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New Ideas to make your civilization really differentiate and feel like your own

 
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New Ideas to make your civilization really differentiat... - 4/17/2012 3:59:07 PM   
Philo

 

Posts: 11
Joined: 4/17/2012
Status: offline
I'm coming to DW from playing Galactic Civilizations II and other civilizations games a lot. What I like a lot about this game is how alive the galaxy feels, the private and state separated really work well.

New Ideas to make your civilization really differentiate and feel like your own

What I'd like to see is more things that affect your own government that you can manage. Cause right now it's pretty much just taxes and deciding what races go into what planet. These are just some ideas that we've seen in other space 4x games.

1. United Planets

Every year a new bill goes forth that affects everybody like say, extra tax for more than 1 alien races in any planet. Or having galaxy wide refueling rights for everyone. Or that no-one can make deals with the pirates. Or if some state is too much in the lead there could be a vote to have some kind of penalties in trade business for that nation.
Anything really, but considering this game it should a lot of the time have something to do with different races in your planets or something that affects the private sector.

Every civilization votes "yes" "no", or chooses from within the set of choices given to them. The one that gets the most votes will go through and be in effect. Every civilization will have the amount of votes as per population number (or some other number if this is gives some races too much of an edge), so bigger civilizations can basically veto against bills they don't want or drive those through that they do want.

2. Political elections, senate and labor parties

Now this is what would really change the game. Beause all the different critters on your planets all have an equal vote (unless you've enslaved them) you'd actually have to keep them happy or they will vote against your current leader/labor party and thus your leader changes.

How would the labor parties work? First of all you choose your government type, then the labor party. The leader always represents the one labor party you've chosen. Let's say you have 3 labor parties. (I've exaggerated the names of the parties for the purpose of making the point clear.)

The xenophobes - get more income + moderate state ship building increase, but for any other races on your planets get a moderate penalty of negative happiness.
Peacekeepers - Much Better diplomatic relations with most types of foreign governments, faster building of private ships, small state ship building penalty, big war unweariness penalty,
The Conservationists - Moderate bonus on planet quality. Moderate bonus on high tech research. Small penalty on state ship building. Small penalty on facilities and shipyards building. Small penalty on all ship maintenance costs.
Explorer's party - Big bonus for explorer ship speed, small bonus on energy research, small penalty on mining.

Ofc I did that just from the top of my head, you should have like 10-20 labor parties that are balanced around.
Now all of these labor parties would have preferences around which the different races vote on if they're not happy. Humans would vote for peacekeepers when unhappy and etc.

If they're happy they'll vote for the current one. For example xenophobes would be voted for if it was the current leader's labor party and happiness has stayed above 80. But all the minor races on your planets would ofc vote for something else.

Elections would be every 3 years, if your party (your leader) loses the elections, the leader changes, and the new leader will represent the labor party that your civilization voted on.

When you lose the leader and are forced to have a labor party that doesn't fit your plans, I haven't really thought out how to basically get your own candidate leader to run an be elected.
--

But yeah, I think these 2 improvements would really make this game something totally awesome. Even worthy of their own expansion.

< Message edited by Philo -- 4/17/2012 4:05:05 PM >
Post #: 1
RE: New Ideas to make your civilization really differen... - 4/18/2012 3:20:41 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
What if you are playing a hive mind?
Basically I am against everything you wrote which is too bad because you put a lot of effort into it.
But I like the game and dont want radical changes.

I think your suggestions change the game. I dont want changes. I want improvements.
Not saying your ideas are bad; just nothing there I actually want, given that dev time is a limited resource.

(in reply to Philo)
Post #: 2
RE: New Ideas to make your civilization really differen... - 4/18/2012 1:33:25 PM   
Philo

 

Posts: 11
Joined: 4/17/2012
Status: offline
Yeah it's all right. I think a lot of people don't agree with me because there are so many views and only 1 reply.

These are just stuff that GalcivII has, and would imo fit perfectly in Distant Worlds.

If there is something else that would make it more important when you have different races living in your planets I'd probably like that too. Now they're only a bonus science/whatever as they are right now.
Basically some kind of internal civilization management. Since there aren't even that many buildings to build I feel that it's lacking a bit.

< Message edited by Philo -- 4/18/2012 1:35:32 PM >

(in reply to jpwrunyan)
Post #: 3
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