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Conquering planet in enemy area gives it back to the enemy.

Conquering planet in enemy area gives it back to the enemy.

Version 0.75.016 - July 10, 2007:

Once the planet is neutralized, I send in a colony ship to take the planet, and as soon as the pods reach the planet, it is given back to the enemy.




Correction, eventually I was able to colonize the lower left (ORANGE PLAYER) area once they were all wiped out and their culture lines were gone, I'd say I waited around 10-15 minutes, after they were defeated before I could take their planets. Culture needs to be tweaked...
11,767 views 41 replies
Reply #26 Top
I could see it flipping back if you conquered a world with ground troops and there is still a "native" enemy population, but in this game you dont, you bomb them into oblivion until the planet is alot more cratery and a great deal blacker, but its a game so i can understand the reasoning

Personally i think that if you take out the source of the culture spread (broadcast centers) then the culture should shrink quickly around 4x as fast as it grows... obviously if the culture is spreading in from other systems then you'll have to deal with them but taking out a planet or two and having to wait for 20 odd minutes to be able to capture them is just irritating
Reply #27 Top
I agree that instant switching seems a little too excessive.

The problem I have with the way it works, is you find a planet that an enemy has, you bombard the planet, and then set up shop, and all the guys you sent, immediately turn around and join the otherside, that just doesn't seem very realistic, you arn't going to have people who spent their entire life in one culture/empire switch in whatever the time period of one second is.

"So Roger, we are about to settle on this new planet..."
"For the Empire!!!"

*Craft Lands*

"Wow these cities our Empire just completely oblitherated are pretty neat looking"
"Yea"
"Lets join them!!!"
"Ok!!!"

When there is a stronger culture nearby, it seems that people who grew up around it are much more apt to switch sides, compared to the ones who settled there. (For example, look how when people immigrate to another country, they usually culturally are still very much of where they came from, but their kids are usually much more apt to be like the country they now reside in)

Two ways that IMO would work better.

#1 - Whenever you colonise a planet, your culture loyalty starts out at 100%, and then begins to slowly go towards what the value would naturally be. (Also an easier way to see who a colony is loyal towards, espcially useful when there might be 3 empires that their loyalties are split between

#2 - When you bombard a planet, you have two choices, either you basically occupy the planet, but keep most of the infrastructure, however if its far away from your empire/no Broadcast centers, they switch fairly quickly (as your people are only a small percent of total population. Or you raze the planet, and start over (perhaps with some penalty of having to clean up?, dunno) but your culture starts out at 100% (like above) and if you don't increase the the culture loyalty (or take out neighboring systems) you loose it.
Reply #28 Top
Yeah, once a faction is completely wiped out, it probably shouldn't still have a cultural influence.

Also, switching shouldn't be instantaneous with newly colonized worlds. What I'd suggest is a formula like Switch Time = 1000/Enemy Culture. The 1000 number could be tweaked (not sure what the range of numbers representing culture is). Might also be good to allow the player to change that number, either in a file or directly through the game's options. That way somebody who doesn't want culture to have a significant role in the game could just set it to a 10 billion and not deal with culture, while technically the game mechanics would not be changed.
Reply #29 Top

Yeah, once a faction is completely wiped out, it probably shouldn't still have a cultural influence.

Fixed in the July 12 patch.

Also, switching shouldn't be instantaneous with newly colonized worlds. What I'd suggest is a formula like Switch Time = 1000/Enemy Culture. The 1000 number could be tweaked (not sure what the range of numbers representing culture is). Might also be good to allow the player to change that number, either in a file or directly through the game's options. That way somebody who doesn't want culture to have a significant role in the game could just set it to a 10 billion and not deal with culture, while technically the game mechanics would not be changed.

We will still be balancing/fixing this but feel free to play with the culture values as you like. They are easily edited with notepad. The file you want to open is GameInfo/Gameplay.constants.

Reply #30 Top


We will still be balancing/fixing this but feel free to play with the culture values as you like. They are easily edited with notepad. The file you want to open is GameInfo/Gameplay.constants.




This is very helpful, thanks! I was previously unaware of it.

Another thing I was wondering about--Can certain actions decrease a faction's cultural influence? For example, destroying just one of their broadcast centers? Or is that sort of "hit and run" a pointless tactic?

Reply #31 Top

Another thing I was wondering about--Can certain actions decrease a faction's cultural influence? For example, destroying just one of their broadcast centers? Or is that sort of "hit and run" a pointless tactic?


It will decrease the spread rate, and if you have towers sending out your own culture you could push them back!
Reply #32 Top

I agree that instant switching seems a little too excessive.

The problem I have with the way it works, is you find a planet that an enemy has, you bombard the planet, and then set up shop, and all the guys you sent, immediately turn around and join the otherside, that just doesn't seem very realistic, you arn't going to have people who spent their entire life in one culture/empire switch in whatever the time period of one second is.

