Galactic Etnicity

What happens when you conquer a planet?

I presume when you invade a planet, only the tax paying citizens fight, so waht happens to the non-taxpayers ie children and elderly?

One idea I have is something from civ 4. When you conquer a planet, all remaining natives appear as a percentage of your overall population. If the planet is in your influence zone, its citezens will eventually becom your species. This could also be applied in peacetime, ie the ethnicity of a planet leans slightely towards what influence zone it is in. Planets with your species on are more loyal and happy, and if you are at war with the alien citizens home nation, they become unhappy.

What do others think of this idea?
7,088 views 12 replies
Reply #1 Top
Hello.
Reply #2 Top
I like your idea.




I like it a lot
Reply #3 Top
also i would like to add to your idea is the problem of robot race(s) - they have farms... it would be mor realistic of they had charging stations or something like that

im 100% with your idea macmatt
Reply #4 Top
Good idea, however if you implement that system, the player should also be given the option to commit genocide in order to “purify” their respective planets and ensure that such dissent caused by alien races does not affect them…

Obviously, this would be an evil act… but you cannot punish a player for having aliens complain, give them the option to remove the dissenters.
Reply #5 Top
The problem with the current system is that you have to commit crimes against humanity (alienity?) to conquer a planet, to wit: xenocide.

There ought to be an alternative to murdering every man, woman and child.

MOO had the same problem.

Can't we all just get along???
Reply #6 Top
lol, You can be good and hold hands with all the slimy xenos...

And Ill be at the head of the Terran Imperial Forces slaughtering everything that isnt Human

EDIT: besides, what about the Yor Collective? Isnt their ultimate purpose centered around wiping out every other species? This would actually put some weight behind their words.
Reply #7 Top
It is well known the the "robot race(s)" (the Yor) do not need "charging stations" as they were designed to run of of organic power sources (food- although, if they eat food, would they eat thier enemies for power?).

But oh-well, I guess you can just imagine them as solar farms for power if you really want to.
Reply #8 Top
There ought to be an alternative to murdering every man, woman and child.

MOO had the same problem.


moo2 and moo3 didn't have the problem.

in moo2, you could xenocide a captured planet... but if you didn't, then the captive population would be less productive slaves for a while, then gradually convert to normal citizens.

you could then move them around from planet to planet, assigning each to what they were good at. i liked having klackon farmers/workers and psilon researchers, for example.

in moo3, the xenocide option was gone after capture, but you could orbitally bombard a planet into an even, glassy texture instead of capturing, and then resettle.

for those with more nuanced mind, capturing an alien population with thier infrastructure intact not only increases the empire's population more rapidly than breeding, but also returns to productivity faster than building up from scratch.

instead of being "enslaved", moo3's recently captured populations have high unrest for a while, lowering productivity while it lasts... but once that's over and they can manage to produce thier own colony ships, they can be used to settle planets with enviroments hostile to the empire's main race.

as for farming by non-carbon-based life forms, the moo3 robot/cyborg races eat 50/50% minerals and food, while the silicoids just eat minerals.

back to GC2, i eagerly await 1.3's planets with different environments that different races can settle! maybe 1.4 will allow for non-xenocidal conquest?
Reply #9 Top
I like this idea very much. Prehaps you can add the idea of a standing army. A part of the population is acts as the soldiers, not your entire tax base. The size of the troop modual would have to be scaled back, but it would mean that instead of clearing the entire planet of its tax-paying members, you would just have to fight the profestional soildiers. (The defender would also have the option of a draft, but drafted soldiers would not be as effective.)
Reply #10 Top
Sorry pedxing, but the planet climate/habitation things won't be in 1.3. They are going to be introduced in Dark Avator, the expansion pack going on sale this fall.
Reply #11 Top
back to GC2, i eagerly await 1.3's planets with different environments that different races can settle! maybe 1.4 will allow for non-xenocidal conquest?


doubt that they would include such major coding changes in a patch.

the thing with Genocide(Xenocide) is that the population of the planet is going to more willing to strike up an uprising against there foreign oppressors I don't see that happen to much though in Nazi Germany the Jews and other "inferiors" were cast into Concentration Camps and were treated brutally although there are s
although, some cases like in the Warsaw Ghetto where there were organizations dedicated to an uprising against German oppressors they didn't have enough power in the end to execute this though.

I think that Assimilation is a better term that can describe a peaceful
integration into a culture, as such with the borg in Star Trek, that was more forcefull than it was peaceful, in the end they were all attched to the hive mind and were to afraid of being without the collective conscienceness to break away. Infulence in that case will win people over to you.
Reply #12 Top
WOW. MoO2 had all that, plus excellent customization of ships and ships' special systems, different habitable planets for different races, cool research options, an uber-evil race you could go and conquer to finish a random game (I'd like to do that in GalCiv2), a special system that was like a game of "king of the hill" in the center of the galaxy with a cool guardian and a paradise of a planet for a prize, some nice cataclysmic special events, cool space monsters, and more. I keep forgetting how much this game preceded its time. Really a masterpiece. Too bad its diplomacy system sucked, but other than that, it was really something.

GalCiv2 is an excellent game in its own rights, but MoO2 could still teach it a thing or two, even 10 years since its release, especially in the game's attention to the little details.