Yet another thread on ethics.

Here I will put some ideas from various threads about ethics on this forum, as well, as a couple of my original ideas.

First of all I must say, I really like the idea of ethical dilemmas in this game. Still, I think they could use some tweaking. Some of them really have "the only right" option or are overpowered.

Someone requested in another thread for a switch to disable ethics when you start the game. I think it is a pretty good idea, but a slider going from "none" to "common" would be better. Personally I would just go for common.

I also think we should keep getting ethical dilemmas after choosing alignment with Xeno Ethics, but either force the player to choose the option of his alignment (so that good keep getting disadvantages, and evil advantages), or allow players to choose, but penalise choices not congruent with their alignment. Penalty could be paying money to cover everything up and convince your people you made the right choice, or perhabs a decrease in morale. It should also be severe enough to discourage not roleplaying your alignment. To compensate for continious disadvantages a good player maybe should get lucky with random events more often, than evil player (If you are good, the universe is on your side kind of thing).

I dont like it, that players have the option of not roleplaying their desired alignment and then choosing to pay 10 bc per turn to buy different alignment. IMO the payment for changing alignment should scale with the size (population, number of planets, income, expenses, whatever) of your empire. After all it is more expensive to brainwash more people. It should also scale depending on how far from your choice are you already. It should also be prohibitely expensive if not imposible to suddenly go from "leaning towards evil" to good or vice versa, and maybe even lower your morale for a few turns.

I also think, that neutral choices shoul bring you a bit closer to neutral alignment regardless of where you are on the scale.

I think some moral dilemmas, like "Du'Rakh" and "Flesh Nectar" should only appear once per game at most. After all, how many times can you research a cure for the same disease?

I really like the idea someone proposed, that moral dillemas should have long-term effects as well as short-term, and that those long-term are largely random, and only have a small chance of happening. Unfortunately that would complicate the game too much, so it won't be implemented. I like the idea, tough. Examples:

1) "Bug Wars": If you choose to bring them peace, that planet gets a chance of having a population boost, or soldiering bonus or both. If you choose to leave them alone, there is a chance, they will attack you, lowering population or even creatning a minor civilization.

2) "Du'Rakh", "Flesh Nectar", "Blood Nectar", etc. should give you a per turn revenue rather than just a pile of cash. These should also be somehow scaled in effect (but not ethical weight) on your current population. First two should also kill a percentage of your people rather than a set ammount. For example if you have 100B people in your empire, over several turns 2B will die, giving you 2k BC or something like that. Maybe even you get -% to fertility, and constant income based on your population or economy boost, just not something entirely overpowering.

3) "Underwater Domes" If you choose to exterminate them, there is a chance of their buildings collapsing due to wrong maintenace. If you choose to leave them as they are, they might join you giving you a population bosst, soldiering bonus, or even sell you their technology, so you can get research bonus anyway, but pay for it in BC.

AI should get ethical dilemmas too, and simply choose based on their alignment. That way after you conquer evil race's planet you can still have the bonus, or maybe face the effects of their decision. If they enslaved a stone age race, you could free them. If there are still those gigantic beeings on an aquatic world (they havent been exterminated by previous race) you still have to decide, what to do with them. With sufficient espionage you should also learn of other race's ethical choices.

In "Bird Eggs" ethical dilemma neutral option should be something like "Ban hunting those birds, but also create special ferms, where they are bred for eggs". This would cost some, but also give you a soldiering bonus.

In "High Tech Hijack" good option should be changed for "politely ask them for info", and neutral to "capture the ship, and investigate, but dont disassemble it, and after you are done, let them go, and pay them up for the trouble".

"Mining in a park" should give you a per turn money, and maybe production bonus rather than a quick cash injection.

Maybe ethical dilemmas on planets should be generated when the universe is created rather than when you colonise a planet. Also, a barren world probably shouldnt have any life on it. So no Bug Wars for example.

Going to war out of the blue should also influence your alignment. Now a good race can attack another good race without ethical consequences.

Oh, and keep up the (mostly) good work of comming up with more of these dilemmas and their (often funny) descriptions.

