The Galwiki has the following info in regards to planet influence:

On the galaxy main map, selecting a planet will reveal that planet's influence level (shown as IP points). In parentheses next to your IP level is the relative foreign influence calculation. If that number is greater than 4, your planet may culturally revolt. If your espionage level is high enough, you can see whether or not another civilization's planet is close to defection.

Shouldn't the, "If that number is greater than 4" read, "If that number is greater than 4X the planet's generated influence"
10,152 views 14 replies
Reply #1 Top
No, it's correct. That number represents the percentage of influence that other cultures exert on the planet. So if the number in parentheses on an enemy planet in your bubble is 3.27 percent, you have 327% as much inlfuence on that planet as its owners do. When the number is 4, it means 400%, so the planet may begin to think about defecting.
Reply #2 Top
Thanks for the clarification. I thought at one time that the system worked as you noted, but I had a foreign planet at over 6 for many many turns and nothing ever happened. I think I had the evil structure 'Mind Control Center' that's supposed to make planets close to revolt flip nearly instantly...
Reply #3 Top
If the other planet was a minor civ it wont matter what the number is as they cant be flipped
Reply #4 Top
Nope, it was a major race (those E.T. looking guys).
Reply #5 Top
Does the 'Mind Control Center' actually do something? I've built it three times so far, but the other worlds didn't flip over to me any faster if at all. And my influence was over 4 on those planets, even before I built the Center.
Reply #6 Top
If that number is greater than 4, your planet may culturally revolt.


I believe you highlighted the wrong point in your quote. I changed it a little.

It's not simply a matter of your influence hitting 4.00 to make it flip, it has to be 4+ for a certain number of turns. Racial abilities can also affect this, making certain races harder to flip than others so it takes longer. Other factors may include the Civs total influence, because if that fluctuates because of buildings or galactic resources, you could be at 4.42 on one turn and 3.8 the next. If they have a chance to build influence buildings on the planet in question that will delay any flippage as well.

Cheers,
Reaver
Reply #7 Top
that will delay any flippage as well


Reaver, I think you just invented a new term, lol. I'm going to get back to my game tonight and confirm that I have the Mind Control Center just to make sure I'm not speaking out of turn. In any case, I'm bathing this planet in influence from two almost adjacent influence starbases with over 100% bonuses each. The planet is also in the AI's periferary and not in their core area of influence. At last check, my influence was 6+ and had been for multiple turns. I've seen the skull and crossbones logo on the planet for 10 turns easy.

Assuming I needed 400 and not '4', and figuring I'd never get there, I finally just invaded and took the planet. Of course this screwed up my domination by cultural influence strategy as the AI was allied with the other remaining race so now I'm at war with both
Reply #8 Top
I'm going to get back to my game tonight and confirm that I have the Mind Control Center just to make sure I'm not speaking out of turn. In any case, I'm bathing this planet in influence from two almost adjacent influence starbases with over 100% bonuses each. The planet is also in the AI's periferary and not in their core area of influence. At last check, my influence was 6+ and had been for multiple turns. I've seen the skull and crossbones logo on the planet for 10 turns easy.


Try loading an autosave from earlier if you can, to the point where you had the influence level over 4 but not so high as six. With your new influence starbases, don't build them near the planet; build them so that the influence zones of your starbases don't overlap. Spread them out so that you suppress as much of your opponent's influence area instead.

The reason for this is that once you have the 4.0, the planet's ready to flip. You just have to reduce their home race's influence and improve yours to convince them that it's worth it. Also, you get less grief from the AI leader because you don't have to have so many starbases overshadowing the planet.
Reply #9 Top
I'll try that munrock, thanks. I'm playing at a level where it only aggrevates the foreign leader but they haven't retaliated. A bit too easy, gonna have to bump the difficulty next time.

I wonder what's the highest influence ratio anyone's been able to get without having a planet flip?

Regards,
LP
Reply #10 Top
I had one opponent at 22+ before it flipped, I had 3 starbases and a planet in the same system. Seen a couple of 11's as well as lots in the 7-8 range without the red skull and crossbones icon.

Different races WILL resist your overtures for some time to varying degrees, its not an immediate thing once it gets over 4.

Cheers,
Reaver
Reply #11 Top
22? As in, 2200% more than the home influence? If so, that's alot and I am amazed!
Reply #12 Top
The Mind Control Center doesn't work as the description says (I think). It 'only' doubles your income empire-wide (that means it is the equivalent of building 1 (or maybe 2) Economic Capital on every single planet of yours.
Reply #13 Top
22? As in, 2200% more than the home influence? If so, that's alot and I am amazed!


yep, THAT 22. I think I got higher against a minor race, before I learned that they couldn't be flipped, but I don't recall the number very clearly, so I won't speculate as to what it was.

Cheers,
Reaver
Reply #14 Top
The Mind Control Center doesn't work as the description says


Is that confirmed? I hadn't looked at the planet detail to see if economy had changed since I assumed it wouldn't have. Ugh...