Lead Developer, Stardock Entertainment

All the discussion on Brad's last dev journal sparked another discussion about the right of passage treaty here at the office, and I have come up with another suggestion that I would like to put to you, our users.

Currently, you can attack a ship or planet, which causes a declaration of war. My suggestion is that we put a "Declare War" button on the foreign policy screen and make it so that the player must declare war before attacking any ships or planets. When you first declare war, any of your ships in enemy territory will be moved out of enemy territory, as it is when that United Planets issue is in effect. Since this behavior would now be standard, we would remove that UP issue.

This would have the benefits of not nerfing the engines while not allowing sneak attacks, and eliminate a lot of the complications that would come with trying to simulate borders in space. It's not a realistic solution, but it's one that I think will benefit the gameplay.

I realize that this might disapoint those of you who would like to see more meaningful diplomacy options, but I think that we can come up with other ideas for you.

edit: Sorry, it's doing that weird thing again where it shows up as black text on the forums, so I had to made the text blue so it would be more readable on GalCiv2.com, but I'm afraid if I make it white or something, it will be illegible on joeuser.


Comments (Page 9)
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on Sep 30, 2007
Personally I think that cultural borders should be different from the influence borders. Just make the cultural borders extend a certain set distance from the planets you own. So lets say that you have one planet, the cultural border would extend say 5 parsecs out from it in a circle unless it comes in contact with an alien border.

You could also make it a bonus that if you have all the planets possible in a solar system you get a larger circle originating from the star, say 15 parsecs instead of the 5.

In this way I don't think ti would be unbalancing if the you implemented the UN deal for all wars but only with relation to cultural borders instead of influence borders.
on Sep 30, 2007


Let's add another rules change, then..the inability to upgrade a ship without an attack rating?


outside of your controlled space.


It's a different thread, but I disagree with the concept of upgrading ships outside of a shipyard. Repairing them: no problem wherever they are. Upgrading them: not when they're not in a shipyard.


Let's split the difference. Ban upgrades outside of a player's cultural territory.
on Sep 30, 2007
Let's split the difference. Ban upgrades outside of a player's cultural territory.


sorry this is what i meant
on Sep 30, 2007
I think if you are in another cultures sphere of influence it should reduce your range by a set percentage. This way you will not be able to penetrate very far into another emire but if you share a planet on the edge of another empire and its in their space you will still be able to get to it. The advantage of a border treaty is that you could pass through their shpere of influence without a range penalty.

This will satisfy the people who want realism also. Since you can say that there is no support facilities that you can use in the foreign empire unless you have a treaty that allows you to.


This idea was stated much earlier in this post, but I agree with it completely. I also agree that there needs to be a definitive "cultural" and "political" border. I do admit, I'm a realist and I like to see as much realism as can be imagined. And while GalCivII takes place in the future and reality is a fine-line I believe there has to be a way to fit both sides of this "argument". I don't necessarily like the ability for sneak attacks (since the AI can't do this, it seems like a huge disadvantage). However, when would it ever be possible anyways? I would never allow a nation to scout out my territory. Much less allow military vessels inside of it. Yet I have no way (as of now  ) to tell them to leave my territory. This then raises another question as to what are these "borders". That is why I believe that all military vessels should not be allowed to enter an enemy's political border (not including their "cultural" border) without repercussions. If you do have a right of passage with a nation, Trade ships and scout ships would of course be able to come in (and move at full engine capacity). If you try to get into a nation for a sneak attack, they are most likely going to declare war before you get close to one of their planets anyways. It keeps the depth of reality alive, while not making the game unbearably realistic and micro-managed. What do you think?
on Sep 30, 2007


You got me. Damn upgradeability. Though this would still make it more expensive than is currently the case.

Let's add another rules change, then..the inability to upgrade a ship without an attack rating?



Problem- too artificial.

I want sneak attacks to remain in the game, but at a serious diplo penalty.

Open/Closed borders is a great idea if done right- it's hard to do right though.
on Sep 30, 2007


You got me. Damn upgradeability. Though this would still make it more expensive than is currently the case.

Let's add another rules change, then..the inability to upgrade a ship without an attack rating?



Problem- too artificial.

I want sneak attacks to remain in the game, but at a serious diplo penalty.

Open/Closed borders is a great idea if done right- it's hard to do right though.


How about with the above suggestion of no upgrades period outside of one's cultural territory? If you really care about realism (and i don't).

And the diplomacy thing can work, in fact, i suggested the same thing months ago. But the penalties have to be universal, and not just to the civ being attacked. And they would have to be large. Some think that would be too blunt an instrument.

And again, sneak attacks are easy and take little skill. I don't see why they have to remain in the game.
on Sep 30, 2007
every army tries to make every attack a sneak attack.
on Sep 30, 2007
One thing, if the AI is in war state, it shouldn't declare war until it attacks.
Civ IV does this

Cultural borders can be made by using a constructor and influence starbase, so that earlier proposal won't work too well.

Let the AI sneak attack a bit as well.

on Sep 30, 2007
The Right of Passage treaty should be a bidimensionnal treaty (like alliance, if you have a RoP with a race, that race has a RoP with you) that allows military ships to travel into another race space without triggerring build up warning from the AI. That way, you could help an ally in another part of the galaxy without annoying a neutral race by having your fleet passing near its planets. In short, a race which whom you have a RoP treaty shouldn't declare war against you for military build up concern.

