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  #1  
Old February 6th, 2001, 01:05 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Empire wide facilities

Like almost every other idea posted here, we've already thought of this in the beta forums. I suggested a "Seat of Government" ability that would let you create a facility (or component! -- remember the Minbari 'Grey Council' staying on a ship is deep space at all times?) that represents the actual center of control for whatever form of government your races uses. It's the "Imperial Palace" for monarchic or dictatorial governments, but could also be the 'parliament' in more democratic systems. If this "Seat of Government' is destroyed there would be a huge hit to happiness on all of your worlds and you would lose the ability to control most of your ships and fleets in space for a few turns, at least, while your government reforms somehow.

There are also ideas for "trading post" and "embassy" facilities floating around. You could build an embassy for a given empire and you would NOT lose contact if the 'direct path' between your empires was broken, for example. And maybe relations should be stronger -- an AI empire would react less negatively to bad events and maybe not be fooled by tricks like a 'communications mimic' intel operation. It would be really interesting if the 'Seat of Government' could be transfered to an embassy somewhere in a friendly empire whenyour homeworld was conqueredor destroyed... government in exile?

You could build a "trading post" close to an empire you were trading with and get more trade benefits. Not hardly as interesting as embassies or seats of government, but useful.


[This message has been edited by Baron Munchausen (edited 05 February 2001).]
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  #2  
Old February 6th, 2001, 02:03 AM
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Instar Instar is offline
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Default Re: Empire wide facilities

Well, I figure that the Palace could make people happy by having a center of government (it doesnt have to be a Palace for the emperor, more like a place for the government)
Id agree with the statement about only on Homeworlds, but thats really restrictive and the game doesnt let you specify that. (Also, you only get one homeworld)
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Old February 6th, 2001, 02:26 AM

HreDaak HreDaak is offline
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Default Re: Empire wide facilities

quote:
Originally posted by Baron Munchausen:
Like almost every other idea posted here, we've already thought of this in the beta forums. I suggested a "Seat of Government" ability that would let you create a facility (or component! -- remember the Minbari 'Grey Council' staying on a ship is deep space at all times?) that represents the actual center of control for whatever form of government your races uses. It's the "Imperial Palace" for monarchic or dictatorial governments, but could also be the 'parliament' in more democratic systems. If this "Seat of Government' is destroyed there would be a huge hit to happiness on all of your worlds and you would lose the ability to control most of your ships and fleets in space for a few turns, at least, while your government reforms somehow.

There are also ideas for "trading post" and "embassy" facilities floating around. You could build an embassy for a given empire and you would NOT lose contact if the 'direct path' between your empires was broken, for example. And maybe relations should be stronger -- an AI empire would react less negatively to bad events and maybe not be fooled by tricks like a 'communications mimic' intel operation. It would be really interesting if the 'Seat of Government' could be transfered to an embassy somewhere in a friendly empire whenyour homeworld was conqueredor destroyed... government in exile?

You could build a "trading post" close to an empire you were trading with and get more trade benefits. Not hardly as interesting as embassies or seats of government, but useful.


[This message has been edited by Baron Munchausen (edited 05 February 2001).]



Excellent ideas! I too hope that MM will implement these when they have time.
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  #4  
Old February 6th, 2001, 06:33 AM

Zanthis Zanthis is offline
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Default Re: Empire wide facilities

When/if your "seat of government" is destroyed, you should "lose" a few turns. Just have the game End Turn you two or three times in a row.

Would have to be some serious penalty to not having a "seat of government" otherwise no one would build one for fear of it being destroyed, though.
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  #5  
Old February 6th, 2001, 09:35 AM

Tomgs Tomgs is offline
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Default Re: Empire wide facilities

What happens if you capture an enemy "seat ofgovernment"? Do they just lose bonuses or do you gain bonuses from having the facility?
It would be difficult to make the game know that it was a different races's seat of government building and not yours. Of course your morale (happiness) should go up a bit if you capture an enemies capitol.
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Old February 6th, 2001, 10:02 PM

Aq-s'ain Aq-s'ain is offline
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Default Re: Empire wide facilities

Hmm... Maybe this "Seat of Government" shouldn't be a component at all, but instead a condition of a ship/planet. So basically you simply select some ship or planet and click some button and that's it. However, you can only move the Seat from place to place if the places in question are in the same sector (i.e. to move Seat from one planet to another you would have to use some ship as a transport). What do you think?

[This message has been edited by Aq-s'ain (edited 06 February 2001).]
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  #7  
Old February 7th, 2001, 12:10 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Empire wide facilities

quote:
Originally posted by Aq-s'ain:
Hmm... Maybe this "Seat of Government" shouldn't be a component at all, but instead a condition of a ship/planet. So basically you simply select some ship or planet and click some button and that's it. However, you can only move the Seat from place to place if the places in question are in the same sector (i.e. to move Seat from one planet to another you would have to use some ship as a transport). What do you think?

[This message has been edited by Aq-s'ain (edited 06 February 2001).]



That's basically the "Emperor location" method. It's just an abstraction. It might be easier to handle from a code standpoint, but realistically a government uses real estate and resources to do its business. It makes more sense to have a real facility or component that represents the government -- offices, records, communications equipment, etc...

As for a penalty for NOT having a Seat of Government:

1) A huge increase in susceptibility to intelligence operations of all sorts?

2) An increasing risk per turn of planets spontaneously rebelling regardless of any PPP operations? (5 percent++ per turn. 1 in 20, 2 in 20, 3 in 20... in a year there's a 50/50 chance that any given world will rebel and form its own empire... quite nasty, though it might be funny to see someone try to put a splintered empire back together.) The risk ought to decline only at the same rate, btw, not just stop cold when you get your seat of government rebuilt.

3) A loss of a certain percentage of all production to corruption? -25 percent of all resources is a pretty stiff penalty. Or this could be an increasing thing like the risk of rebellion. Same deal with the gradual decrease, too.

Do these sound like good reasons to maintain a seat of government?

There could be a special racial ability, "Anarchists" or something, that lets you do without a Seat of Government, too.

[This message has been edited by Baron Munchausen (edited 06 February 2001).]
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