"So Roger, we are about to settle on this new planet..."
"For the Empire!!!"

*Craft Lands*

"Wow these cities our Empire just completely oblitherated are pretty neat looking"
"Yea"
"Lets join them!!!"
"Ok!!!"

When there is a stronger culture nearby, it seems that people who grew up around it are much more apt to switch sides, compared to the ones who settled there. (For example, look how when people immigrate to another country, they usually culturally are still very much of where they came from, but their kids are usually much more apt to be like the country they now reside in)

Two ways that IMO would work better.

#1 - Whenever you colonise a planet, your culture loyalty starts out at 100%, and then begins to slowly go towards what the value would naturally be. (Also an easier way to see who a colony is loyal towards, espcially useful when there might be 3 empires that their loyalties are split between

#2 - When you bombard a planet, you have two choices, either you basically occupy the planet, but keep most of the infrastructure, however if its far away from your empire/no Broadcast centers, they switch fairly quickly (as your people are only a small percent of total population. Or you raze the planet, and start over (perhaps with some penalty of having to clean up?, dunno) but your culture starts out at 100% (like above) and if you don't increase the the culture loyalty (or take out neighboring systems) you loose it.


Agreed on principle. A game shipping with a "feature" like instantly losing your planet once you take it is perceived as buggy or unpolished. Just look at the number of people in this thread who've come into it thinking that it was a bug! "This can't be right!" Please, do not do something so counterintuitive or the game will be injured significantly. I consider this a blocking issue.

Someone mentioned the idea of planetary anarchy. I am tempted to agree with this, or *some other* explanation which flat-out prevents you from colonizing the world while it's under a net cultural stress from the previous owner.

In other words, rather than having the counterintuitive, mechanically-broken functionality of repetitively colonizing and losing the world, make it temporarily uninhabitable. No one owns it - the previous owner doesn't have the logistics or infrastructure in the sector to colonize it, and the cultural forces are so great that the invading army can't set up a foothold there. This wouldn't eliminate the waiting problem, but people have suggested very good solutions to this (e.g., losing culture at 4x the rate that it's gained once the broadcast center is destroyed).

Also, I would like to suggest the (perhaps novel) idea that the Sova Carrier's "Embargo" ability should also help to drain residual culture that is no longer being maintained by a broadcast center. The embargo, in everyday parlance, could be described as two simultaneous actions:

1. The carrier's fighters are intercepting and apprehending/destroying any ships - civilian, microscopic or otherwise - that might be entering the sector to deliver culture.
2. The carrier also has advanced electronic countermeasures that have the opposite effect of propaganda: rather than broadcasting influential data, the carrier inhibits such communications from reaching the planet's populace. After a repeated successful use of the Embargo ability, the sector would be colonizable much sooner than it would be otherwise.

I think the larger issue here is one of strategic diversity vs. necessary elements.

Let's define "strategic diversity" as the degree with which a player can choose a certain technological, logistical and strategic path while excluding others.

Necessary elements are those which have absolutely zero strategic diversity: without the necessary elements, you basically can't go anywhere in the game.

Let's look at the existing necessary elements in Beta 1:

1. Planets (duh)
2. An economy. The economy is itself a bit diverse, though; you could:
A. Build orbital refineries
B. Constantly expand to sectors with usable materials
C. Build trade posts, get tons of credits, and buy resources on the black market
3. Some sort of military force. Defenses weren't enough in Beta 1; you needed to have offense too.

In Beta 2, things have changed quite a bit:
1. Planets (duh, again)
2. An economy which is just as diverse as before
3. Some sort of military force. But thanks to the huge role of culture, it's conceivable that players could specialize in tactical defense and, with the help of a few cruisers, never have to aggressively build a war fleet. So you can either build a war fleet or you can not build a war fleet. Diversity - yay!
4. Broadcast Centers! Without them, you're basically screwed. You can't attain a cultural victory; your planets will gradually get taken over; AND your military strategy is ineffective unless you're *also* a culture monger. Loss of diversity - boo!

Do you see what I'm getting at? I would like to retain the *option* for players to take a risk and not build culture. Sure, you can still lose your own planets when the enemy's culture overwhelms you; this is by design. But should you have to establish this "balance" between culture and military? The more elements you add like this, the more stale the game becomes. You can start building a recipe for how to play the game, and unless broadcast centers are an ingredient, you lose. That didn't use to be the case.

Dunno, guess that's just my perspective, plenty of people seem to think it's reasonable to have streamlined strategy games. I like it when there are many separate ways to win the game, meaning that there is an "OR" between each aspect, rather than "AND".

-allquixotic
Reply #33 Top
I find suggestions of anarchy or immediate overthrow very counter-intuitive.

