Influence Starbase question

I have a question about how to use influence starbases. I am trying to influence the population of an enemy planet to revolt and join my side. I can place an influence Starbase so that either the enemy planet is covered by the colored ring you get when you click on the base (I can't remember what it is called) or my planet is covered, but not both. Where should I place the Starbase?
10,027 views 15 replies
Reply #1 Top
Well, if you want the enemy planet to revolt, it must be in the ring. If you want to pacify an protestors and prevent your planet from revolting, then put it in the ring.

Remember, it will not do anything at all until you add the influence modules.

Reply #2 Top
Then I guess the next question would be:

What does the Influence Starbase use as its "base" to multiply? Is it the influence value of the sector of space that the base itself currently occupies? Or, does your empire's influence value in each individual parsec within the Starbase's area of effect get multiplied by the appropriate factor (depending on how many modules you've loaded on to the Starbase)?
Reply #3 Top
In my game, I(the Yor) want to flip 2 planets. Got 2 fully upgarded sb. I own already 2 planets out of the 4 in system, so plenty of ip on the 2 enemy planets(est. 17ip, approval 39%). They dont't want to flip, this goes for ages by now Anybody a solution, btw, they are thalan owned.
Reply #4 Top
In my game, I(the Yor) want to flip 2 planets. Got 2 fully upgarded sb. I own already 2 planets out of the 4 in system, so plenty of ip on the 2 enemy planets(est. 17ip, approval 39%). They dont't want to flip, this goes for ages by now Anybody a solution, btw, they are thalan owned.


I have the same problem. Usually I have found that anything over 5ip does not ever flip for me. Now 4-5ip they flip eventually. I have had planets with 60, 80, 99ip on them and they sat there even with low approval.

No-one has seemed to be ablt to shed any light on this matter

*Shrug*
Reply #5 Top
Which version of the game are you running? The beta of the 1.1 version has made planets in revolt much more likely to flip to your side.

Before 1.1, I had never flipped a Yor planet before (dame +100% loyalty), no matter how long I have 4+ ips on the planet. But since the beta, I've been able to flip their planets fairly regularly. The Yor and Torians are still harder to flip for me, it seems, but they eventually come to see the Terran side of things.

As for the issue of having too high of an IP and a planet not flipping; I'm not sure if that's a current bug, but if it is, it's something that was fixed in the Beta. Last night the Torians decided to colonize Mars fairly far into the game. I immediately had a 22 ip on the planet and within several turns, Mars revolted and joined me.
Reply #6 Top
They flip, if the foreign ip is >4ip, wright? I guess, if so, it works only for a static given or predefined range(let's say 4-7ip), probably an issue to address by the devs?
Reply #7 Top
v1.0x, thanx, waiting for 1.1
Despite your answer, I've been able to flip planets with 1.0X . It does not seem to be a regular exception, probably depending on the game setup?
Reply #8 Top
Depends on the happiness of the planet and your influence rating. They do flip in the standard "non beta" game. Just be patient. However im not sure about the robotic guys, they are supposed to be hard to flip though so this is good that they dont! If they have "fixed" this in the beta then it needs refixing back to how it was

ps as far as i know, influence bases do not have to be over the top of planets, they work like mini planets (or atleast thats how i use them. They will push out influence from where they are positioned and will not modify a planets influence points over time.

Basically they act to expand influence in the area they are placed as well as globally. If they are placed near enemy planets they will improve the rating towards your culture, and likewise placed near your own planets you can cancel out other planets culture. But from watching what they effect in the planet IP details they do not seem to do all that much. (if anything)

I am sorta guessing at this so, making edjumacated guesses.
Reply #9 Top
Yor are still harder to flip, but they are easier for sure in 1.1. I had been able to flip planets of every race except for Yor; I usually had to go military on them instead fo slowly eating them up with influence. I'm sure the Yor planets would have eventually flipped, I would just lose patience after 30 or so turns and just invade them.

Influence is my preferred win method. It fits in best with my play style. So I've been pretty happy with the 1.1 changes in regards to making planets in revolt more likely to flip sides. I can see arguments against it though, since some might consider it too easy to flip planets.
Reply #10 Top
Here's to clear up. Beta doesn't really "Fix" things in this matter, just makes it easier. I've won a military victory before now (on a medium map) without ever building a transport, I influenced every planet. The Yor and Thalans are very hard to flip due to loyalty. And sectors of influence are (roughly) the amount of influnce of an empire spread out between planets, so building an influence base to cover a system of about four influence planets makes it difficult to defeat them, but it's more efficient to place an enemy planet under a starbase, thus projecting your influence onto them. When the starbase is fully loaded (with a portion of your empires influence as a base, multiplied by the modules), if you have cultural conquest, star fed., etc, they flip fairly quickly.
Reply #11 Top
Note, Influence starbases DO provide influence before they have modules; I've definatly changed my borders with them.
Reply #12 Top
Here's a related question ... once the planets flip to you and they are firmly in your cultural control, does the influence starbase serve any purpose? If the influence they generate is limited to their sphere of control, would it be advisable to "decommission" an obsolete influence star base, to save on maintanence costs?

BTW, I have had Yor planets flip over to me, too ... so it can be done!

A cool thing happened in my present game: A planet "saw the light" and came over to me, and this planet was in the process of building the Tir-Quan Training center. Even though I did not have the tech to build it myself, I my empire ended up with a nice galactic wonder out of the deal!
Reply #13 Top
You should probably use espionage to determine the planets IP so that you know how long it is going to take you to flip the planet, because if the planet's IP is out of your reach...you would probably not want to try and waste your time and money trying to flip a planet...although espionage does cost money too...it helps...
Reply #14 Top
They flip, if the foreign ip is >4ip, wright? I guess, if so, it works only for a static given or predefined range(let's say 4-7ip), probably an issue to address by the devs?


The answer to your questoin is i believe no. You must have 4 times the ip that the planet currently has effecting it from its own empire. That is also modified by racial abilities, probably before the comparison is made (their ip+racial+4 >= your ip).

I don't know if it has been changed in the update or not, but once you have 4 times more plus racial abilities, there is still only a 25% chance per turn that the planet will defect.
Reply #15 Top
If your espionage is high enough, the number in the parenthesis must be four or higher in order for the pirate flag to pop up. This is explained at the bottom of page 42/ top of page 43 in the manual.