If You Could Add An Operation To The Game, What Would It Be?
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If You Could Add An Operation To The Game, What Would It Be?
I suppose you could just comment on how you would change an existing operation, but if you do that try to add a unique new operation idea to your post as well.
I have ideas, but I'll add them to the thread later.
There are a lot of possibilities:
-Deploy things on friendly units.
-Deploy things on enemy units.
-Deploy things on cities.
-Deploy things on empty tiles.
-Things like drop pods that simply get used up.
I have ideas, but I'll add them to the thread later.
There are a lot of possibilities:
-Deploy things on friendly units.
-Deploy things on enemy units.
-Deploy things on cities.
-Deploy things on empty tiles.
-Things like drop pods that simply get used up.
Last edited by jdmillard on Sun Dec 08, 2013 8:55 pm, edited 2 times in total.
Re: If You Could Add An Operation To The Game, What Would It
Ok I go then
Force Field : Deploy a one turn force field on an hex. All units on this Hex are immune to ennemy special ops ( Nukes, black holes )

Force Field : Deploy a one turn force field on an hex. All units on this Hex are immune to ennemy special ops ( Nukes, black holes )
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Re: If You Could Add An Operation To The Game, What Would It
Overload/Last Stand/Heroism ( something like that) : one unit get 100% attack and 100% defense bonus. Dies in the next turn. Can be used on own and enemy units. Can only be cast once every 3 turns.
Therewith you get a powerful attacker or defender for one turn, or could use it to kill an enemy unit too.
Therewith you get a powerful attacker or defender for one turn, or could use it to kill an enemy unit too.
Re: If You Could Add An Operation To The Game, What Would It
+1 to force field idea, or at least some kind of deployable defense against operations. I've got at least a dozen, operations are one of the most versatile features of the game.
Alien Spores - Creates/upgrades hive on empty, unimproved tile (no farms or mines, forests okay, fungus spawns hive at increased level)
Sabotage - All units in stack lose a movement point (can reduce movement to 0)
Overdrive - All units in stack gain a movement point (cannot increase above +2, cannot use on units that have used drop pods)
Field EMP - Non-biological units in stack can't move this turn
Nanite cloud - Destroys improvement (not roads) on tile and replaces it with nanite cloud improve that give +2 pollution and deals damage to units that end their movement on that tile. Effect lasts 5 turns, or until cleaned by former
Force wall - Target tile becomes impassible to ground units and unworkable for 3 turns
Xeno Pheramone Canister - Alien units within 6 tiles are attracted to tile and attack player units in tile, or adjacent to tile
The operations suggested below can be used on any target, even allies, without declaring war or revealing that you were the one who used it (the below are basically espionage options, and may be better if worked into its own system)
Sabotage (cannot be stacked on itself, but different operations can be): This operation works as a balancer against the leader, letting the other factions compete against him without having to declare war. This can help reduce runaway leads, as the leader must choose one target, whereas everyone else will be inclined to target the player in the lead
- Industrial: -25% production for 5 turns on target city
- Agricultural: -25% food production for 5 turns on target city
- Metallurgic: -25% mineral production for 5 turns on target city
- Laboratory: -25% research production for 5 turns on target city
- Economic: -25% credit production 5 turns on target city
Propaganda: -1 morale for 5 turns on target city (can be stacked)
Counter Espionage: Protects target city/tile against espionage operations for 3 turns, does not remove operations in effect. Target tile is visibly affected. Effect can be stacked to increase duration.
NetStalker AI: Any player who successfully performs an espionage action on this tile is revealed to the user. Effect lasts 3 turns. Target tile is not visibly affected
Tactical Misdirection: Next unit to attack target tile attacks enemy with lowest chance to win/efficiency, instead of highest. Effect can be stacked on itself, and lasts for one turn
Digital Shroud: Target tile get covered in fog of war to any player not currently in tile or directly adjacent for 5 turns. This includes satellite reconnaisance
Spybot Trojan: Allows player to view target city for 2 turns
Cataclysmic Malfunction: Highest level operation building not on cooldown in target city deploys its operation on target. Operation goes into cooldown as if it has been used by the player
Alien Spores - Creates/upgrades hive on empty, unimproved tile (no farms or mines, forests okay, fungus spawns hive at increased level)
Sabotage - All units in stack lose a movement point (can reduce movement to 0)
Overdrive - All units in stack gain a movement point (cannot increase above +2, cannot use on units that have used drop pods)
Field EMP - Non-biological units in stack can't move this turn
Nanite cloud - Destroys improvement (not roads) on tile and replaces it with nanite cloud improve that give +2 pollution and deals damage to units that end their movement on that tile. Effect lasts 5 turns, or until cleaned by former
Force wall - Target tile becomes impassible to ground units and unworkable for 3 turns
Xeno Pheramone Canister - Alien units within 6 tiles are attracted to tile and attack player units in tile, or adjacent to tile
The operations suggested below can be used on any target, even allies, without declaring war or revealing that you were the one who used it (the below are basically espionage options, and may be better if worked into its own system)
Sabotage (cannot be stacked on itself, but different operations can be): This operation works as a balancer against the leader, letting the other factions compete against him without having to declare war. This can help reduce runaway leads, as the leader must choose one target, whereas everyone else will be inclined to target the player in the lead
- Industrial: -25% production for 5 turns on target city
- Agricultural: -25% food production for 5 turns on target city
- Metallurgic: -25% mineral production for 5 turns on target city
- Laboratory: -25% research production for 5 turns on target city
- Economic: -25% credit production 5 turns on target city
Propaganda: -1 morale for 5 turns on target city (can be stacked)
Counter Espionage: Protects target city/tile against espionage operations for 3 turns, does not remove operations in effect. Target tile is visibly affected. Effect can be stacked to increase duration.
