Influence as a mop up tool

Just a reply to a thread I read the other day where somone was complaining that once they'd effectivly won it then still took hours to finish off the map.

I ended up playing a Me+AI v 3AI v 3AI single system 10 planet. The Early game was very hectic I basically had to defens not only myself but my AI buddy who of course was completely outmatached by the 3AI on his side of the map, was acutally kinda fun protecting him as well as myself and trying to buildup a fleet. A little while after tat we'd taken out 1 from each of the AI teams that was closest and had thier planets at which point I conclcuded the game was basically over as I was already getting rediclous income, big fleet and had most of the research tree's done. Of course I was also feeding income to my AI buddy who was also now a powerhouse.

So In an effort to have a resolution to the map I was the inflence route, since I had a fleet big enough to ward off everything I sold all my logistics and maxed out inflenece structures at every planet I own'd.

In a word DOMINO's man planets started falling quick and even better 2 of the empire not only quickly lost planets to my inflence but quickly lost all thier planets which meant all thier structures autodescruted leaving me a handful of newly colonised virgin planets which of course I maxed out with influcence structures, rinse repeat and it was all over in a very short period of time.

And while I could have done it the hard way conquering every planet, everyone knows when they've got the AI beat and its just a nice way of having a map offically end without the time sink to do it
5,211 views 16 replies
Reply #1 Top
I think players should have the option to hand over their colonies, ships, and structures through the diplomacy screen. Along with a checkmark/button to hand it all over at once when they know they can't win.

In this way they can knock over their king when they have been defeated instead of just leaving the game, and leaving you with the AI to mop up.

-Avarice-
Reply #2 Top
I cannot find a real world example of how the culture system in sins works.
Needless to say, I am not a big fan.
In real life, a heavy dose of culture from another civilization usually leads to Xenophobia and Nationalism.
Reply #3 Top

I cannot find a real world example of how the culture system in sins works.
Needless to say, I am not a big fan.
End of quote


I think reasonable people can disagree on the importance of "soft-power" in the real-world, and whether "culture" as implemented in Sins is a reasonable abstraction of "soft-power".

However, I also think that such debates are missing the point. Clearly, there are no examples of phase-missles in real-life, and yet the inclusion of a weapon that is effective against heavily shielded ships is a good design decision that makes the game more fun.

I think the important question to be asking is: "Does the Sins implementation of culture improve gameplay and make the game more fun?"

(Note: I don't know the answer to this question, but I think it's a good question )
Reply #4 Top
Ghandi was a product of cultural warfare. It wasn't purposeful, the Europeans were hardly out to start rebellions against their own rule, but by allowing their subjects to travel and be educated in Europe, they created monsters. It started a revolution that not only threw off British rule in India, but did away with the caste systems and advanced womens rights, going forwards in equality instead of back to subjugating themselves. They broke off from the empire instead of joining it, but they became a modern European styled country. Ghandi himself has had global influence as a cultural weapon, the end of the apartheid and the success of the civil rights movement in the United States can be largely attributed to him.

It's hardly as cut and dry as the current game version, but cultural warfare does exist, and it's generally unintentional and as often as not, counter productive to the short term aims of the civilization exporting the ideas.
Reply #5 Top
I usually never finish games, after taking 20 of the 24 planets on maps that I play , I figure I've won and just don't want to be bothered by the small remnants of what is left of the enemy.

Hence hopefully Super weapons will clean up the end of the game, and or a surrender diplomacy option.
Reply #6 Top
Culture is an excellent way to give defensive players a way to win.

I enjoyed using it in Galciv2 and Civ 3/4.

In this game I'm still undecided...since there is only one method to generate culture, and 2 ways to defend against it...it might just end up being annoying. Plus those broadcasters take up valuable logistics space. :/


-Avarice-
Reply #7 Top

Hence hopefully Super weapons will clean up the end of the game, and or a surrender diplomacy option.
End of quote

Both should help get the job done.

Reply #8 Top
I want to toss in that a "kill capitol planet" gametype should also be included (if surrender is not).
Reply #9 Top

I want to toss in that a "kill capitol planet" gametype should also be included (if surrender is not).
End of quote


No moving of the capital, I'd have to assume?
Reply #10 Top
No, you can move your capital planet (if you can afford it).
Reply #11 Top
I think Strattegi meant that with the "kill the capital" game mode, moving the capital shouldn't be allowed
Reply #12 Top
I agree that a game mode or a condition for victory should be included where if the capital planet is take it's game over.
Reply #14 Top

Hence hopefully Super weapons will clean up the end of the game, and or a surrender diplomacy option.


Both should help get the job done.


End of quote


ah, so we do get a surrender option. very nice, already pondering how it will work like.
Reply #15 Top

Capture the Flag-ship?
End of quote


or simply flagship assassination would be nice
Reply #16 Top
Then nobody would use the thing