I would picture protectorates working in galciv2 sorta like this:
Let's say I make the Yor my protectorate...
Setting it up:
-After conquering/dominating in war, you can offer the protecorate treaty. This will take a lot of convincing ( returning conqured planets, starter military units, money, treaties. etc).
Financially:
- They will pay a hefty tribute. It will be a certian precentage of thier total revenue (10%, 20%, 30%? Enough to be a burden, but no soo much as to cripple and developement - perhaps the player could choose when setting up the protectorate status for thier newly subjugated territory?).
- You will have no control over the research, military, social, or economic production of the protectorate. They are totally free to run their territories as they see fit.
Tactically:
- Their planets, mines, and stations count for me in terms of range. My ship can orbit thier planets if there is room to do so.
- The bonuses from thier stations and resource mines will apply to me where applicable.
- You will have no control over thier military assests (ships, stations, constructors, mines, stateions etc) or targets. (ie the protectorate can expand if they want)
Influence:
- Their planets, stations, mines, etc will still produce influence, but their influence will be considered that of your empire (ie. it is given entirely to you).
- By the same token, you are prohibited from culure flipping your own protectorate.
- The protectorate can be flipped by other races.
Diplomatically:
- Tech should be slightly cheaper for you to buy from your protectorate.
- The protectorate will be totally free to make/break any treaties they wish or declare war on anyone they choose, providing it is not directly contrary to your treaties or declarations of war. (this includes honoring your embargos, if you have any). In addition they will have to honor your declarations of war and support you. Essentially the same as an alliance.
- The protectorate will follow you on UP votes.
- If not done already while setting up the protectorate, it should be easier to get research and trade treaties from the protectorate.
I delibrately left a lot of breathing room for the protectorate for two reasons:
1) Protectorate status should flow both ways and the player could be made to be a protectorate. As players we would want some freedom to try and break our chains. Being totally locked in would be boring especially if its considered to be a game ender or dead end for players.
2) By giving the protectorates a degree of freedom and having the player "inderit" the protectorate's influence and range, game play can become more dynamic and interesting.
For example:
I made the Yor my protectorate, but it turns out the Yor had built 3 influcence bases around the drengin homeworld and the drengin were getting pissed at the Yor. Now they are pissed at me.
-or-
I made the Yor my protectorate, but it turns out they are firebrands in my game and are consistently dragging me into wars to save thier butts. I gotta make the choice between cutting them loose, or maybe trading thier protectorate statues to another race and letting them deal with the Yor.
-or-
I made the Yor my protectorate, and after years of peace and prosperity they become powerful enough to challange me, and boom, I have a civil war on my hands!
What do you all think?