NetStalker AI: Any player who successfully performs an espionage action on this tile is revealed to the user. Effect lasts 3 turns. Target tile is not visibly affected
Tactical Misdirection: Next unit to attack target tile attacks enemy with lowest chance to win/efficiency, instead of highest. Effect can be stacked on itself, and lasts for one turn
Digital Shroud: Target tile get covered in fog of war to any player not currently in tile or directly adjacent for 5 turns. This includes satellite reconnaisance
Spybot Trojan: Allows player to view target city for 2 turns
Cataclysmic Malfunction: Highest level operation building not on cooldown in target city deploys its operation on target. Operation goes into cooldown as if it has been used by the player
Re: If You Could Add An Operation To The Game, What Would It
Alright here are mine:
-Warhead Interceptor. This would not be targeted on a hex, rather it would get consumed when an enemy nuke is launched. This operation would counter the nuke. This should be available before nukes are available because scientifically, it's just a rocket whereas the nuke is a rocket+warhead. However, it should require a lot of production because the GNC (Guidance, Navigation, and Control) would be considerably more complicated than a simple missile. This should be able to intercept droppods too. I'm thinking that with each enemy launch, the Player would be asked if they want to use one of their interceptors. This could create interesting diplomatic situations where you could choose whether or not to protect a "friend."
-Plague: Prevent enemy units from healing for X number of turns.
- +1 for targeting a hex and making it impassable by ground units for X turns.
- Amnesia: Make enemy units lose a rank. Just Kidding
I would hate that.
-Warhead Interceptor. This would not be targeted on a hex, rather it would get consumed when an enemy nuke is launched. This operation would counter the nuke. This should be available before nukes are available because scientifically, it's just a rocket whereas the nuke is a rocket+warhead. However, it should require a lot of production because the GNC (Guidance, Navigation, and Control) would be considerably more complicated than a simple missile. This should be able to intercept droppods too. I'm thinking that with each enemy launch, the Player would be asked if they want to use one of their interceptors. This could create interesting diplomatic situations where you could choose whether or not to protect a "friend."
-Plague: Prevent enemy units from healing for X number of turns.
- +1 for targeting a hex and making it impassable by ground units for X turns.
- Amnesia: Make enemy units lose a rank. Just Kidding

Re: If You Could Add An Operation To The Game, What Would It
Awesome thread!
Rok Breulj
Designer and Programmer
Proxy Studios
Designer and Programmer
Proxy Studios
Re: If You Could Add An Operation To The Game, What Would It
+ Biological Warfare: target enemy city and launch a biological attack. City loses 1 population point per turn for 5 turns, but no nuke effects or pollution.
Re: If You Could Add An Operation To The Game, What Would It
Massive Terraforming Actions would be great.
A earthquake machine for creating mountains and separate land. Defoliant sprayer which destroy forest and green fields. Seismic sea wave bombs which flood land. Maybe a global artificial sunshade which freeze the land. Or a super magnifying glass which turn an area into a desert.
Some fraction specific operations which only a specific group can create/use would also be nice. For example: Terra Salvum could attract aliens to attack a enemy / create some kind of fungus spread. Divine Ascenion can convert / "steal" population via Televangelism. Noxium Corporation can create franchise companies in other cities and earn resources via this. Solar Dynasty could create unrest from the working force, and so one....
I would also like to see some real Doomsday weapon. Something which is destructive enough to lay waste of a large amount of the planet. Maybe some kind of alien technology
A earthquake machine for creating mountains and separate land. Defoliant sprayer which destroy forest and green fields. Seismic sea wave bombs which flood land. Maybe a global artificial sunshade which freeze the land. Or a super magnifying glass which turn an area into a desert.
