culture too powerful in a large galaxy

Culture is too powerful in a large galaxy.

When you have more than 1 system you can't colonize in the other galaxies.
You can destroy the other guys colonies, but when you colonize it is immediately taken over by the other guy.

There has to be a better way. You are forcing the player into a scortched earth strategy when you leave your home galaxy.
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Reply #1 Top
It is better this way so that you can't just roll into a galaxy with a huge fleet and expect to take everything. You can't just invade a country and expect them to listen.

This allows the invadee some breathing space because you don't suddenly gain more and more resources to fuel your invasion. Before, whenever he lost a system you gained a system. Now, when he loses a system, you don't gain anything.

At first I thought it was silly too but if you think about it, it is quite ingenious. I think they should remove the option to let you colonize it altogether when culture is so high so you don't waste anti-matter.
Reply #2 Top
I hate to say it, but it is not ingenious. It only works if you have explored and colonized quite few systems, if you haven't you loss the game. I just played one that did just that.

Glenn
Reply #3 Top
I kind of like the culture system.

You could have moved your capital to the system you had that was most at risk of rebelling.

Then you could have made all your logistical slots in the planets next to stars all broadcast stations. This would have maximized your defense agaisnt enemy culture. Even if they had a couple more systems than you, you should have still been able to resist.
Reply #4 Top
The culture system is supposed to be tweaked in the patch.

The mythical, ever-promised never-released -- BLEEPITY BLEEP BLEEP Yarlen! -- patch!

Please note that culture does decay, even under the current system. "Blockade" a couple of systems so the enemy culture centers don't get to close, and with time they will begin to degrade. Takes forever and a day though.
Reply #5 Top
I thought this point was made clear, solar systems need to be weakened, not strengthened...


blurg, I've long since lost this battle.
Reply #6 Top
I thought this point was made clear, solar systems need to be weakened, not strengthened...


Who said they were getting strengthened?
Reply #7 Top
Culture in general needs to decrease faster....
Reply #8 Top

Culture in general needs to decrease faster....


Well, most important is the removal of the instaflip colonizing, everything else isn't that bad. But it sounds like this will come, so... we'll wait and see.
Reply #9 Top
I thought this point was made clear, solar systems need to be weakened, not strengthened...


Who said they were getting strengthened?

the entire "yay for cultural fortification" says so.

Culture in general needs to decrease faster....


Well, most important is the removal of the instaflip colonizing, everything else isn't that bad. But it sounds like this will come, so... we'll wait and see.

I like the "flip given time" (although the time needs to be extended), but the instaflipping upon colonization is, agreed, annoying.

but culture in general needs to be accelerated, including its decay.
Reply #10 Top

the entire "yay for cultural fortification" says so.


Except it was said it was a good idea, not that it needed to be strengthened Quote the person who said that, I ain't seein' em!
Reply #11 Top
Couldn't you just bombard a few planets that are connected to each other via phase lanes, wait until the culture fades away and then colonize? You can be busy bombarding the rest of the worlds while their culture disappears.

Can you look for dead asteroids as don't you get these under your control once you wipe out the ai's tactical structures regardless of culture?

My first game lasted way too long as I was waiting to take contol of the worlds by following some sort of path. Its quicker and easier to just plow ahead and bombard world after world, the ai's culture starts to shrink and I don't think your culture has to reach the planet, it just needs to be devoid of the ai's culture.

In the beta, you may not have much too build but broadcast centers latter in the game anyway as you already have all the credits and research stations you need.

However I do not know if multiple broadcast centers speed up culture increase or not.
Reply #12 Top
Well, most important is the removal of the instaflip colonizing, everything else isn't that bad.


i hear you! this has to be just about the MOST annoying part of the game right now. what's there to flip anyway? first i am forced to annihilate all life on a planet, and then the rocks flip on me?! come on!

a) culture in a system must be reset to ZERO once the planet is wiped out.

b) a newly colonized planet should have "cultural immunity" for the first 5minutes or so.

c) perhaps i can take over a planet WITHOUT killing all life on it? i mean, at least the planets colonized by the same life form (so not to say "race")

d) if i could take over a planet without turning it into a radioactive wasteland, perhaps the cultural immunity is only 1-2mins, or as long as a certain fleet size is in the system, until the planet is culturally fortified.

some thoughts...
Reply #13 Top

c) perhaps i can take over a planet WITHOUT killing all life on it? i mean, at least the planets colonized by the same life form (so not to say "race")


AHEM......*cough*.....Advent....
Reply #14 Top
a) culture in a system must be reset to ZERO once the planet is wiped out

no way hose-ay.

beyond a) I agree with you, although maybe with shorter times.
Reply #15 Top
Right now, culture really makes invasions of enemy star systems crazy difficult. You end up having to wipe out every planet owned by your opponent before you can colonize.

