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Population Management Screen

PopulationPoliticsSystem Management

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8 years ago
Dec 5, 2016, 11:51:01 PM

Idea: Have a Population Management screen that lets you control newly acquired populations. Can they vote in the Senate? Can they migrate? Can they serve in the military?


***Some of this might already be covered in Update 2 "General Population and Senate improvements" but I'm not sure what's coming, so I'm putting this here :)


Using History as an Example: Being able to promote a population to a full, legal status and leaving the others as subjects (much like the Roman Empire did) would allow the player much greater control of what kind of empire they want to be. It's an extremely rare case in history where one group will overtake another group militarily and then immediately treat them as equals. 

Added Depth: This could affect things like a planet's morale and production, and even relations with other factions. It would give more meaning to integrating minor factions rather than taking them over militarily. Perhaps it could lead to events where populations flee one empire to neighboring empires where they are treated as equals. Lots of possibilities and it would be easy to expand on it if the original player management was there.


In-Game Example: While playing as a militaristic UE, I conquered the Lumeris home planet after denying a truce twice. My people were pissed, but the Lumeris planet was mine. At the next election from the senate, there was a backlash from my actions. The pacifists had taken hold!


At first, this was really exciting as a player because I thought the discontent from war had spawned the pacifist movement. Later... I realized it was because I had overtaken a planet that was severely pacifist and their citizens (whom I was subjugating) had the same voting power as my own.

Yes, I could have technically razed the planet and murdered them all, but there has got to be a middle ground where I keep my empire's identity while not slaughtering an entire planet full of people :)

Updated 4 months ago.
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8 years ago
Dec 6, 2016, 1:51:37 PM

I actually like the idea very much. But I'd like also to add different actions you can use on different populations.

Every minor population in you empire has another view of things right? Some options to change their mind and their "lifestyle" would be great.


For example:

Hisshos are militaristic oriented. But maybe you just need this one law the indutrialists have, and you need great support for it. Why can't you now somehow change their minds - in a nice, or in a brutal way. These actions could surely cause some effetcs on the empire, if you do it with no harm and slowly, you will get no negative effetcs but if you litarally oppress them with (which is faster) this will somehow affect something.


Another thing:
Ban whole minor factions or do a genocide. This would be especially useful if you have some cravers among your people (They will just eat all your planets, not nice if you do not play cravers themselves).

With these options you could bring in more active minor civilisations, who can cause more if you mistreat them or if they don't like your ideology. You would have some cards you could play against them in this way (So just to "assimilate" them wouldn't be enough, you have to keep their acceptance).


Maybe these elements are planned in a future release, maybe not. But I guess this would bring more depth into the whole minor civilisations system.


I guess I will make a different post :)

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8 years ago
Dec 12, 2016, 7:02:48 PM

Nevac wrote:

Ban whole minor factions or do a genocide. This would be especially useful if you have some cravers among your people (They will just eat all your planets, not nice if you do not play cravers themselves).


There would definitely have to be some negative side-effects to doing something that drastic, but really... assimilating craver planets is a good reason why a population management screen would be useful. The craver assimilation could also be countered by events - something that negates their consumption aspect but limits their FIDS production. But either way, having a management screen to see this data would help.


Nevac wrote:

Maybe these elements are planned in a future release, maybe not. But I guess this would bring more depth into the whole minor civilisations system.


Yeah, I'm curious how much of this is planned already.  It seems like all the elements are in place already, the player just doesn't have control over them yet. It might be worth waiting until "Update 2" to see what they have in store :)

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