One planet brings with it an inherent "we can't just nuke them, we need this place as much as they do..." mentality.
I dunno. Seems to be a few entities out there who appear quite keen on firing off a few of those suckers regardless of the over-arching consequences, if they could manage to get their hands on them!
In addition, you would probably have a much better chance of getting DoW'd by an evil or military race for helping their enemies than a friendly happy go lucky one.
DoW'd? What's that stand for? (Doesn't sound like a bunch of flowers and chocolates for some reason).
The real question is this: Do you get ticked when someone helps your enemies? I mean really helps them now, not a few trinkets. If in doing so they thwarted your plans, would you not want to go and smack them? I do... especially if they are a race that hands over stuff and then looks at me and holds their hands open and says "what? what did we do?"
Yup, agree completely. Has happened historically where another country throws their lot in and creates an alliance, boots and all. Or the faction-at-war includes your name on the hit-list because of your dealings and support. There's also other examples of countries supplying the hardware, but not getting involved or dragged in to the thick of it at all. There's a multitude differing factors which affect this (size, distance, military capacity, critical and perceived threat/s, multiple political relations, other trade deals and arrangements, remote handling, double crossing, historic relations, etc.) and I'm just wondering how you define those triggers and code into the game, without creating a mammoth amount of work and tweaking for the developers; yet keeping it balanced for the players so it's not too simple to manipulate, and at the same time not evolve into a complete vortex of negotiations and 'behind the scene AI' tactics and dealings that overwhelm the player?
I reckon you'd have to go through a large amount of parameters, refinement and testing before achieving a workable, challenging yet entertaining system along this line for the game, on top of all the other parameters already included!
There's alot left untapped in this area yet to be discovered.
Certainly. I'm guessing there's already some of this 'behind the scence' processing within the AI, but there's always room for improvement, as Stardock seems to readily attest and actively respond to. On the wish-list for GalCiv 3 perhaps?