Broadcast centres and research stations

I was just wondering if broadcast centres give more of a bonus if more then one is built on a planet, I am just wondering how to get my outer colonys allegiance up as its only at 35% granted I am playing on a 100+ world map. The second question has to do with research stations and should more then 8 be built to unlock everything in the tech tree. I was wondering if the more stations you build the faster the research gets done. Any help would be appreciated
8,731 views 17 replies
Reply #1 Top
For each phase lane jump away your planet is from your capital it loses about 10% off its maximum allegiance cap. Culture can't fix this, unfortunately. The only solution is to move your capital closer (Advent also have a late-game research that can boost allegiance by 10%)

All other things being equal however, allegiance will never get lower than 25%. So you're pretty close to the bottom.
Reply #2 Top
I know that more research centers serve no purpose other than 'backup' (you lose access to a tech if your research stations get destroyed so you don't have enough for the tech anymore).

Dunno about the culture
Reply #3 Top
There's no way to increase the rate of research (aside from altering it in the start-up options) except for an Advent tier 1 research.
Reply #4 Top
Actually, culture does fixes those that have Allegiance very low. You simply build those Broadcast centers at Planets that are very low on Allegiance. You will see that the Allegiance will slowly build up.

Now, if you don't do anything about setting up broadcast centers, you will slowly lose your planet's allegiance to the opposing players' spreading of culture. Once it hits 0%, it will hit Neutral again.
Reply #5 Top

Actually, culture does fixes those that have Allegiance very low. You simply build those Broadcast centers at Planets that are very low on Allegiance. You will see that the Allegiance will slowly build up
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It won't surpass the cap. Your solution is only valid if his low allegiance is due to opposing culture.

Reply #6 Top
Have you moved your capitol world (it's capitol for worlds right? not capital like the ships?) to a somewhat central location? i believe allegiance is partly dependent on the number of jumps it is away from your capitol
Reply #7 Top

Have you moved your capitol world (it's capitol for worlds right? not capital like the ships?) to a somewhat central location? i believe allegiance is partly dependent on the number of jumps it is away from your capitol
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"Capitol" is the building where the legislatures of western democracies meet. :) '

I.E. Westminster is the capitol of the U.K.
Capitol Hill is where the U.S. Congress meets.
The Reichstag Building is the capitol of the German Federal Republic.

Reply #8 Top
Yep culture does increase allegiance. All non homeworld planets can get to 100% (doesnt matter what distance as long as influence has been around for some time), the homeworld can be 110% and with the advent tech 110% for all non homeworld planets and 120% for homeworld.
Reply #9 Top
All non homeworld planets can get to 100% (doesnt matter what distance as long as influence has been around for some time)
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I have never, ever seen this.
Reply #10 Top
okay I made a mistake there, but the cap isnt 10% per jump, it just starts you off as 10% per jump, but can increase by 10% through culture. e.g. 3 jumps away can become 80% from 70%.

so his outer worlds are basically 25%+10% from culture.
Reply #11 Top
The increase in allegiance via culture is 10% above the "default" amount for a given distance from your capitol.
Reply #12 Top
hey thanks guys, I was just wondering if i should bother putting more then one broadcast centre per planet, but now taht seems a rather useless move. The thought just came up as I recently found out that trading port bonuses are stackable so I though maybe the same thing applied for culture and research.
Reply #13 Top

hey thanks guys, I was just wondering if i should bother putting more then one broadcast centre per planet, but now taht seems a rather useless move. The thought just came up as I recently found out that trading port bonuses are stackable so I though maybe the same thing applied for culture and research.
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Multiple culture towers are/i] useful: it allows you to increase the spread of your culture even further -- usually when acting against hostile culture -- and to a limited degree, faster.

One culture center can stop two or three, but add in the culture upgrades and things get [i]really
dicey, even to the degree of totally halting any enemy advance by denying them the ability to colonize the planet, even if they take out its own turrets. (I'm well known for my culture-spamming habits, for some reason...)
Reply #14 Top
dunno why people seem so addicted to culture, ive tried playing advent and culture bombing but it doesnt really alter the fact that if someone has a bigger fleet than yours they can kill your fleet and then proceed to whipe out all of your planets without you beeing able to stop them.

the culture bomb superweapon is complete and utter crap compared to the other super weapons aswell.
i had like 4 of them the other day and they barely made any difference at all , maybe if you kept lobbing them at a planet for an hour it might flip to neutral but tec can flip a planet with one shot lol

i thought the advent one were suposed to have some mitigation thing aswell? im sure thats what one of the mods said but all my ships shield mitigation stayed the same when i went to one of the planets i had launched a culture bomb at
Reply #15 Top
Iirc TEC gets Anti-matter regeneration in friendly culture and Advent get shield mitigation, So if you culture bomb a planet and then invade your taking less dmg to your shields + the ability of your support ships that knocks dmg off the top. coupled with Advents high shield tech. ( i forget what Vasari bonus is in culture... dmg maybe?)

Also you can use the Culture cannon thing to wipe out enemy culture in a system, jump in Nuke the planet, colonize it and then set up Culture spreading buildings to secure your hold in the region
Reply #16 Top
[quote] All non homeworld planets can get to 100% (doesnt matter what distance as long as influence has been around for some time) [quote]


As much as I wish that were true, I dont believe it is. I think allegiance is capped by how many phase jumps away from the capital the planet is.
Reply #17 Top
The home world starts with 100%.
Every jump costs 10% base allegance, so a planet 4 jumps away would have 60% base.
If the planet is under friendly culture (your own or your allies), this gets raised by 10%.
It does not matter how this culture is produced - Advent super weapon, 1 broadcast center, 10000 broadcast centers. It's always 10%, not more, not less.
Minimum possible is 25%. So if you play on a giant map were all your planets are far away from home then they will all have 25%. Build a broadcast center every 3-4 planets and they will rise to 35%. If you just want the 10% increase then building more broadcast centers is a total waste, besser go for trade ports.
Defense against enemy culture is easy. You need less defensive broadcast centers to hold a planet so to invade your empire with his culture, the enemy has to waste a LOT of logistic slots and you can counter by just having less then half the broadcast centers he has, leaving you with a much stronger economy (since the other slots can be used for trade ports).
Advent lategame tech will also increase the base value by 10% on all planets, making it one of the best income enhancing techs on large maps.

On large maps it also helps to place your home planet directly next to a star. This way, all planets in other systems will be closer, starting with a higher base allegiance value.

I hope this sums it up ;)