Why don't planets defect any more?

In version 1.0X I recall planets rarely defected. After the upgrade to version 1.1 planets defected a lot more often, to the point where it was actually a viable strategy to build lots of influence starbases. I even got comical warning messages about building them from enemy empires sometimes. Now it seems in version 1.11 planets almost never defect - I'm currently playing a gigantic map and I have had about 30 of other empires' planets with the in danger of defection symbol showing by them for over 2 years, but none of them have ever defected. Only one planet has defected the entire game, and that was from one enemy to another near the beginning of the game.

Was planet defection nerfed again in version 1.11 or something? or am I just really unlucky? If the former, I like it better the way it was in version 1.1 because it actually added something to the game.

Or is there like a configuration file option with a defection probability in it that I can tweak myself?
9,293 views 15 replies
Reply #2 Top
I agree, I played an evil race and build the mind control wonder. Spent an extra two hours (on a gigantic map) winning with a diplomatic victory. I was at war with another race, even though 85% of the map was under my influence, I mean. . .whats up with that?
Reply #3 Top
I think the majority of players don't care for influence victories so the trend has been to make it harder and harder to get the cultural victory. This would make sense if the difficulty was added to the high difficulty levels but I think it extends all the way down to cakewalk.

I might be wrong about this since I am playing only on the tough level now but I believe the coding for planets flipping is the same for all levels. Maybe I should try an easier level and see.

I like the culture victory route as a way to end the game and the later versions have all but stopped me from playing the bigger maps. I piddled around with a gigantic map recently and I couldn't even cheat my way to a culture victory without going to war with the last standing civ.

I will qualify this by saying that I could have culture bombed them with influence bases next to their planets. That might or might not have led to war but it probably would have. Jason is correct that a couple of maxed out i bases will flip them and usually get a domino thing going.

What you can't do anymore is win a cultural victory by owning and maxing out every (4-5) influence resource in the galaxy along with researching evey culture bonus tech and filling your planets with cultural exchanges.

Personally I think it has been over-nerfed but I may be the only player in the galaxy that thinks so.
Reply #4 Top
Well, Dont assume that the A.I Acts entirely like you - They may be building cultural buildings on their planets to prevent a culturevictory from occurring.
Reply #5 Top
I've suffered the same issues both with and without a Mind Control Center. As a matter of fact, I have never flipped a planet once I built the Mind Control Center. I've thought morale had something to do with it but even planets under 50% morale refused to turn. Sometimes, pushing the score higher than 4 helps but certainly not always. Ironically, the few times my planets are under threat of flipping, they never last a month in the danger zone. Not fair! (sniff)

The drop in influence in the native ability options, the antagonizing effect of starbases near planets (often resulting in wars) and the threat the AI sees in being near a nation that has a certain amount of influence has discouraged me from trying to use it as a weapon. After all, once the AI notices it's losing the influence war, it'll just start a real one so I learned to just skip the niceties and open fire first.

I really like culture as a means of expanding but the reduction in effectiveness has forced me to seek out other means of galactic domination. No longer am I selling genetically engineered Florida oranges with added sigar taste (Yuk ), instead, I'm handing out the latest Psionic Phaser Pummeller to whoever wants to use it against the...well, bad guys so to speak.
Reply #6 Top
The Mind Control Centre is mis-labelled, and doesn't do what it says it does. Not at all, in fact. It's actually an economy building, and gives a 100% economy bonus to the planet it's built on.
Reply #7 Top
Nope, no problem with flipping planets in 1.11, I have even flipped the Drengin homeworld in one game fairly early on with just one influence starbase two parsecs from it.

Reply #9 Top
I think the majority of players don't care for influence victories so the trend has been to make it harder and harder to get the cultural victory. This would make sense if the difficulty was added to the high difficulty levels but I think it extends all the way down to cakewalk.

Remember that flipping planets and winning a cultural victory are two different sides of the coin: You don't need to flip a single planet to win a cultural victory. Hence your argument doesn't make much sense.

I had planets flipping very rarely in my latest game on suicidal (version 1.11), although I own the Mind Control Centre (I don't think it does anything though). I own all four influence resources on the map but only two planets defected on this huge map in total.
Reply #10 Top
I have had no trouble flipping planets.

Though once they are flipped you can see thier attempts to counter my strategies by making lots of farms and embasies.

Don't mind the cakewalk logo. I don't know why that is there since I deleted all my games on the metaverse *shrug*
Reply #11 Top
Remember that flipping planets and winning a cultural victory are two different sides of the coin


Yes and no.

I have won many cultural victories without flipping a single planet but on a huge or gigantic map it is impossible to extend your influence enough to take over the galaxy with influence mining, influence buildings and influence techs.

The only way to reach out and touch them without going to war is to culture bomb them with influence bases which will likely result in a war anyway. To say that flipping planets has nothing to do with a cultural victory is what doesn't make sense.

e-stab, I defer to you as a top player but frankly I doubt you know much about culture victories. I notice you have one such victory and I wonder how many planets you conquered by force to set up that victory. Come back when you have won a cultural victory without ever researching planetary invasion.
Reply #12 Top
The first game I played I won on culture victory. I kept trading ships and stuff to the other civs that were infighting for IP's, got all the influence starbases, and only invaded one planet. (A minor race, I wanted to see what invasion looked like). That was 1.1 on a smallish map.

In my current game, I just got through culture bombing a star system with a few Influence bases. The planets a flipping like coins there. I've only gotten 1 flip without a starbas though.

Flipping should be hard to do IMO. Success means you get a fully functional planet with existing population and you can even do it to your allies. That's a pretty sweet deal.
Reply #13 Top
Also experienced this. As an evil race I was doing ok flipping planets, once I built the mind control wonder, NOT A SINGLE PLANET flipped, EVER
They could have (25.0) influence for several years and still they refused to flip.
Thats just.. wrong
I had 15 planets with revolt icon for 3 years, none of em flipped after I built the mind control wonder. Before that it was quite slow to get em to flip aswell.
Reply #14 Top
Maybe there is actually a completely different bug with the Mind Control Center then, in that it works exactly the opposite of how it is supposed to work (along with the huge economy bonus). Because I did build the Mind Control Center a while back. Now that I think about this, I noticed this in a previous game as well.

I have continued playing this game, and I now have gone three years with no planets flipping. I have about 15 totally maxed out influence bases sitting next to enemy planets, some of which are five sectors deep into my territory, and about 40 planets now have the danger of revolt icon next to them. But still no revolts. Is that even realistically possible given the laws of probability? I should go out and buy a lottery ticket!

I don't know if this is related, but for some reason no random events at all have occured in this game either.
Reply #15 Top
After upgrading to the latest 1.2 beta patch, this appears to be fixed. I got tired of playing my current game, so I decided to go for a tech victory and just max out my research and press the turn button over and over again without doing anything else, which only took about 20 turns after that. During that time, six enemy planets actually defected to me. So never mind!