Ironclad needs to make it so planets don't rebel on you when you have a large fleet in orbit around it. This way, it is possible to invade an enemy system, but you can't just steamroll/speed colonize your way through all his planets.
Reply #16 Top
So I don't know if it just me, but sometimes I can flip a enemy planet fully surrounded by enemy culture "lanes" and have it hold for awhile (though it will flash and say the the planet will be converted soon to enemy). Then if I build a broadcast center it stops flashing and holds. Often it requires colonizing multiple times. Am I the only one with this experience?

Also, I think the system could be great as it is currently implemented with two changes:

1) decay rates need to be faster following loss of broadcast centers or planets/asteroids

2) culture growth should decay faster as the distance from your holdings increases.
Reply #17 Top
More than one broadcast center does help produce more culture, but it seems to be different on different planets. I can get .4 culture rate on an asteroid with thee broadcast centers and only .2 on a terran planet with 5.
Reply #18 Top
You end up having to wipe out every planet owned by your opponent before you can colonize.


Again, I will point out this isn't (quite) accurate. Culture does decay, eventually. It helps if you keep enemy culture centers several jumps back from wherever you want it to decay, though.
Reply #19 Top
Im against the culture system taking so long for a conquerable planet vs cultural deterioration.

If you have glassed a planet and there is little left in the way of a civilsation left there aka population count, then the new colonists sent by the conquerors are going to pretty much be on the side of the ones that sent them. Sure they mite bicker because they dont start a world with a starbucks and a nice pizza joint, but instant revolt
shouldt be there.

Its a bug realy. And even then, its an as of yet unworked rule that realy just needs some game level subtleties involved rules-set wise for the existing cultural system to work even better.

To date , and correct me if I am wrong, but I have only succeeded in cultural revolution in a handful of accounts because my playstyle is fairly agressive
and even in large galaxy matches that can take a couple days to see to the end
typicaly my cultural influence doesnt extend beyond my home star once its fully
under my sovrenty.

Its true that some AI's like to "spam" the towers that push out cultural rate and that their reach is rather extraordinary from star cluster to cluster and that, in so doing, means they are expending their logistical pool into "carebare" resources instead of military.

The only real drawback in its existing format is just that, that it can be so overwhelming that a pasivist empire overtakes an entire large map through influence alone seems feasible in the realistic scale of things, on the game play it is a big let down.

Therefore we should petition for an impliment/change or perhaps even a toggle and or a cap ship that has the ability to prevent recently captured worlds from insta-rebellion and hence defection to the previous owners. A sort of trade off and necesary evil that you must bring along on any far reaching campaighn, and that the ship has to remain for a period so as to "saturate" a world to its rightful new owners sovrenty until such time that it can be left unatended.

That would slow a full assault greatly, and mitigate some of the snowball effect, but realy , all it would need is a productivity ratio so that while it would do away all at once insta-rebellion, its actual output would take a modest as opposed to an enourmous deal of time as it is now, that the planet in question comes into full productive swing with capturing empire.

But regardless, I dont like it how the influence does that as it stands right now, and it will be a sad day should it remain unchanged or at the very least, toggleable influence settings for the sake of online play and just as much as solo.
Reply #20 Top
A thought just crossed my head. Rather then destroying a planets entire population have a separate number that represents "militant citizens & armed resistance" that would be who needs to be destroyed in order to conquer a planet. The loyalty of the remaining citizens could then be won, bought or whatever. Planets would not flip right away but if you don't build certain things within a certain time... they end up revolting or declaring their independence.
Reply #21 Top
But regardless, I dont like it how the influence does that as it stands right now,


No one does -- thats why the devs have tweaked it in the next patch.

A thought just crossed my head. Rather then destroying a planets entire population have a separate number that represents "militant citizens & armed resistance" that would be who needs to be destroyed in order to conquer a planet. The loyalty of the remaining citizens could then be won, bought or whatever. Planets would not flip right away but if you don't build certain things within a certain time... they end up revolting or declaring their independence.


Again, they are implementing a similar system in an upcoming patch, and it will no longer be possible to colonize if a colony would instant-flip.