lordkosc lordkosc

Regional Governors - we need them!

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.....
9,759 views 49 replies
Reply #28 Top
50 cool points awarded for the Aliens reference.
Reply #29 Top
50 cool points awarded for the Aliens reference.


Revenge is a dish best served cold...
... it is very cold in space...
Reply #30 Top
Personally, I like the present 15% minimum loyalty allegiance system for distant worlds. It does reduce the likelyhood of cheap steamrolling victories. It also balances the game very well.

It even makes sense that the 'outer rim' planets hand over a lot less of their taxes to you...especially since you forcefully included them into your empire in the first place and they likely aren't happy about that.

Besides, you can always use culture centers to boost your income. Also making your capital planet close to a star does wonders for you too.
Reply #31 Top

It even makes sense that the 'outer rim' planets hand over a lot less of their taxes to you...especially since you forcefully included them into your empire in the first place and they likely aren't happy about that.


Are you saying the people don't love me? Their caring and gracious dictator? I have freed them from the oppressive rule.

Really though, Sins isn't as much about planet happiness as, say, GalCiv2. Granted, I've received warnings that the people were threatening a revolt but, at least for now, those threats seem empty.
Reply #32 Top
Revenge is a dish best served cold


Star Trek, is it not? Pretty sure it's from one of the original movies with Kirk, but which one in particular escapes me. Either 3 or 6?
Reply #34 Top



Besides, you can always use culture centers to boost your income. Also making your capital planet close to a star does wonders for you too.


correct. but ten percentage points plus any points you gain by relocating the capital just isnt enough influence on something which is quite important, especially in larger games.

I have no problems having distant planets give only low return, but at least I want to have the means to bring it up to a medium level, at a cost of course. besides, that thats what happened in reality. when someone had a very big empire the searched for a way to manage it instead of just accepting the state of outlying holdings. that's what a federal state is also for.
Reply #35 Top
well in large games influence becomes a problem. If you have planets that span several stars, it be comes a big deal, esp when you're trying to set up camp not far from the enemy's main sphere of influence.
Reply #36 Top
#2, The Wrath of Kahn


I was close! My memory of those is fuzzy. 4 was the best, anyway But hrm, my #3 was supposed to be #2 anyway, I was thinking of the Klingon ones, but now I remember #3 is Spock's rebirth on Genesis, sooo..

Getting back no topic:

Moving your capital close to a star works in single-star games. But if you start populating several stars, you still only have one capital and then you can get a whole star system of barely any influence.

I, too, think that it would be good to be able to increase the lowest influence level through research/construction, something costly so that it really would only apply to late/bigger games where this becomes a problem.

Reply #37 Top
Lets read between the lines here...

Just find a way to fix it so that the terran planet gives an automatic 100% loyalty on Koscs Eden map.

seriously...
Reply #38 Top
The issue with the need for governor's isn't that big of deal yet, but what happens when my 200 planet single star game gets going ? no matter where I move my capital there is no way the outer most planets are going to be very loyal...

As for that eden map, I've been thinking of including a modified gameplay costants file that allows for 100% allegiance for the planet that is the exact number of jumps away from the capital.

Reply #39 Top
if every other planet with that many jumps away is a nebula or asteroid belt. would be hard. I think there should be something in the game engine that allows you to override the 15% 15% 15% thing
Reply #40 Top
if every other planet with that many jumps away is a nebula or asteroid belt. would be hard. I think there should be something in the game engine that allows you to override the 15% 15% 15% thing


there should be some sort of mega broadcast coordinator that you can build in the stars, that way it can be destroyed with out defenses yet affects all of the surrounding bodys
Reply #41 Top
Yeah, I don't see how in big maps anyone can have an optimally profitable empire, Probably the best is to use some form of regional governer bonust that gives the planet a default of 15% plus 50-75% (perhaps depending on the level of governer) and can be built more through research like capital ship crews. and there would also be a limit about building them say... 3-5 jumps from capital systems, and 2-3 jumps from other governers, with about a maximum of 5-10 with maximum research. Also an idea is to only make them buildable on planets with the minimum (15%) alligeance. perhaps it can even be in the planet developement menu, like the "set capital planet" button. And lastly, it could be required that a planet be a regional capital before you set it as capital planet.
Reply #42 Top
Yeah, I don't see how in big maps anyone can have an optimally profitable empire,
End of quote


"optimally profitable empire" is just a weird locution.

Anyway, do be aware that while the 15% isn't a lot, it can really add up -- don't ignore planets just because they're only worth 15% (25% with culture).
Reply #43 Top
i still thnk that the flag ship should be able to set up a special com tower in a STAR gravity well, late game so make it a lvl 10 feature
Reply #44 Top
Star to star jumps do count as one step for determining allegiance, which is kind of weird if you ask me. I can easily have a planet in the same system as my capital with a lower allegiance than one in another solar system entirely.
Reply #45 Top
I think it's done this way so that someone outnumbered in planets isn't at such a large disadvantage that they'll never be able to compete. As it is now it's still important to grab every planet you can so you can slow down enemy movement with anti-jump structures, have a larger fleet, and the ability to quickly reinforce front lines with new shipyards.

For someone to have all of that AND the vastly increased income would make the game a stale, boring land-grab. If you're grabbing planets that far away chances are your empire is already large enough to field a retardedly strong fleet.
Reply #46 Top
I don't like the idea of a "regional governor" or whatever you want to call it. Distance means reduced effectivity of administration, there's no way around that. Perhaps the culture could have a greater effect though. Like, it can reduce the distance penalty by up to 30% of the distance loss at 100% culture, instead of a flat 10 percent points. Then, one hop planets would have 1 - (0.1 * 0.7) = 93% allegiance, 7 hop planets would have 1 - (0.85 * 0.7) ~ 40% allegiance.
Reply #47 Top
I don't like the idea of a "regional governor" or whatever you want to call it. Distance means reduced effectivity of administration, there's no way around that.
End of quote


Yeah, but it's a little wonky that planets in your own system can have a lower allegiance due to distance than planets orbiting another star. Maybe each system could have a system capital that would reduce, but not eliminate range degradation. Set a base outsystem penalty and rework the mechanic a bit when dealing with multiple stars.
Reply #48 Top
Beta 4 already reduced the allegiance penalties pretty dramatically when you consider how many planets away from your homeworld you can have, so in that regard it was a great improvement
Reply #49 Top

Beta 4 already reduced the allegiance penalties pretty dramatically when you consider how many planets away from your homeworld you can have, so in that regard it was a great improvement
End of quote


This and playing on the new normal or fast increased resource collection so much, that players are now complaining of having too much resources... (see the Dear Devs: The infinite economy makes me sad. thread for that.)