Way to imrpove Advent eco? -> neutral asteroids default to Advent when inside their culture

A lot of people talk about how much the advent eco sucks relative to the others...how about this as a way to make it better:

 

Neutral asteroids auto default to Advent control without needing a colony ship when they are inside of Advent culture.  Also, enemy races are not allowed to take them back so long as the culture is there.

 

If Advent culture overcomes an ally controlled neutral asteroid, it doesn't change hands, but enemy races are no longer able to take it so long as the culture is there.

 

This would make advent culture very powerful and much more advantageous and probably result in Advent players often choosing to rush culture, which is supposed to be the Advents thing.

 

Thoughts?

32,649 views 28 replies
Reply #1 Top

Given the amount of neutral mines I run across, I kinda like this idea. Helps the eco problem and doesn't feel too unbalanced. After all, that culture focus has to be good for something, right?

Reply #2 Top

I like the idea. Might be something actually worth considering considering how "ineffective" culture is for any faction

Reply #3 Top

They are improving Advent culture in the next expansion so we will have to see.

Reply #4 Top

I think that the idea is cool and all, with one exception. I kinda have a feeling that the "neutral is locked as long as it's within culture" is a little oped. If it was like "If within culture range, all neutral mines go to the Advent player; If a mine is then taken away by an enemy, it will swap back in 5(10?) minutes". That way you can pretty much control all neutrals with just culture BUT you can be harassed (like everyone else). The mines, if taken away from you, would change back to you eventually, but if you don't get a colony frig there it will take some time before that happens.
It would be more interesting and fair imo, instead of the "Okayz I haz all neutrals gg" you suggest. 

Reply #6 Top

Quoting Rovert10, reply 2
Might be something actually worth considering considering how "ineffective" culture is for any faction
End of Rovert10's quote

 

Culture is far from ineffective.

 

Buffs to your ships. Check.

Buffs to your economy. Check.

Reply #7 Top

Quoting -Ue_Carbon, reply 6
Buffs to your ships. Check.
End of -Ue_Carbon's quote

Only if you pay for the mostly useless upgrades.

Quoting -Ue_Carbon, reply 6
Buffs to your economy. Check.
End of -Ue_Carbon's quote

Seleucia and I both realized with our mods that you have to double both the starting max allegiance cap and spread rates to make early culture as useful as trade, but late game trade will still easily out do culture, since it scales infinitely.

Reply #8 Top

Quoting GoaFan77, reply 7

Quoting -Ue_Carbon, reply 6Buffs to your ships. Check.

Only if you pay for the mostly useless upgrades.


Quoting -Ue_Carbon, reply 6Buffs to your economy. Check.

Seleucia and I both realized with our mods that you have to double both the starting max allegiance cap and spread rates to make early culture as useful as trade, but late game trade will still easily out do culture, since it scales infinitely.
End of GoaFan77's quote

 

Even the base culture gives a buff. Not a huge buff. It does get better with the tech, also increase your spread rate.

 

 

IMHO, its not suppose to be a trade port alternative. Its an additional buff to everything your empire does. A jack of all trades, so to speak.

 

You know the flaws in the current trade port issue. Your mod has done wonders to make trade ports manageable. Nothing can compare to infinitely scaling trade. But the flaw isnt culture, its trade ports.

 

 

 

My point is culture isnt useless. Could it be better? Sure could. Could us never use it in game? Sure, but why? Its an great way to buff just about every aspect of your empire. Even if you never upgrade it.   

Reply #9 Top

Quoting -Ue_Carbon, reply 8
Even the base culture gives a buff. Not a huge buff. It does get better with the tech, also increase your spread rate.
End of -Ue_Carbon's quote

Exactly what military buff would that be? o_O And the extra spread rate is almost useless, it will take quite a while for a +5% spread rate bonus to push culture back enough to affect the planet, let alone actually lower the allegiance. And the even the allegiance decrease is capped at -0.07%.