Some fraction specific operations which only a specific group can create/use would also be nice. For example: Terra Salvum could attract aliens to attack a enemy / create some kind of fungus spread. Divine Ascenion can convert / "steal" population via Televangelism. Noxium Corporation can create franchise companies in other cities and earn resources via this. Solar Dynasty could create unrest from the working force, and so one....
I would also like to see some real Doomsday weapon. Something which is destructive enough to lay waste of a large amount of the planet. Maybe some kind of alien technology
Re: If You Could Add An Operation To The Game, What Would It
Here are some elements I would like to see added:
Technology Espionage & Sabotage
(If faction's agent is caught, it could lead to war or the offense can be overlooked for a few credits)
Adverse weather conditions
Alien planet (Pandora) is too calm - there should be tornados, storms, tidal waves etc....
Factions should be able to Build cities on water
Bring back the Planetary Counsel (U.N.)
This is a major wish-list item & if you played SMAC|SMAX you would understand why!!
More complex faction negotiations
Technology Espionage & Sabotage
(If faction's agent is caught, it could lead to war or the offense can be overlooked for a few credits)
Adverse weather conditions
Alien planet (Pandora) is too calm - there should be tornados, storms, tidal waves etc....
Factions should be able to Build cities on water
Bring back the Planetary Counsel (U.N.)
This is a major wish-list item & if you played SMAC|SMAX you would understand why!!

More complex faction negotiations
Re: If You Could Add An Operation To The Game, What Would It
+Power Amplifier: solar satellite amplifier sending energy down to a specific city, resulting in a 10% bonus to production
+Genetic Manipulation: targets one hex for a +1 food bonus*, and a 25% Alien Aggression modifier
+Deep Mining: targets one hex for a +1 mineral bonus*, and a 25% Alien Aggression modifier
+Core Mining: targets one hex for a "thermal borehole" style mine, +2 bonus, +4 pollution and a +50% Alien Aggression modifier (1)
+Agent Orange: a full hex and surrounding hexes elimination of fungus (7 hexes), to desert terrain, +75% Alien Aggression modifier and spawn 5 hives
+Malathion: damages all aliens in the hex 50%, reduces the tile level by one (tropical down to savannah, etc)
+HAARP: upgrades a tile to the next level (savannah to tropical, etc) over 5 turns
+Tidal Manipulation: target one city, all water tiles produce a 10% bonus to production (coastal cities receive a massive benefit)
+Deep Mineral Minimal Invasive Extraction: targets one hex, +2 mineral bonus*, very high cost in production, no Alien Aggression
Notes:
* Would assume a base bonus so that modifiers modify the new base - thus +1 can become meaningful when modified by other bonuses
(1) Core mining might also come with an instant spawn in the closest neutral territory of 5 hives, high level
+Genetic Manipulation: targets one hex for a +1 food bonus*, and a 25% Alien Aggression modifier
+Deep Mining: targets one hex for a +1 mineral bonus*, and a 25% Alien Aggression modifier
+Core Mining: targets one hex for a "thermal borehole" style mine, +2 bonus, +4 pollution and a +50% Alien Aggression modifier (1)
+Agent Orange: a full hex and surrounding hexes elimination of fungus (7 hexes), to desert terrain, +75% Alien Aggression modifier and spawn 5 hives
+Malathion: damages all aliens in the hex 50%, reduces the tile level by one (tropical down to savannah, etc)
+HAARP: upgrades a tile to the next level (savannah to tropical, etc) over 5 turns
+Tidal Manipulation: target one city, all water tiles produce a 10% bonus to production (coastal cities receive a massive benefit)
+Deep Mineral Minimal Invasive Extraction: targets one hex, +2 mineral bonus*, very high cost in production, no Alien Aggression
Notes:
* Would assume a base bonus so that modifiers modify the new base - thus +1 can become meaningful when modified by other bonuses
(1) Core mining might also come with an instant spawn in the closest neutral territory of 5 hives, high level
Re: If You Could Add An Operation To The Game, What Would It
omg great ideas guys! now i wanna just drop what im doing right now and start working on some of the ideas here!
Re: If You Could Add An Operation To The Game, What Would It
Covert operation: Make units on the selected hex become stealth for X turns.
or, add a new module to make unit with it enter stealth mode, if it not taken any hostile action for X turns.
Black Ops: Make units on the selected hex become non-nationality (pirate) to other factions. These units can attack other faction, or be attacked by other faction without declaring war.
Terra-forming Operations: Change the terrain of selected tile to other type. for example, Hill to Mountain, Coast to land, etc.
or, add a new module to make unit with it enter stealth mode, if it not taken any hostile action for X turns.
