Of course, this wouldn't be actual "Stargates", it's just a work name so people know what we're talking about.
We never did get Stargates for GalCiv2, for a variety of reasons, and it wasn't something that you could mod in either. What I'm talking about it long-range instant teleportation between two set points, two "wormholes" or "teleportation gates", for entire armies.
Their use is simple - to cut down on transports. The bigger a game is, the greater the odds that by the time your troops get anywhere near a front line, the front line have been moved, the war is over, or the units obsolete.
In my head, they'd be between two set points. The first time you use a portal, you'd have to bind it to a single other portal, permanently. Several portals can lead to a single other portal, but that portal can only lead to one other portal, turning it in to a one-way trip, depending on what portal you came to it through.
They'd be expensive, and if built next to a city, have the option of being incorporated as a extra city tile (benefiting from a wall, for example). They'd be fortifiable if built as isolated structures, with a garrison, walls, maybe a mote, or even a tower.
(and no, I didn't start this thread just to mess with Cari_Elf and her AI woes)
I'm torn on this idea actually.On one hand, it could be very useful, especially on large maps and at the end of the game, when people have (supposedly) amassed large amounts of resources and are basically just duking it out and trying to grind each others' bones into meal. It could be a huge time-saver to be able to avoid having to build a ship, get troops into the ship, send the ship towards the enemy by sailing, land troops on enemy territory and then finally march your army towards the enemy stronghold(s)/cities. I can see the charm in instead being able to build and control a powerful relocation device that can effectively move your units to somewhere closer to the enemy, avoiding the process of possibly being forced to spend time and resources on creating alternative means of transport, or just forcefully marching your giga-army across 106,548 square kilometers of land, just to reach the first enemy outpost.But then, how do you properly manage it? How do you keep a powerful and potent strategic device like this from being overly and readily available, eventually leading to one (or more) finanically favoured player(s) plopping down one of these bad boys in each and every city, or all around their territory for that matter? Well, you could limit how many you are allowed to build, or you could make the cost for building them excruciatingly high. You could also possibly be forced to have some kind of special item that you need to bring to the portal in order to "activate" it, say a gem or stone or shard or something along those lines? I don't know, these are merely suggestions.Also, Sushikawa, that is one fine-looking Portal there. *cheers*
Suddenly having one inside your territory or close to a major city is a liability as well as a resource, and dominating the portals spread across the map is like a battle for strategic points.
When you find one; Where does it lead? Is the other end activated? What if it leads straight into the lands of a superior foe? Do I have the resources to secure a beachhead on the other end, if it is already activated? And if the other end is activated with no other civilization nearby, where are they now and how will they react to my presence?
I don't like this idea. It changes the spatial structure of the map, making it hard for a human player to evaluate the real distances between places.
In that case, if they are randomly generated, perhaps there could be a limitation set to what kind of maps they appear on? It seems unnecessary that they would be randomly placed and generated on a tiny or small, or even medium-sized map. Alternatively, perhaps you could just have the option of turning them on/off, allowing you to choose whetever you want them to be present or not?
thats awesome sushi! on that note, somebody should make a stargate mod lol! have it set on a single planet, and have the stargate be the only way to get reinforcements. you would have to take control of the Naquada resource to build stargate on them.
factions could be replicators, goa'uld, wraith, ancients, or whatever else.
sovereigns could be apophis, jack o'neil, anubis, and other leaders.
The teleporters are not for the random games they are for the map editors. Don't be yelling to kill something when the map makers will want the option to exist. Dammmmm think about what you're saying before you destroy an option for map makers!!
As an option for the mapmakers it's acceptable for me.
The Teleport Spell is still in game right? (been away a week?) so get your SoV and a crew(unlimited #'s as of last game I played), Teleport that bunch, return the SoV, rinse and repeat. At least that way you would have to Scout ahead to make sure you don't drop into a shit storm of enemy troops.
P.S. Agreed. Very nice Portal Sushikawa.
In my version it won't be
We plan to allow custom map makers to place moon gates on the maps. They wouldn't be in random maps though.
Good call frogboy, teleportation is cool once in a while but it would mess with the epic armies feel of the game. I like rallying large mobile armies and out manuvering troops, i hate to have 'tanks' porting all over the place.
I look forward to those custom map that will not doubt be made though , varity is what keeps games fresh and several posted have posted some pretty good ideas.
Awesome!
Moon gates?
can we also have Makai gates and Netherworld gates?
Quoting Tasunke, reply 38Moon gates?can we also have Makai gates and Netherworld gates?
What? I always wanted to go to the Moon.... LOL
Would you prefer to see the teleport spells removed also? I have mixed feelings about the current draft(s) because of the requirement that the destination be in your area of influence even though there is no longer an essence requirement for reclaiming land from the Cataclysm. Why should magic care about a political boundary? Open land should be a valid target for all teleports and other faction territories should respond as if you'd moved normally. I hadn't thought about it before, but one good fix for that problem is to remove teleports entirely.
What do others think?
Best regards,Steven.
About a year ago I posted something in another thread on this topic, so shameless self-quote;
...buildable teleporters might be not be such a bad thing, if they're implemented right. Building something like that should be a major construction project, certainly not something you could (or would want to) build near every city you own.
Imagine for instance a game on a HUGE map, with several continents, and you are going for a conquest victory. After you (and your vassals/allies) have conquered your own continent, you start looking for new lands to expand into. Normally you build a fleet, load up your troops and set sail. Still, the seas are a dangerous place and you might loose some of your forces to enemy ships, spells and monsters. Also transporting your troops like this might be fine for a short campaign, but conquering another continent is a major operation that would probably require you to keep sending new armies and reinforcements from your homelands. In a situation like this it might be cool if you could build a teleporter to send troops from your homeland to the front lines faster, and be able to bypass the dangerous trip over the seas. Still, doing this should not be easy. You would still have to establish a sizable beachhead first and defend it for a while before you are able to build the teleporter. Your enemy might also get some information through espionage or scouting on the location of the teleportation site, maybe long before it is finished. This site would then obviously become of great strategic importance for everyone involved in the war. (Something like the Rift between Kelewan and Midkemia in the Riftwar saga.)
You could do the same with a teleport spell, but i hope doing that would cost you a lot more and therefore not be a viable strategy in the long run. Maybe such a spell could only be cast by your sovereign and could only draw troops tohim, so he would have to be on the frontlines and you might not want to risk sending him there.
Also, it might be cool if the teleporter could be captured by your enemies, thus giving them the ability to strike back at you in your homelands.
So summing up, buildable teleporters could be nice, as long as they are very expensive and far up in the tech tree, and therefore rare enough that they wouldn't show up every game. Maybe they could even be a random tech..
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