Quoting -Ue_Carbon, reply 8
IMHO, its not suppose to be a trade port alternative. Its an additional buff to everything your empire does. A jack of all trades, so to speak.
End of -Ue_Carbon's quote

I completely agree, but unless you have a lot of high population planets in a close area, better to keep on building trade ports my friend (though I suppose nerfing it to culture/refinery levels could in theory work, that would be a big economic blow to stomach for everyone). Since like refineries there is built in maximum benefit to culture centers (when you hit the max culture bonus), building your first culture center at least should be a bit better than a tradeport. But IMO that's never true in Vanilla.

In a nutshell, culture is in practice only an economic boost that pays for itself slower than trade ports. It either needs to be a true jack of all trades like you say, a better economic booster, or as in my Enhanced 4X Mod both.

 

Reply #10 Top

I think the idea stated in the OP is a great way to improve the overall value of Advent culture. I do agree with N3rull that the enemy should be able to get extractors back using a colony ship though. An extractor takeover every few minutes would still be great and not too overpowered.

Reply #11 Top

Not to mention that if the Advent culture keeps taking it back, it's only a minor harassment. Other forces would still be urged to assault or produce counter culture.

Reply #12 Top

Quoting GoaFan77, reply 9
Exactly what military buff would that be
End of GoaFan77's quote

 

Extra damage if your Vasari

Extra mitigation if your Advent

Extra Antimatter regen if your TEC.

 

 

Reply #13 Top

Quoting -Ue_Carbon, reply 12
Extra damage if your Vasari

Extra mitigation if your Advent

Extra Antimatter regen if your TEC.
End of -Ue_Carbon's quote

But you need to research the culture upgrades, which was my point. The base culture gives no military bonuses (only in my mod it does). ;)

Reply #14 Top

Here's a thought for buffing Advent eco AND culture. When Advent culture hits an enemy planet, part of that planet's income (and perhaps trade income) is given to the Advent player.

Reply #15 Top

Quoting Nexcraft, reply 14
Here's a thought for buffing Advent eco AND culture. When Advent culture hits an enemy planet, part of that planet's income (and perhaps trade income) is given to the Advent player.
End of Nexcraft's quote
If the part of the lost allegiance on that planet would decide how many credits and resources would be given to the Advent player, who's culture is pushing back the culture that belongs to the owner of that planet, it might be a good way to make culture more valuable.

Reply #16 Top

I believe in redoing econ also. 

But this is turning into buff culture thread :/  I think culture bonuses should scale off of your overall culture. Like you should have a culture bar and your bonuses grow as your culture becomes more powerful, without need for research.  And you can also then have a culture victory at the end of the bar.

Reply #17 Top

Here are my thoughts:

1) A general culture buff favors Advent...give each culture tech a max allegiance bonus (which will accumulate to a greater bonus for Advent)

2 ) Have that tier 1 research tech give a cost reduction to technologies

3)  Have communal labor give a credit cost decrease for all purchases instead of its lame bonus

There are other things that can be done but those are the easiest...

Reply #18 Top

Quoting Seleuceia, reply 17
3) Have communal labor give a credit cost decrease for all purchases instead of its lame bonus
End of Seleuceia's quote

I actually really like communal labor in its current form. A constant +17-67% build rate bonus isn't too bad for a tier 2 tech.

Reply #19 Top

A build rate bonus is not a very good bonus...the only time that type of bonus is useful is if you have to rush build many tactical structures in a very short period of time...that's a pretty limited advantage and is easily overshadowed by cheaper structures...

That you aren't likely to have more than 2 constructors any way makes the opportunity cost of researching that tech unjustified...

Reply #20 Top

Quoting Seleuceia, reply 19
A build rate bonus is not a very good bonus...the only time that type of bonus is useful is if you have to rush build many tactical structures in a very short period of time...that's a pretty limited advantage and is easily overshadowed by cheaper structures...

