Planetary Rebellion: The Influence Strategy

Not working?

So, what gives: I have seven enemy planets with skull and bones over them, I have the Mind Control Center, and I have been waiting 25 turns. No rebellions.

Can someone explain what's going on here?

[Notes: I started this game in V [b4] and I have just upgraded to V1.1. I'm continuing the same game. In the game when under V [b4], I had about 7 planets rebel to my empire. Since upgrading, no more planets have rebelled in these last 25 turns. I'm not sure if the upgrade is the issue.]

Anyone have systematic information on rebellions?

Thanks!
12,443 views 16 replies
Reply #1 Top
This is either a case of a game bug or a stroke of really bad luck. Those planets should be rebelling.
Reply #3 Top
I had a leftover Arcean planet from an old war that I didnt bother conquering because it was like level 4, so after peace was concluded that planet was in the middle of my new territory. It stayed there with cross and bones for the whole game......didnt understand why.
Reply #4 Top
If I am correct, then it goes like this: The way it works, the game checks to see if you have 4x (4.0) or more influcence than they do on a planet, then it rolls a basically d2 to see if you get the planet or not. That dice roll is also modified by race abilities and other added bonuses.

They also could have built re-education centers, when prevent a planet from revolting.
Reply #5 Top
It also depends on what race the enemy planets are. The Thalans for instance are resistant to cultural takeover
Reply #6 Top
also possible that the AI started to compensate by boosting their own influence... but doesn't seem likely that any of these reasons would prevent rebellions all together
Reply #7 Top
I notice many of these worlds (when eventually conquered conventionally) are FULL of embassies and the like. The AI seems to realise that they're at risk.
Reply #8 Top
I think the approval of the planet has a big part in it. I've had planets that wouldn't flip for many turns at high approval percentages flip within a few turns of that approval dropping.
Reply #9 Top
The situation is this...

When you get a planet in risk of rebellion, you have 3-5 weeks to fix it or it's gone.

The AI ones do not flip so quick this is due to the RR effect, as Roger Rabbit said "Only when it's funny!"
Reply #10 Top
It's one of the reasons why I'd like sabotage or limited orbital bombardment. Shutting down their morale tiles would make it a lot easier.
Reply #11 Top
You will NOT get a culture flip if the approval (morale) is 100%. Even if the influence is like 90 times thiers. At least this is the problem I am having, and have been having.

It has been brought up many times, but no devs seem to comment on it

I only get culture flips when approval is 80 or so lower... Approximately. And even then it can take months.

Second, the Mind Control center is ONLY 100% Econ bonus. Nothing more at the moment.

Hope that helps

oh and

The way it works, the game checks to see if you have 4x (4.0) or more influcence than they do on a planet, then it rolls a basically d2 to see if you get the planet or not.


I would love to believe that but I have played games where 15 years go by and I have had planets with 80+ influence that last like TEN (10) years without flipping. I just get tired and invade them But again, the ones that I have problems with ALWAYS have high approval. *Shrug*

Hope that helps.

Reply #12 Top
Rogue, that was a very informative post. Thanks.

Since my last post, I did a little homework since I have Advanced espionage status. The race in question is the Arcean. I now have 9 of their planets with skull and bones, and I played another 10 turns. Still no planet flipping. The loyalty bonus of Arcean is 3%.

I also checked approval. A few of the planets are at 100%.

However, one planet is at 52% approval and still doesn't flip.

It seems to me that the bottom line is that I will have a technological victory before any other planet decides to flip. I am usually a conquest player, but I thought I'd try out the alternative victory pathways. They don't seem very satisfying. In future games, I'll probably go back to the conquest of the universe by arms.
Reply #13 Top
I notice many of these worlds (when eventually conquered conventionally) are FULL of embassies and the like. The AI seems to realise that they're at risk.


True, and sometimes it builds influence starbases to counter the effect, but the pirate symbol means that even with such efforts it is still in danger.

Personally, I find it takes a long time for colonies to flip. Even if you build that galactic achievement that is supposed to caught colonies to flip immediately.
Reply #14 Top
i have the following answer.
can one completely defeat some race by flipping it's planets?

thanks.
Reply #15 Top
i have the following answer.
can one completely defeat some race by flipping it's planets?


Yes, it's possible.


At least it would be if this #¦¦@3 planet would ever flip.


Reply #16 Top
I once managed to take the altarians once with an influence victory just for the sake of it. I wouldnt try it though its more trouble than its worth