Outside the battlefield? Is there a Capital "Home" planet too?

I've been out of the forum for a while. I'm not going to back-track the 30 odd pages of posts to see all that's gone on.

I'm mainly concerned, as I've always been, about the options and gameplay available outside the scope of military management and battles. With this game, where planets and a hell of a whole lot of civilian people are under your control as emperor, it would be a real shame if this part of the game went ignored. Opions such as being able to force your peoples into certain religions or beliefs; being able to starve them or make them all affluent; killing off Gestapo style some for no reason or basically being able to make they're lives as comfortable or miserable as you want. Why not? Your the emperor. There's ways to incorporate things like this into the gameplay with a little imaginaion.

I would like to see a table (dot pesentation) or anything that just simply states the range and options that are available for bored emperors to customise their planets, governed peoples lives, society, and all that good stuff outside of the military and battle aspect of the game.

Any facts about escape pods and planet tera-forming/planet customization? Capital Home planets----that most special one of all?
23,517 views 13 replies
Reply #1 Top
... Don't forget, this is a RTS game as much as 4X -- there is simply no time for what your asking to do. What your asking for is completely out of the scope of the game -- in fact, not even Space Empires V, the ultimate empire builder, has anything close to what your asking for with "forcing people into certain religions or believes".
Reply #2 Top
Yes, as Ron said, I'm afraid you won't find much of your list in Sins. It's outside the scope of what we were going for.
Reply #3 Top

The use of culture is intended to suggest how you can influence people non-militarly. The Advent also have some abilties that can influence populations. Planets can be customized by increasing population support, infrastructure, tactical capacity, logistical capacity and you can search for hidden artifacts and such. You can also build various non-military buildings around your planet such as trade ports and culture centers. Some research does exist for improving planets habitibility. Finally, you start the game with a capital planet that determines the center point for your empire. The further your colonies are from the homeworld the less allegiance they have and are less economically viable. You can improve this by using your culture to boost your allegiance over further ranges. Once your empire is large enough it may also be prudent to relocate your capital planet in order to maximize its influence over the people you rule.

Reply #4 Top
I appeciate the heads up, thanks-----but just one more question. Will there be other ships, like civilian trade or transport ships, traveling around on their own throughout space with you (the whole space highway idea)?
Reply #5 Top
Yes, you can build trade ports and refinery stations that automatically produce ships that travel between planets you own and your allies' planets (if they have trade stations), so there's always traffic between planets. There are currently no civilian transport ships and such, but who knows what the devs are cooking up
Reply #6 Top
The use of culture is intended to suggest how you can influence people non-militarly.

You are saying elsewhere that the planets keep the human population and you send in administrators and troops to ensure the loyalty when you "colonize", regardless of whether you're Vasari or TEC, and there are also some weak militia present on all "unowned" grav wells.

Currently you need an enemy administration in order to have culture change the allegiance, which seems odd. Since there are people in these places before this happens, how come the culture spread does not affect them and make them join your empire peacefully?
Reply #7 Top
Because the administration allows them to build the infrastructure needed to actually pick up the culture broadcasts. You can't be affected by TV broadcasts if you don't have a TV.   
Reply #8 Top
Uh, yeah. They travelled through space and set up their lives on an ice planet, destroyed all their tech and have been cursing their stupidity for forgetting to bring the guy who knows how to make communication devices .
Reply #9 Top
Because game balance dictates that it works a certain way, and no other?
Reply #10 Top
yeah, what ron said, and the fact that unless you're playing a huge map your colonizing should be mostly done by when you get media centers, and the fact that planets you have just blown the infrastructure off of are also uninhabited, and (presumably) in a state of major anarchy or everybody's dead, and in neither case will culture get a planet to join you (especially since the infrastructure would have to spring fully formed from zeus' head, and isn't just what it was for the other guy, complicating the code yet again)
Reply #11 Top
Uh, yeah. They travelled through space and set up their lives on an ice planet, destroyed all their tech and have been cursing their stupidity for forgetting to bring the guy who knows how to make communication devices .


Yes. The Flying Spaghetti Monster reached out with his noodly appendages and smote the communications experts.   

But you might be surprised how often in sci-fi new colonies lose technology after arrival.
Reply #12 Top
What xthetenth is saying is definitely what I see in the game, that the uncolonized/bombarded planets are lifeless, apart from the local militias. However it is repeatedly said that contrary to every visual evidence (including the UI of the relevant ships), the Vasari and TEC do not colonize planets, but only take over administration of the already present populations. I can accept that it's a game balance thing as Ron says, but the way things are explained does not make any sense.
Reply #13 Top
It will be fun either way.