One more thing, but IMO quite important. When colonization triggers an ethical dilemma you should be able to get some info about the planet. I dont like to guess, which planet was it. I woldnt care for a production bonus on a economic / research colony of for precursor life on a PQ3 planet. At least a mini map with planet location, and some basic info, like PQ should be made availible when you get to make a choice.
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Reply #1 Top
Someone requested in another thread for a switch to disable ethics when you start the game. I think it is a pretty good idea, but a slider going from "none" to "common" would be better. Personally I would just go for common.
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You could be thinking about me. I made a request for a disable random events at one point. A slider will work fine as an alternative, but I consider random events broken enough that I see little reason why a slider would do any better than a disable button.

I also think we should keep getting ethical dilemmas after choosing alignment with Xeno Ethics...
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Only if we get the option to disable random events.

really like the idea someone proposed, that moral dillemas should have long-term effects as well as short-term, and that those long-term are largely random, and only have a small chance of happening...
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That could be me again. I know that I like using the "Underwater domes" example. Some the random events don't feel right if they are just forgoten. Some of them obviously can have long term effects.

One more thing, but IMO quite important. When colonization triggers an ethical dilemma you should be able to get some info about the planet. I dont like to guess, which planet was it. I woldnt care for a production bonus on a economic / research colony of for precursor life on a PQ3 planet. At least a mini map with planet location, and some basic info, like PQ should be made availible when you get to make a choice.
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How about being able to cancel colonization?

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Anyhow I wonder if there are going to be any more interesting ideas posted here.
Reply #2 Top
I also think we should keep getting ethical dilemmas after choosing alignment with Xeno Ethics, but either force the player to choose the option of his alignment (so that good keep getting disadvantages, and evil advantages), or allow players to choose, but penalise choices not congruent with their alignment.
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That's a terrible idea with the current system. Players who choose good should be penalized whenever they colonize a new planet? Good is weak enough as it is, we shouldn't make it even worse. And then, on the other end of the spectrum, Evil would be an even better option than it already is, as you'd get lovely bonuses whenever you colonized a planet.

I agree that Ethics could use some tinkering, but this specific idea anyway is not a good plan with the system as is.
Reply #3 Top
I don't understand why 'good' choices don't confer loyalty, morale, population bonues (people immigrating to your 'nice' environment), or other bonus's that seem appropriate.

They could have gone about it a different way where you choose your alignment at race creation (after all we all know how the other races are, why shouldn't they know you) and then make the choices more about 'give and take' or 'risk vs. reward' rather then being able to always choose what works best. Perhaps even allow the other alignment answer but penalize you for choosing them (again risk vs. reward). Penalties for shifting your slider out of alingment could be similar to losing an election.

maybe the programmers have a nasty habit of giving in to temptation and subconsciously conveyed how hard it is for them to be 'good' into their game.

You can do it! :)

Reply #4 Top
This game works on the Dark Helmet ethics theory....

(now you see that evil will always triumph because good is dumb)
Reply #5 Top
I really like the idea of long-term consequences of your ethics choices. Imagine cursing yourself whenever:

1. You need funds to aquire a fleet to capture these newly discovered habitable planets in your sector, but you're in debt because you promised your people day-care for children paid by the government to boost morale years ago (and your options to get out of this deal are limited)
2. You thought designating one third of your people of the lowest socio-economic class as slaves and deporting them to your factories would do wonders to your production, but now they are rebelling and production has fallen to almost zero (until you devise some compensation which has to fit your evil aligment like gladiator festivals or something).

etc.
Reply #6 Top
After all, how many times can you research a cure for the same disease?
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In the case of the Flu, as many times as it mutates. Pandemic? Mere inconvenience? Roll the genetic dice....

Reply #7 Top
I don't want to know what kind of day care system can put a galactic civilization into debt!
Reply #8 Top
I like a lot of the ideas put forth here, especially the idea of long term, ongoing effects. However, any expansion of the ethical aspect of the game without making it balanced would not be a good idea. As many have pointed out, it is now heavily balanced toward evil, and that needs to be fixed before doing anything else.
Reply #9 Top
I don't want to know what kind of day care system can put a galactic civilization into debt!
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think about how quickly the Torians breed, and you might have a clearer picture.
Reply #10 Top
Even so! If you have to choose between taking care of kids and funding the military, it's time to look for pork. Someone is abusing the system! :)
Reply #11 Top
Well, if it was possible to switch aligment late in the game you could solve the fleets vs day care problem by cancelling the day care, buying a fleet with the money saved and using an army of toddlers to crew your ships, thus not requiring day care anymore.

