Regional Governors - we need them!

First off , I know we have the move capital option, but what if it isn't an option due to losing the benefits of the Capital where it is. (Move capital should be really only used once your capital is under attack, as an option to restart elsewhere...IMHO)

As most of us know, once a planet/asteroid is 7 jumps away from the capital, its loyalty is at 15% making the planet/asteroid pretty much useless. At least until culture comes to play, and even that doesn't help as much as I'd like...

Perhaps we could have the option of researching a Regional Governor ?

If I ever want to have a game where I have a 1 Star system with 100 planets , I can't imagine being able to control the whole system as there will always be plants more than 7 jumps away from my capital.

Perhaps make it that Regional Governors increase loyalty (their presence on a planet would result in loyalty around 75%) from the point where they are placed and have it spread out 4 jumps in all direction? And make sure they cannot be built until they are at least 7 jumps from a capitol, to keep culture in between the capital planet and the planet with the governor below 100%. This idea along with the current culture towers in the game would make loyalty stronger and make larger single star maps more feasible.

Just an idea... And it would be super easy to add...

Top that off, add a few 4x options like spying on the governor, bribing him to leave, or even switch over to your side, assasination... Lots of options open up.....
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Reply #1 Top
Oh, thatd be really cool.

I dont remember, but are there capitals per every solar system. Cuase in my games it was really annoying when I started expanding into another solar system and the planets wouldnt give up enough taxes cause they were so low on loyalty.
Reply #2 Top
I've actually never played a game with more than 1 star... So I dunno...

I prefer 1 star, tons of planets...

Governors would add a lot more depth and options, and should be super easy to add, even at this point of development.
Reply #3 Top
I dont remember, but are there capitals per every solar system.


Were, but got removed in beta 2. There is only one capitol now.
Move capital should be really only used once your capital is under attack, as an option to restart elsewhere...IMHO


Proper capitol positioning is vital once your empire expands -- moving it from one end of your empire to the "heart" can get a lot of planets closer to it, without putting others all that far from it.
Reply #4 Top
From what i could tell in the couple 3 star systems i tried in beta 2, only one capital and the jumps were like normal, jump from your capital>star>2nd star>new world. Also, i ran into camera issues with 2-3 star systems, if the distance between the systems was to great the camera would stop moving, other then rotating and id have to "jump" everywhere to see anything in that system. When i zoomed out i noticed there seemed to be a box that would limit where the camera would scroll to, unfortunately that was about 3/4 of the way along the star>star jump line in several of the games. Havent tried it in B3 yet thou, havent seen anyone mention it being changed/fixed thou. In B2 it was also using the random galaxy at a 2+ star option.

As to the regional Governors idea, it would definatly help, either that or maybe culture effect increases the farther way from the capital it is.
Reply #5 Top
Reply #6 Top
Having a planet with 15% allegience isnt really useless.

You also gain the fleet com , crystals , metals , logistics for research , PLUS a very far away planet to trade bonus with , potential tactical ,chace of artifact.

15% allegience for the most part just means that the planet isnt raking in the same amounts of credits that your homeworld is.

As it stands , I like the balance whereby your homeworld gains about 8-15cps and other planets only get up to 0.15-4cps because of the allegience factor.

Regional managers is a good idea but IC will have a big job rebalancing everything. Maybe 1 regional manager per extra starsystem will be easy to balance into the game.

Reply #7 Top
How about having two levels of that option:
First one:
You can have only one Planet within a Star System, with level one.(and no level two)
It raises the output of nearby Planets, but only half as good as lvl two.
Second one:
You can have only one Planet within the whole Map, with level two.
Its like the normal Capital Planet Option we knew.
Reply #8 Top
How about increasing your loyalty by the amount/quality of ships in that area.

Example: 2 Frigates would give you 3% more loyalty where as a Battleship would increase it to 15% I have not played the game so would not know if this would be unbalanced or not. It also could be the size/quality of a group/fleet of ships in the area. The more you have the higher the loyalty.

Why would that increase loyalty? Because if you on a planet or mine you know that a group of navy ships are waiting to crush your little rebellion IMO.
Reply #9 Top
What you see is what you believe.
The People on the Planet/Asteroid dont see the Ships in the Orbit, but the see the Broadcast on theier TVs.
Reply #10 Top
Top that off, add a few 4x options like spying on the governor, bribing him to leave, or even switch over to your side, assasination... Lots of options open up.....


