds me of Civilization 3 and 4. I like the 3 version better, so I can still walk up to cities and take them at the start of a war. The 4 version was annoying; because, U would either have to have a treaty to go into someone border or when u declared war all your forces were forced out of the territory.

That was to address where for some 'odd' reason my large armies are all parked otuside your cities. Just for... well 'military demonstrations'. Don't worry about it, nothing will happen, until army regiment No445 reaches Cairo that is... Functionally it was something the AI couldn't really exploit like players could. Creating an instant dom victory possiblity by exploiting the fact that armies could simply camp outside cities for no reason.

 

on Nov 08, 2013

I would very much like to see some type of property/trespass management implemented as a part of the diplomacy aspect to the game (thus races would not be physically prevented from entering space, but may take a diplomatic hit if they don't think about whose space they are flying through).  Techs that interfere with travel through one's space could/should be on the table as well, IMHO.

-tid242

on Nov 08, 2013

I like the idea of country borders around your planets and your star bases and which are not identical to your influence borders or scan ranges.

Everyone could cross scan ranges or move through my sphere of influence (why not?), but everyone entering my borders needs a permission, maybe except ships without military or star base modules, so freighters can establish trading routes. If you negotiate a "open borders" treaty, the partners can pass the borders. Additionally, you could even block your borders to all ships (including non-military) of another civ when the relationship cools down.

Another idea: add cloaking technology and you could pass cloaked ships through a closed border with a chance of being spotted depending on the tech level of the space's owner.

 

In a nutshell:

1. Borders aournd planets (and starbases?), default all non-military ships can move through (including colonization)

2. You can explicitly forbid somebody to pass even with those vessels.

3. You can give a free passage right for all types of ships (better: negotiate a bilateral treaty for both sides to pass through each others space)

4. you set the radius for the border around a colony (the idea of the united planets to make a international standard is nice, but somewhere I read that there won't be united planets anymore in GC3 - not suprising given the galactic situation in the game setting)

5. You can sneak through closed borders with cloaked ships, possibly provoking a war when cought.

6. You can openly voilate borders, provking a war or at least cooling down the relationship towards the civ in question.

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