Protectorate Status

A new option for diplomatic interaction

It would be nice if you could offer "Protectorate Status" to minor races, or offer it as a condition of a peace treaty (or possibly ask for it as a condition of a treaty). This would entail basically a peace treaty, with a relationship rather like an alliance, only one-sided: the protector is expected to defend the protectee, but not vice-versa. The protectee would have to abide by various conditions set at the time, including potentially: tribute, a limitation on military strength, etc.

Might be fun.
14,352 views 14 replies
Reply #1 Top
Huh... my experience with at least one Minor Race made it fairly apparent that sometimes they don't need protection. A Snathi Dreadnought capable of wiping out fleets of ships told me they have no trouble making it on their own.

Though I think this is from earlier versions of the game, so maybe it's changed and I've just not had a chance to see another Snathi Dreadnought since the patch.
Reply #2 Top
I would tend to agree, General Pants, although I think it ought to be a diplomatic option for all races (both major and minor). I think it fit within the context of the game perfectly and would add another dimension to diplomacy. Do you want to attack Weak race X when they are a protectorate of Strong race Y? Furthermore, it could be linked to the conquest victory (if everyone left is your protectorate, well, you one). Although I would agrue that it should be very difficult to aquire a protectorate (they might prefer to fight to the death rather than be subjugated by you), and there is the chance that if they strengthen ehough, they might declare independance.

Could be really fun.

Peace!
Reply #3 Top
having minors turn into vassals would be a good idea aswell it could be out of there faer, or it could be capitilation
Reply #4 Top
Huh... my experience with at least one Minor Race made it fairly apparent that sometimes they don't need protection. A Snathi Dreadnought capable of wiping out fleets of ships told me they have no trouble making it on their own.


The Snathi are known for bieng absolute troublemakers

Reply #5 Top
I always feel bad when I take over a race, because I feel like I'm eradicating all trace that they ever existed. Having them in there would be a great step toward further immersion.
Reply #6 Top
Yes, but allow protectorates for majors aswell. And for the player. A protectorate could still win a joint victory with a tech victory though.

Protectorates should always vote the same way as the master in the UP elections.
Reply #7 Top
And if they dont... mrehehehe...
Reply #8 Top
a protectorate would have social production under his own control, but you would get the research and military production, + a % of taxes.

That would be beat. And, if you add more minor races into the game, it you could try to pit minor against minor...
Reply #9 Top
Sorry folks, I actually meant to include major races as protectorates as well. I just beat the pants off the Arceans, but I didn't want to take them all out, because I need them as a buffer against the Torians. So I wanted to subjugate them.

I agree: protectorates should be ALLOWED to do whatever they want... it is just a treaty. If they want to stop paying tribute, or vote against you, and suffer your wrath, so be it. You'll show those upstarts why they lost the last war!


Reply #10 Top
I too generally would much rather an option to engulf but not control a smaller race in place as a buffer between me and someone that's actually threatening to me sometimes... especially if it's something like the Yor with their superisolationist ability to slow down ships . A protectorate should have to ask permission to start a war and possibly need to be bribed out of starting it, but otherwise is free to do what they want.
Reply #11 Top
I'll second (or is it third at this point? Eighty sixth?) this motion. A way to stick a race in an "independant, but not really" position would be excellent. Making them ask permission to start a war, and having the ability to basically demand whatever you want in the trade screen would be the focus. This is an option for those who wish to survive, and are quite willing to do it on their knees.

It'd be even nicer if the dominant race could set limits on the military strength (as a percentage of their own) that the protectorate could have. The protectorate would be ABLE to build more, but they'd get warnings as they approached the limit and going over would risk the wrath of their benefactors! The AI, of course, would be inclined to follow the conditions their masters set. The nicer you treat their protectorates, the more likely they are to act as a partner rather than the person under your boot... if they grow a backbone, or see a potential for taking back a position of power or safety (they obtain a powerful tech, for instance, or they score an alliance with a major power) they throw off the harness.
Reply #12 Top
Yes, though never playing this game (this adolescent lacks the funds to purchase... a gum ball), it would seem fun to aid a minor race rather than crushing it. Until those aforementioned "minors" control half the galaxy thanks to your protection.

All out war v.s. squirrels; sounds both ridiculous and entertaining at the same time.
Reply #13 Top
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?
Reply #14 Top
Pretty interesting, sounds fun