Basically what the title says.
Espionage mostly I think. Events for building a listening post near hostile systems (Or even nonhostile ones), You could also be able to cripple parts of the enemy economy, - which affects monthly income for a time, and have small event chains to steal technology, or slow their research. And other things you could think of.
Basically, I feel there could be more things and events to do during a war besides just intercepting fleets and getting your troops on planets. And to be honest, I think I'd actually be good with the current system (more or less) if there was that kind of stuff added to it.
Also, systems and strategies possible so inferior empires have a chance against you, and in turn, you have a chance against superior empires.
I don't know if that should be locked behind some pre-req for balance, or if even Equivalent empires could have that. I'm not a developer, so I'm not sure, but anywho.
When a war starts, and you have your war-goal set (Each war-goal could have their own tailored event chains), the events would start. These could include - stealing resources directly so you can build up fleets and they can't - slowing research when doing military tech - events to damage a handful of key buildings (foundries, civ industries, halo theaters ((since having lower amenities affects overall output)), that kind of thing) - triggering pirates for them, and affecting trade/distracting their fleets for a bit - removing shipyards/crew quarters with a cooldown before they can build it again - and so on.
Obviously, you'd be limited, and so would the AI in all this. But it could be enough to give you an edge. And both you and the AI could stop it from happening, with chances of failure/success/partial success.
What else do you think should be added?
Espionage mostly I think. Events for building a listening post near hostile systems (Or even nonhostile ones), You could also be able to cripple parts of the enemy economy, - which affects monthly income for a time, and have small event chains to steal technology, or slow their research. And other things you could think of.
Basically, I feel there could be more things and events to do during a war besides just intercepting fleets and getting your troops on planets. And to be honest, I think I'd actually be good with the current system (more or less) if there was that kind of stuff added to it.
Also, systems and strategies possible so inferior empires have a chance against you, and in turn, you have a chance against superior empires.
I don't know if that should be locked behind some pre-req for balance, or if even Equivalent empires could have that. I'm not a developer, so I'm not sure, but anywho.
When a war starts, and you have your war-goal set (Each war-goal could have their own tailored event chains), the events would start. These could include - stealing resources directly so you can build up fleets and they can't - slowing research when doing military tech - events to damage a handful of key buildings (foundries, civ industries, halo theaters ((since having lower amenities affects overall output)), that kind of thing) - triggering pirates for them, and affecting trade/distracting their fleets for a bit - removing shipyards/crew quarters with a cooldown before they can build it again - and so on.
Obviously, you'd be limited, and so would the AI in all this. But it could be enough to give you an edge. And both you and the AI could stop it from happening, with chances of failure/success/partial success.
What else do you think should be added?