I'm not sending ground troops down to conquer an existing populace, I'm nuking that populace from space and then sending in colonists. My new colony probably outnumbers the remnants of the enemy settlement, and is going to be far better organized. The idea that enemy culture would somehow make my citizens immediately turn against me seems laughable. After all, some of them may have seen with their own eyes what just happened to the planet they are now inhabiting. I doubt many of them would be willing to rebel knowing what the consequences would be.

I think that all colonies should be given a short grace period-representing the nearly untouchable loyalty of the original colonists (because really, are you going to ship a bunch of political uncertainties to colonize a planet right next to enemy territory?) -and any culture from the faction I took the planet from should be pushed away from the planet to represent the destruction of my invasion.

This should make getting a foothold in enemy systems much easier, and make the game feel more realistic.
Reply #34 Top
I must say i was playing a game today and was 5 or 6 hours into it.
We have dragged it out so long almost all planets have no more Resources.

each of the 4 AI have good fleets.
I ammepted to take 4 planets two from yellow one from purple and one from blue.

And as stated before by others every time i bombed the planet to ruins and landed my people they instantly revolted and switched sides.
After bombing a planet 8-9 times and each time wiping out my own people you think they would pick more loyal subjects or that they would be so scared they would not revolt. There is no way that simply landing on a planet once owned by an enemy would cause your own people to revolt alteast not with in seconds.

This really does need to be looked at.

Also i seem to also have dumd space captains for some of my Capital ships as them are unable to leave a system that i bombed and colonized and of course the planet revotlted... Maybe he really hates rebels and can't pass up one last shot... ok one more.....ok last one i promise.....no this is really the last one... Oh wait i can get one more in.

Take this post with the fact that i missed the July 12 update.
Downloading it now.
Reply #35 Top
it does not make sense you bombard population and infrastructure are 0 you colonize with your subjects and they instantly revolt...

this is the situation i had with a system which was surrounded by enemy planets on three sides, all with culture broadcasts,

i would have to destroy all 3 plus planets(as planets beside them still produce culture) and keep some kind of force in each one i have destroyed until there is no more broadcast centers at the same time i have to contend with other ais attacking the planets,

what should happen is:
the planets surrounding the planets should have their broadcasts re-set (say its due to fallout from the bombings or somthing and signals cannot reach the colony until it is re-terraformed) and they can then crawl back to their previous levels, at this stage you should have built your own broadcast centers + defences

this and the ais fleet build priorities were my main issues with this version
Reply #36 Top
Just look at the number of people in this thread who've come into it thinking that it was a bug! "This can't be right!" Please, do not do something so counterintuitive or the game will be injured significantly. I consider this a blocking issue.


I think that this puts a very good point on the matter. No matter how cool the idea is, and no matter how much you've thought through and rationalized the this idea, it kind of falls apart if many of the people who play it think that it's a bug and get turned off.

I almost abandoned a game last night because of this, except that I checked the forums first. Once I was told that the culture eventually reverts, I watched for it and - sure enough - there it was...

...after I had time to go downstairs, make a sandwich smoke a cig and grab a beer. Way too long, and it ruined the flow of the game for me.

Again, I see what you are trying to do with this concept, but I don't think that it's working like you hoped. No malice...just my two cents.
Reply #37 Top
Didn't a dev say this was (supposedly) fixed? I'm still encountering this (very frustrating) semi-bug.
Reply #38 Top
It's not entirely fixed yet. Just tweaked so that when a faction is wiped out, their culture goes with them.
Reply #39 Top
It's not entirely fixed yet. Just tweaked so that when a faction is wiped out, their culture goes with them.


Which only works currently, because the AI is so weak that it is no problem to wipe it out. If the AI would be better, that tweak wouldn't change a thing.
Reply #40 Top

Which only works currently, because the AI is so weak that it is no problem to wipe it out. If the AI would be better, that tweak wouldn't change a thing.


Funny thing is, this has already caused me to develop a strategy: Two fleets, Fleet of Death and a fleet of colony ships. Move into a system, whoop the crap out of a planet, leave a colony ship behind and move on. When the system is cleared, select the whole colony group, switch to auto and boom - all the planets colonized at once.
Reply #41 Top
Funny thing is, this has already caused me to develop a strategy: Two fleets, Fleet of Death and a fleet of colony ships. Move into a system, whoop the crap out of a planet, leave a colony ship behind and move on. When the system is cleared, select the whole colony group, switch to auto and boom - all the planets colonized at once.


I have found that colony ships die to easy. The AI on medium is smart enough to go for those quickly. Right now I am fighting about 4 AI's in one system and its too hard to create an efective zone of control for my colony frigates to make it to the planets that I have just razed.

What I am doing now is using one of those Akkan Battlecrusiers as my colonizer. I only need to take one planet first and work my way around the debris of the defeated AI. I usually leave a couple of Cap ships at around the planets...but not the planetoids.