Beeing a pirate

Hi,

I just got the idea of beeing a pirate, nothing huge, but I thought of this.
When you destroy a tradevessel (one of these transporters following the tradelines) you cancel this tradeline.
What about another option?

[Tradevessel]
You encountered a alien tradevessel, what do you want to do?
[Destroy] [Board]

When boarding the ship, you would receive some bc, depending on the income of this route, after this the route would be resettet, but noch destroyed. When destroying the vessel, you would not get any money, but the traderoute would be gone.

Stupid idea?
5,937 views 5 replies
Reply #1 Top
I don't think it would be a very useful option in the long run, and it could also be exploited for a decent amount of free cash.

-Dewar
Reply #2 Top
Meh. That would surmount to a war declaration, and you need planets. You'd be kicked to pieces as free-roaming pirates such as the ones in game.

Besides, after the exploitable early stage it's useless. who needs piddly basic 11bc when you make up to 2000 bc per turn?
Reply #3 Top
He does make an interesting point, however. It would be nice if we had more methods to play our races rather than just being a member of the U.P. and a universally accepted Galactic Empire.

It might be interesting to create nomadic empires (allowing for both merchant-based empires moving from system to system or an empire of pirates), or to give more diplomatic options (create a mercenary empire - we're willing to take certain planets over and hand them to you for a price, or lend you the use of our soldiers in your own invasion), or even just new ways to fight (taking over ships rather than blowing them up, salvaging scrap after combat or developing new armour/hull types that, say, regenerate a point of damage every three combat turns or weapons that sabotage enemy weapons - make their weapons less effective through sabotage rather than shielding). Heck, it'd also be pretty cool if we had new espionage options - hijacking ships, starbases, causing riots on certain planets or inciting rebellion, perhaps stealing technology or monitoring their communications with other races. Wouldn't it be awesome if you could see exactly what the Torians were trying to convince the other races to do? They might be begging the Korx to attack you - and you could see this and perhaps bribe the Korx into doing the opposite, or into staying out of the engagement.

There are tons of fun ways you could improve GalCiv2.
Reply #4 Top
It IS odd that GalCiv doesn't have a sophisticated espionage system to match it's fairly rich diplomacy. That being said, I myself don't miss it much; I hated the complicated intelligence rules in MOO II and Space Empires IV, and generally took spying penalties and ignored them.
Reply #5 Top
Eh. GalCiv2's diplomacy could be improved, too. There are a ton of options out there that we aren't getting - from recieving set amounts of cash each week (or month, or year) from a race to new treaties between them. Why can't I subjugate a race (perhaps removing my "influence" on them while getting them to pay me money each turn and essentially do whatever I want until they rebel - at the cost of relations with good races who will try to liberate my newly acquired servants), or enter into a vast technological trade with my allies - perhaps letting us pool our resources to research technology at an advanced rate (though neither of us will ever get technology that the other doesn't)?