Come on! It's the future, spaceships would be so advanced that even a child could fly them! :-)

And remember, I suggested the fleet problem as a colonization fleet, not war fleet, so this wouldn't necessarily be a evil alignment switch, maybe neutral.. :-)
Reply #12 Top
think about how quickly the Torians breed, and you might have a clearer picture.
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Thanks Dystopic, for helping me out here, eh that's EXACTLY what I had in mind when making this well-thought-through suggestion.. :d
Reply #13 Top
I don't want to know what kind of day care system can put a galactic civilization into debt!
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Well, you have to take into account the increased day care costs in the future for all the different species. Secondly, you don't know how well I am able to manage the financial situation of my galactic civilization (which is not very good). I can't tell you how many times my economy was ruined when I by accident stole the end-of-techline 'Day care Differential Life Support System Battery' from another civ and suddenly all my day care centers started upgrading to these money draining child paradises. They are even worse than the industrial sectors! ;-)

Reply #14 Top
I don't mind that your civilization hasn't been locked into a certain ethic at the start. After all, at the beginning of such a big new step, many things might need to be re-considered.

I quite like the concept of ethics choices but, like most seem to believe here, being good is hard work and the pay-off really isn't there. During the choices you make, you invariably gain less than choosing for evil and quite often, it is akin to shooting yourself in the foot. Perhaps the choice should be less of a question whether to hurt or indulge yourself but rather a choice of different opportunities - choosing between different kinds of bonuses. A simple example:

Ethics problem: during the training of your marines, a rare type of local plantlife has been proven to be quite useful as shelter, food and challenging environment. Sadly, those plants don't fare well.

Evil: let the men use them as matchsticks if need be (+X soldiering)
Neutral: disallow the use of those plants. If they truly are rare, perhaps we could grow and trade them? (+X trade)
Good: those plants are a unique heritage. We should protect them. (+X influence for increased tourism)

I really, really loved those 'undead soldiers' and 'super soldier drugs' events that seemed to be recurrent as long as you decided not to stop the research by choosing Good. I'd love to see a few more of those. Also, these kinds of events could be set to occur only when your alignment has been locked already and be changed to bonus events instead of ethical choices.
Reply #15 Top
think about how quickly the Torians breed, and you might have a clearer picture.

Thanks Dystopic, for helping me out here, eh that's EXACTLY what I had in mind when making this well-thought-through suggestion..
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I liked the suggestion. I was just having fun with the specific form it took. :)

I don't want to know what kind of day care system can put a galactic civilization into debt!

Well, you have to take into account the increased day care costs in the future for all the different species. Secondly, you don't know how well I am able to manage the financial situation of my galactic civilization (which is not very good). I can't tell you how many times my economy was ruined when I by accident stole the end-of-techline 'Day care Differential Life Support System Battery' from another civ and suddenly all my day care centers started upgrading to these money draining child paradises. They are even worse than the industrial sectors!

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All good points I hadn't taken into account. Lord knows how civilian contractors will start building arcologies when you agree to fund a mall... :)
Reply #16 Top

...choosing between different kinds of bonuses. A simple example:

Ethics problem: during the training of your marines, a rare type of local plantlife has been proven to be quite useful as shelter, food and challenging environment. Sadly, those plants don't fare well.

Evil: let the men use them as matchsticks if need be (+X soldiering)
Neutral: disallow the use of those plants. If they truly are rare, perhaps we could grow and trade them? (+X trade)
Good: those plants are a unique heritage. We should protect them. (+X influence for increased tourism)
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Top idea! It would be great if that concept could make it into the game. As it stands the good/evil choices are purely a question of how much you feel like handicapping yourself in that particular game (or arguably how much you want to spend on your ethos choice later).

Franbo