Cultural Affinity

So the 4 cultural affinity / mastery techs in the diplomacy tab should also boost culture spread rate / allegiance change. I think it only makes sense that if you know another group specifically you could target their wants / desires better with your broadcasts.

18,036 views 14 replies
Reply #1 Top

I think this is an interesting concept, but this would be adding an entire new dynamic to the game, adding to the complexity.

I completely understand what you are getting at, with the idea of specific plannets want specific things, and if you attune your broadcasts you would increase the allegience change rate.

However, all my friends that I convinced to get this game, said "I like it, its complex, but very simple, very small learning curve"

but adding something that you would have to micromanage or be at a disadvantage would not be very productive in my opinion.

Reply #2 Top

Well as it stands that would make the diplomacy techs better for culture than the culture techs themselves. ;)

Reply #3 Top

Quoting GoaFan77, reply 2
Well as it stands that would make the diplomacy techs better for culture than the culture techs themselves.
End of GoaFan77's quote

that's not exactly setting the bar very high.  -_-

Reply #4 Top

Quoting bilun, reply 3

Quoting GoaFan77, reply 2Well as it stands that would make the diplomacy techs better for culture than the culture techs themselves.

that's not exactly setting the bar very high. 
End of bilun's quote

That was the point, you're really better off just buffing the existing tech first. ;P

Reply #5 Top

Maybe that's a hint at making culture much more powerful all together, especially giving power to those focusing on peaceful albeit passive aggressive  ventures. I played a map last night as TEC rebels vs 4 hostile advent 3 loyalists and 1 rebel. Their combined culture (some near by planets having 4 communion towers never even lowered my allegiance by 1% the entire game. I only had 2 culture centers total, 1 on my homeworld and the other on my frontline planet. I won an occupation victory...

Reply #6 Top

The real problem with culture isn't with the techs IMO- it's the game constants.  Most specifically it's too easy to defend against culture with friendly culture.  You can easily have twice the culture rate of an adjacent enemy world and not even have your culture on their doorstep.

 

More to the point, early game when players are likely to only have 1-2 culture buildings tops on a given front, the culture techs are more or less unnoticeable at this stage of the game- +10-20% culture rate isn't going to change the fact that your 1-2 culture buildings aren't going to come anywhere near overpowering the enemy's 1 culture buildings.

 

A player with more culture buildings on the border(even if only slightly more) and superior culture techs should IMO have no problem causing allegiance loss.   Getting the ball rolling on allegiance loss shouldn't be as hard as it is now- after all the opponents have a long reaction time to build more culture buildings or send in capitalships before they actually lose the planet  and consequently keeping that proverbial ball rolling is hard in it's self.

 

But then, it's likely too late in beta to start with sweeping changes to core game mechanics like culture.

Reply #7 Top

Quoting bilun, reply 6


More to the point, early game when players are likely to only have 1-2 culture buildings tops on a given front, the culture techs are more or less unnoticeable at this stage of the game- +10-20% culture rate isn't going to change the fact that your 1-2 culture buildings aren't going to come anywhere near overpowering the enemy's 1 culture buildings.

End of bilun's quote

And that's what I suggested in one of my posts. But the post sank now, I thought few player here care about the culture.

So to summarize my suggestion again, I'd like the culture be:

  • increase the culture transmission efficiency of all culture tech upgrades, at least double them;
  • decrease the resistance effect of tech upgrades.

But I'm still hesitate about the idea that changes the original resistance rate.

Reply #8 Top

Yesterday i played a game with hard TEC in my Solar system.
I was Advent Loyayl, full tech into culture. Some of my key planets had a culture rate over 40.
And the TEC with no culture centers on the nearby planets, only a few centers maybe 2 jumps away from it...i could not reach the planet with my culture. I dont know what went wrong there.

In my opinion the culture is fine as it is now.
If you could set it to different targets (maybe planet based) it would be also a very nice idea, specially for players who wants to overwhelm enemy planets by culture, not by military.

But i think Diplomacy should not affect the Culture.
All factions have different Culture research things in the civillian trees, it is enough i think.
That you cant stand so well against a full teched Advent Loyalist is also fine, i mean...our ships are paperplanes with lasers

Reply #9 Top

Quoting LazerusKI, reply 8
Yesterday i played a game with hard TEC in my Solar system.
I was Advent Loyayl, full tech into culture. Some of my key planets had a culture rate over 40.
End of LazerusKI's quote

Really? I think you can share the replays, or saved games.

I am always in trouble dealing with Advent Loyalist, especially in Asteroids. But indeed after I establish my colony, their culture can be repelled.

And one question, are the most players in the forum never care about the culture issues? There are many posts about damage, battleships, SBs, and Titans, but few cultures.

Reply #10 Top

Quoting gundamlit, reply 9

Quoting LazerusKI, reply 8Yesterday i played a game with hard TEC in my Solar system.
I was Advent Loyayl, full tech into culture. Some of my key planets had a culture rate over 40.

Really? I think you can share the replays, or saved games.

I am always in trouble dealing with Advent Loyalist, especially in Asteroids. But indeed after I establish my colony, their culture can be repelled.

And one question, are the most players in the forum never care about the culture issues? There are many posts about damage, battleships, SBs, and Titans, but few cultures.
End of gundamlit's quote

 

Unfortunately most see culture as an afterthought. A slight economic boost or an annoying poke to research a broadcast/communion tower to make someone else's go away.

Reply #11 Top

Quoting Scudhawk, reply 10


Unfortunately most see culture as an afterthought. A slight economic boost or an annoying poke to research a broadcast/communion tower to make someone else's go away.
End of Scudhawk's quote

When the Vasari get added in the Advent will start using it more in order to get some defense from phase missiles. But culture researches still won't be great, especially for Vasari and TEC.

Reply #12 Top

Quoting Scudhawk, reply 10
Unfortunately most see culture as an afterthought. A slight economic boost or an annoying poke to research a broadcast/communion tower to make someone else's go away.
End of Scudhawk's quote

But that is actually an "economic" research, so the research choice for a player will be: military / economy / slight military + slight economy.

And what I want is: military / economy / culture. Make the culture transmission bonus from research something more serious, so that if a player choose to research it instead of damage or resource bonus, it will be really useful to help to convert planets of his rivals, but not a suicide behavior.

 

Reply #13 Top

Maybe culture should have its' own sub tab with many more research subjects to make it a much larger specialization / commitment.

Reply #14 Top

what I would do is make your capital planet always generate culture, even before you researched anything in it. Research only makes culture better and allows construction of culture centers. Putting it out there right away helps make it more important in the early game, but not something you have to invest in either.

Next, Allegiance is only gained through culture. This makes culture much more important at all times. uncultured planets should still be colonizable, but will start at some allegiance and fall off until culture is there

Last, some number adjustments based off play testing. Maybe the spread rate loss per branch would have to be toned down or something. I would see quick spreading culture as not a big problem, but the key difference between a culture oriented player and one who isn't would be the research each has into cultural resistance or the pressure against an opposing culture (look, I know not everyone has the same modifiers, but I'm not sure which)