SUGGESTION: Blockades

One thing I'd quite like to see implemented is a basic blockade system.

 

Because really, if you've lose all control of your space to an enemy, then your internal trade and communications will be devastated. Presently, not so much. I have AIs declare war on me long before they have transports, I have them successfully occupying chunks of territory... and I don't need to worry, because they can't actually hurt my planets in any way yet. I understand that organizing 3 billion soldiers or whatever requires a tech gate, and I'm cool with that, but really there needs to be some genuine threat to the enemy's production from losing control of space.

 

Nothing major - just a system whereby, if the enemy manages to put a warship into unopposed orbit of your planet, you get some negative pop growth or reduced production. Or both. If an enemy warship is adjacent to an undefended planet, then that planet ought to be slowed down at least a little by its presence.

31,222 views 7 replies
Reply #1 Top

They should be bombarding you and destroying 1 improvement per turn. That would certainly have an impact and make some sense. I miss ascendancy and it's limited ammo bombardment components lol

Reply #2 Top


Nothing major - just a system whereby, if the enemy manages to put a warship into unopposed orbit of your planet, you get some negative pop growth or reduced production

... G> bombarding you and destroying 1 improvement per turn

End of quote

Interesting idea but could be kinda a big change to the system.  Obviously an act of war.  Should pirates be able to do this?  1 improvement per turn seems harsh, maybe a % probability.   The way the AI parks ships around tour planets now, it could cripple you really fast

Reply #3 Top

Right, so you should probably try defending your empire :)

 

But, it could be a 100% chance a turn, minus planetary defense or resistance if you like 

 

And definitely an act of war. :)   but this way a transportless enemy is still very dangerous

Reply #4 Top

Quoting Gauntlet03, reply 3

Right, so you should probably try defending your empire
End of Gauntlet03's quote

I,d obviously need to completely abandon my approach to  building just a few high quality fleets.  Just about never build defenders for planets or bases

Quoting Gauntlet03, reply 3

But, it could be a 100% chance a turn, minus planetary defense or resistance if you like
End of Gauntlet03's quote

works for me, again would need to rethink my planet build as i almost never build defensive buildings.

Like i said, it would be an interesting twist

Reply #5 Top

What about combining this with military starbases?

economic starbases effect our worlds so can we define enemy worlds as a target?

if so we. Should be able to create a module that reduces trade revenue by -1.00 multiplier

if we could also add or remove planetary defense you could make a military starbase that makes a world immune to invasion unless the starbase was taken out or make a starbase that would allow invasions if p. def is above 150% 

Reply #6 Top

Very doable, I've done it, but I don't have the skill to teach the AI to combat it. 

 

Also, I felt it was too good for the cost and range of a MSB.  I think a unique ring with a very small range is better. 

Reply #7 Top

 

Quoting Gauntlet03, reply 6

Very doable, I've done it, but I don't have the skill to teach the AI to combat it. 

 

Also, I felt it was too good for the cost and range of a MSB.  I think a unique ring with a very small range is better. 
End of Gauntlet03's quote
I did it accidentally in a version of ilo I was testing out by giving various flavors of move penalties to military/mining databases & because cojstructor modules had 4 module points along with larger starbaserange, the Ais's all inadvertently made huge tarpits everywhere

 

i also felt it was way too good once I realized how powerful it was &and made use of it.

 

I think a balanced implementation woulsd need a starbaserange shaped like /, |, --, \between two starbases rather than the big hex shape