Black Ops: Make units on the selected hex become non-nationality (pirate) to other factions. These units can attack other faction, or be attacked by other faction without declaring war.
Terra-forming Operations: Change the terrain of selected tile to other type. for example, Hill to Mountain, Coast to land, etc.
Re: If You Could Add An Operation To The Game, What Would It
Thanks. I think we all can agree the operations was a great idea, and that there's some untapped potential there.SephiRok wrote:Awesome thread!
Re: If You Could Add An Operation To The Game, What Would It
Yep, operations really add a lot in making this game unique. At first I was wary about all the nukes that would inevitably fly around, but once I got over the fact that this isn't SMAC and that individual cities aren't individually valuable (I might get pissed that my size 30 city got razed to the ground, but it's all replaceable; no wonders), I learned to stop worrying and love the bomb. This changed my strategy from avoiding war and and wmds at all costs, to trying to use them tactically as a standard procedure during war, with the full knowledge that my opponent and I will be exchanging blows we just have to soak up, instead of trying to counter them outright. The first time I got a news message that my rivals had just built nukes, it turned what would have been a cold war for the rest of the game, to a hot war that I couldn't afford to go all out in. I took as many cities as I could while their nukes were still on cooldown, and ended the war to avoid the annihilation of some of my stacks; though also curtailed full conquest of his territory. Usually in a civ type game, I stop a war because my economy can't handle the additional cities and razing those cities is too expensive diplomatically. In this game I stopped the war, because I would have been too vulnerable to other players if I had pursued it, even though I was probably only 5-6 turns away from a total victory against that player. Was cool.
Re: If You Could Add An Operation To The Game, What Would It

+ Zombie Attack: locks down all military units in a city from moving for 3 turns while they kill zombies. All units take 30% damage.
No, that one isn't entirely serious.
Re: If You Could Add An Operation To The Game, What Would It
Ha, that's awesome.Emmeric wrote:![]()
+ Zombie Attack: locks down all military units in a city from moving for 3 turns while they kill zombies. All units take 30% damage.
No, that one isn't entirely serious.

Re: If You Could Add An Operation To The Game, What Would It
Zombies again. They are almost everywhere nowadays. It is getting old.Emmeric wrote:![]()
+ Zombie Attack: locks down all military units in a city from moving for 3 turns while they kill zombies. All units take 30% damage.
No, that one isn't entirely serious.
Re: If You Could Add An Operation To The Game, What Would It
Time Travel Operation: Allows a unit to refresh movement points by performing a simple loop-jump (which means you only time travel once per deployment; no need to jump back to the original time... yes, it does make sense). It would be deployed after a unit has exhausted all of its movement. The movement would be restored back to 100%. This could allow you to attack twice, or attack then run away.
In order to prevent overpowered combinations with certain devices, there would be a limit of 1 time travel per unit per turn. Maybe incur a % damage on the units as well if it's too strong.
I think it would add some good combat strategy to the game.
In order to prevent overpowered combinations with certain devices, there would be a limit of 1 time travel per unit per turn. Maybe incur a % damage on the units as well if it's too strong.
I think it would add some good combat strategy to the game.
Re: If You Could Add An Operation To The Game, What Would It
I would like to see operations that can be used against another faction without a declaration of war. Perhaps a propaganda operation or maybe a coup attempt operation. There needs to be some peace time operations that can undermine production and morale.
Propaganda could insight unrest and lower the morale of a city. The effect would be a based on how many units are stationed in the city, the more units the lower the effect. A 50% or higher morale drop would result in rioting (building could be lost from rioting) and a loss of all production until the city recovers. If used during war it will incite anti-war protests and pressure the faction to sue for peace.
The operation can be built from a spy building. It should be expensive, have a long cool down time. There also should be a chance that the faction can trace it back to you and using it could result in war. Definitely a loss of standing points.
I would like to see city flipping as well, nothing pissed me off more than having a city flip when playing Civ III.
This all might be pie in the sky and would require a revamp of the game diplomacy, which I think the game needs anyway.
Propaganda could insight unrest and lower the morale of a city. The effect would be a based on how many units are stationed in the city, the more units the lower the effect. A 50% or higher morale drop would result in rioting (building could be lost from rioting) and a loss of all production until the city recovers. If used during war it will incite anti-war protests and pressure the faction to sue for peace.
The operation can be built from a spy building. It should be expensive, have a long cool down time. There also should be a chance that the faction can trace it back to you and using it could result in war. Definitely a loss of standing points.
I would like to see city flipping as well, nothing pissed me off more than having a city flip when playing Civ III.
This all might be pie in the sky and would require a revamp of the game diplomacy, which I think the game needs anyway.