The cancelling of a RoP treaty should be treated for ships like a declaration of war with the UP issue that enforce relocation of ship. The cancellation could be made in the diplomatic screen by specifically cancelling it. And naturally, you can't have/maintain a RoP treaty with a race if you are at war with that race


My two cents worth (if it is even worth that much!)...

I like what Peace Phoenix said above. It seems simple enough and does not seem to be much in addition to what is already in the game. If there is no RoP then foreign military ships would trigger a build-up warning as Peace Phoenix said. To expand on this, the build-up warning would not necessarily mean that the other race would declare war but would add a negative point in your relations with that race (perhaps a double negative if you have LOTS of military ships in their space). The AI could warn you to remove your military ships from their space if you don't have a RoP with them if your ships have triggered a build-up warning for them. This warning would be similar to the warning that they give you when you have a couple of strong influence starbases next to their planets.

I think that it is OK to move ships out of another races culturally controlled space if a RoP is cancelled (either diplomatically or through the declaration of war). I have never found the UP event like this silly - it just adds another thing to consider when I play which is good for variety (and I haven't seen anyone complain about the UP event before the RoP topic started so why start complaining now! ). If you don't have a RoP with another race then you can still launch a sneak attack but your ships would have triggered a build-up warning with the AI race and so they should be watching you closely (not to mention the cool relations that you would have with that race due to the negative point that your ships in their space without a RoP are causing to your relations with them).

If people are worried that moving ships out of culturally controlled space will then leave planets that are within in another races influence unprotected then perhaps ships should also be moved to within the squares immediately around a planet owned by the owner of the ships even if all of that space is technically in the influence of another race. Alternatively, Cari's idea about returning the ships to the world where they were build is another OK suggestion (except that planets have a limit (10 ships?) to how many ships can be in orbit so I don't know how her suggestion would work with this limitation.

As a semi-side note, I think that implementing actual borders (instead of just using cultural borders as a quasi-border) is silly! This is space. Sure your race might have influence over a large portion of space but it is not really owned by anyone. What are you going to do to declare ownership? Put up a big fence? Remember that space is 3D so the fence would have to be a sphere. Also, if there are actual borders then what happens when there are two planets in the same star system owned by two different races? It would be complex and annoying trying to determine a good way to fairly and logically handle actual borders in instances like this. I think that actual borders *would* add too much complexity without any (or much) benefit to gameplay.
on Sep 30, 2007
One thing, if the AI is in war state, it shouldn't declare war until it attacks.
Civ IV does this

Cultural borders can be made by using a constructor and influence starbase, so that earlier proposal won't work too well.

Let the AI sneak attack a bit as well.



The ai will not be able to sneak attack as well, because humans are inherently more aware and in a better position to exploit ai ship positioning, especially when its targetting other ais.

And again, I don't see how erecting an expensive artificial border will be much of a problem for the ai given that my proposal allows non attack ships to pass through without a war declaration. Influence starbases are also easy to take down.
on Oct 01, 2007
Add the Declare War button. Add the 'push out' functionality. Remove the UP event.

But...

Still allow sneak attacks, with a very large diplo hit...and a planetary defense bonus (10% ??) on every defending planet after the 1st invaded (defender's homeworld would get 10% even if it were sneak attacked, 20% if it were not the 1st hit.)

Substitue a UP vote, with an increasingly likely chance of coming up, condemning sneak attacks in general. When condemnation statute passes, future sneak attacks give a chance (30% ??) that sneak attacker will get thrown out of UP.

drrider
on Oct 01, 2007

As I have said before:

BTW, I wonder is the problem is really sneak attack or unability to defend a planet with a fleet without the proper planetary improvement (Orbital Fleet Manager). I understand that coordonating defense around a planet is more tricky than battling into empty space, but instead of being unable to use fleet to defend a planet, why not using fleet build with the half of the logistic capability when there is no OFM on the planet?

I am wondering if the problem is really sneak attack or if the problem is the inability for the AI to successfully defend its planets when war breaks because its orbiting ships are sitting ducks waiting to be shot and its inability to launch fleet to intercept incoming fleet? 

on Oct 01, 2007
I am wondering if the problem is really sneak attack or if the problem is the inability for the AI to successfully defend its planets when war breaks because its orbiting ships are sitting ducks waiting to be shot and its inability to launch fleet to intercept incoming fleet?


This is mostly true, but even if the AI would launch orbiting ships in fleets to attack instead of having them sit in orbit waiting to be shot down one-by-one... it wouldn't solve the sneak attack problem, because a sneak attack implies that the AI won't have the chance to be able to react to the player's attack in that matter.

I really would like to see the OFM be dropped and just have all planets be defended by fleets as if they had one... *shrugs
on Oct 01, 2007
I am wondering if the problem is really sneak attack or if the problem is the inability for the AI to successfully defend its planets when war breaks because its orbiting ships are sitting ducks waiting to be shot and its inability to launch fleet to intercept incoming fleet?


That's similar to the point I was making earlier. In my current game, for example, the biggest, baddest thug AI empire had at least one battleship or dreadnought orbiting every one of its planets, usually two or three, plus some frigates and defenders. If it had launched all of those big ships, fleeted them, and sent them to attack, I would have really had a run for my money. As it was, I just had to slow down every so often to replenish my transports and build a few new attack ships. What does the AI do during a pause in hostilities? Build more dreadnoughts that never leave orbit and send a few easily-picked-off singleton battleships toward my borders.


on Oct 01, 2007
I don't really like this primarily because it would allow players to fence off massive amounts of space they can't realistically control.

It would be possible. However, AI could declare war on you in such case (after asking for RoP treaty), and colonize the inner planets anyway.
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