ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
This is just the same post than the one I've posted at the wrong place , so there isn't a lot of change on it. It's about some improvement that can be easily made for culture and influence, two thing that the game is strongly lacking.
what culture should do :
- leaving alliance harder
- going to war harder
- modifying your zone of influence (aka zoi)
what influence should do :
- preventing other nation to colonize system under your zoi, and thus creating disputed territory.
- making population (not systems and not whole populations) from other players' systems in your zoi migrate to yours
Since all this points are purely non military (ie without the use of warship, battle and invasion), they should be exploited in diplomacy. Of course, specific sciences and building must be needed to do/improve them, and they may belong to the military branch.
For example, it should be possible to use your culture to change the attitude of the other player (from neutral to friendly, or fervent to friendly), and this without allowing the other player to refuse the deal (or even see that one has been made). Also, depending on their attitude, players cannot switch to war without having huge disapproval on their planets with effect lessening the farther the system is from the zoi (hence the use of culture to degrade relation between people without malus). This will allow players with few contact to easily break alliance as opposed to players with a lot of common borders.
Another way may be to virtualize population under a zoi, with virtual population kind of remplacing the people having migrated to the dominant player. Those virtual people will still count for Fids count on the planet except they will give more bonus, until the dominated player goes to war, in which case they just disapear. This represent the attraction of the dominant culture and the benefice that the dominated player can gain at its contact.
I think this can be implemented without great difficulties since it still just a matter of who has the more point.
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