I like those ideas a lot, if sufficient balance is introduced as well. For example, a failed assassination or bribery attempt (the first should be very difficult and the second hugely expensive) could result in a big (if temporary) loyalty bonus for the area under the governor's control.

Reply #11 Top
What you see is what you believe.
The People on the Planet/Asteroid dont see the Ships in the Orbit, but the see the Broadcast on theier TVs.


Nevertheless, you have to have a fleet thee first before it can be televised.  

Reply #12 Top
See, the Empire has regional governors. LONG LIVE THE EMPEROR!
Reply #13 Top
iunno if i agree with this, if you are in a different solar system than the empire who conquered you, you won't be very inclined to be loyal. also, there are governors on every planet doing there best to make the people as loyal as possible.

Maybe culture could wind up giving twice as much allegiance at 3/4 the speed or something, but having people in a different solar system be just as loyal as the ones in the home system is a bit far fetched to me.

I also disagree with the current system, but i dont think that there is any way to change it. You can have people in your solar system that are less loyal to you than people in an entirely different one.
Reply #14 Top
not bad, not bad. maybe we should think about how you get them, if it depends on the number of planets or the level of allegiance throughout you empire or on certain stuff you build such as a set number of broadcast centres or just plain research.

and then what kind of ressources do they consume? would he require regular payments, i.e. his services come at a price, so you have to be even more careful where to put it.

can he have or gain abilities such as in MoO 2, though with the artifact system in place it would seem overkill. FYI, there, once in a while governors offered their various services and you hired them via a fixed payment and a per turn variable payment. I can't remember all those bonuses, but it was like extra research, extra commerce, extra production and so on.

what happens when the plane gets conquered? he dies? he defects? I'd say give them a certain chance to defect, maybe have better ones have a higher chance for that so there is a certain trade off.
Reply #15 Top
Having a planet with 15% allegience isnt really useless.

You also gain the fleet com , crystals , metals , logistics for research , PLUS a very far away planet to trade bonus with , potential tactical ,chace of artifact.

15% allegience for the most part just means that the planet isnt raking in the same amounts of credits that your homeworld is.


No, it works differently.

You only get 15% of crystal and metal mining, fleet points are also lowered accordingly. And I wouldn't be surprised if trading isn't lowered too (quite hard to test, so I didn't. )
Reply #16 Top
LONG LIVE THE EMPEROR!


Indeed, I think I see another Imperial Super Star Destroyer being added to your fleet in the near future Thrawn
Reply #17 Top
this thought was posed a long time ago, Yarlen said that it made the game unbalance, but i totally agree with the need for Regional Governors, regaurdless of balance issues, a 15% alligience helps no one.
Reply #18 Top
Whoa I got people talking
Reply #19 Top
Its cause your sooo popular kosc

Reply #20 Top

LONG LIVE THE EMPEROR!


Indeed, I think I see another Imperial Super Star Destroyer being added to your fleet in the near future Thrawn


w00t
Reply #21 Top

this thought was posed a long time ago, Yarlen said that it made the game unbalance, but i totally agree with the need for Regional Governors, regaurdless of balance issues, a 15% alligience helps no one.

Nah, pretty sure that was Blair.

Reply #22 Top
Actually it was a random person paraphrasing, apologies Yarlen   

but yea there were multiply ideas, like limiting ship range, certain buildings add aligience, ships, cultural centers would give more influence for every cap ship built, ect. It is believed that this was an anit-steam rolling tool.

This way you can't expand into a new large system and build a regonal capital and then have a 75+ rating everywhere BTW a helpful hint is to put yor cap planet near the star late game, really decreases the general penelties.
Reply #23 Top
Well, 15% allegiance still *helps* albeit barely. The regional governors idea is interesting, and it would go well with spying that may or may not be added. But it's also fairly drastic.

How about instead either modifying a civ tech that deals with influence spread, or adding a new one that basically either increases the base allegiance of far away planets (this would be in addition to the +10% from 100% influence), or just lessening some of the more noticeable penalties, like the resource gain and/or fleet support point gain. Could be say a 15% increase (5% per tech rank), that when added to 100% influence would give you 40% allegiance which would be quite an improvement. Even if you don't bother with broadcasting centers it'll be 30% with the research.
Reply #24 Top
that makes sens, but I that unless that planet is directly near an enemy planet, influence should not drop 30%
Reply #25 Top
Oooh my idea is still ALIVE!!! <3