That you aren't likely to have more than 2 constructors any way makes the opportunity cost of researching that tech unjustified...
End of Seleuceia's quote

Strategically yes, but being able to more quickly build extractors, trade ports and research centers also has a small economic bonus. And its both cheaper and (most of the time) more effective than the TEC build time research.

Reply #21 Top

Well, the build rate times for civilian structures are on the order of less than a minute...a trade port has a build time of 50s on slow game speed....a 100% bonus to structure build rate would halve that time, so you would be earning trade income 25s earlier....

Let's just ballpark it and say that trade port is getting 1.75 credits per second (trade length = 10), and so in 25 seconds you would get 43.75 more credits than you would otherwise, which really doesn't amount to much...

To put that into perspective, communal labor is about 600 + 4.5 x 150 = 1275 credits (which in this distorted case would be equal to about 2 x the 43.75 credit bonus)...

More realistically, you don't have a trade length of 10 all the time and the bonus is more like 33%, which means you aren't paying off this technology any time soon...

Specifically for trade ports, there is the extra consideration for trade ports that expand your trade length (since you also get the bonus to all trade ports a little bit earlier)...additionally, faster speed increases income rates by more than it increases build rates (which should favor this tech)...still though, I'm not seeing the economic payoffs in this tech...

Quoting GoaFan77, reply 20
And its both cheaper and (most of the time) more effective than the TEC build time research.
End of GoaFan77's quote

I'd think all the time...isn't that TEC technology at 16.67% per level?  A single logistics upgrade gets you a 2nd constructor, putting you at 33% with communal labor.  And the Vasari tech is 40% per level but is tier 6 or 7...so I'd agree it's better than TEC and even say it's better than Vasari's comparable technology as well...

Reply #22 Top

That idea sounds overpowered.  There are better ways to help the Advent.  Return the Progenitor colonization bonus back to 20-40-60%.  Now that Illuminators have been fixed (effectively nerfed), lower the military lab requirement down to two.  That should go a long way towards helping the Advent become more competitive with Vasari and TEC.

Reply #23 Top

OP:

This idea wouldn't change the advent's game much.  This would only free up some micromanagement later on in the game, which in my view should never happen since neutrals should always be contestable.  You will actually take away some of the fun of the game because of this. 

Advent need an early game edge that doesn't require a lot of investment, much like the vasari and TEC.  I would say this would be easily done via research additions in the low tiers.  I would be for adding more useful low level economic research to advent giving them an advantage.

Advent suffer from a lack of OPTIONS.  Give them more options and you will see skilled players using them in multiplayer.

 

Reply #24 Top

Quoting DirtySanchezz, reply 22
That idea sounds overpowered.  There are better ways to help the Advent.  Return the Progenitor colonization bonus back to 20-40-60%.  Now that Illuminators have been fixed (effectively nerfed), lower the military lab requirement down to two.  That should go a long way towards helping the Advent become more competitive with Vasari and TEC.
End of DirtySanchezz's quote

 

Halcyons (bombers) and Defense vessels are still strong enough to repel invaders before tier 3.. I think they should give defense vessel some kind of ability like the Vasari sentinel's charged missiles for a more abusive advent at tier 2. 

 

"flak needs to be op for the advent because there long range frigate is not the best cost wise. You can't field enough illums to counter the other factions even if illums are at tier 2."

Reply #25 Top

Quoting Seleuceia, reply 19
A build rate bonus is not a very good bonus...the only time that type of bonus is useful is if you have to rush build many tactical structures in a very short period of time...that's a pretty limited advantage and is easily overshadowed by cheaper structures...

That you aren't likely to have more than 2 constructors any way makes the opportunity cost of researching that tech unjustified...
End of Seleuceia's quote

I agree with Seleuceia, that Advent's Communal Labor build rate bonus is not a very good bonus, or as he put it earlier: outright "lame".

The only time the bonus is useful is in fact a very short time, when the drones are under attack.  The build rate bonus is just not enough to make a difference, and not worth researching the tech.