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Mind Control Center prevents planets from defecting to your civ?

Mind Control Center prevents planets from defecting to your civ?

Opposing Civ's planets suddenly stopping defecting after I built the MCC. I have noticed a few other people posting here and elsewhere that they are having the same problem.

Economic bonus is cool, but if it's intended to replace the instant-flip effect, then enemy planets should still be able to defect as normal.
23,460 views 45 replies
Reply #26 Top
Now that provides me with a chuckle. Destroying a planet just to NOT own a building.

You can still get flips with an MCC, they are just very, very rare.

This is true even with planets deep in my territory (800+ planets) with less than 100 Million population. So it's not just a population issue.

It's particularly noticeable in my games if I wait until 30-40+ AI planets are in danger of flipping...At that point I am averaging more than one a turn and it will suddenly stop once the MCC is up. I do often play through months at time at these stages, so it is more than just a number of turns played after load thing.
Reply #27 Top
Apologies, it wasnt my intention to poke that long forgotten sacred cow with a ...errm, sharpened stick.

I didnt know you could destroy your own planets. How exactly does this work?

Also, i dont like the idea of having to go to war with a civilization because of me not liking one of their buildings much. ^^
This civilization could at that point, where i am forced to invade a certain world so it doesnt flip, as well be the most powerful race with one or more allies.
And frankly, i dont want to bury billions of people under gigantic asteroids, that just doesnt correspond to my concept of an influencial victory.
So, excluding evil races would be the favourable option to me. Thanks for your suggestion though, Mumblefratz.
Reply #28 Top
I didnt know you could destroy your own planets. How exactly does this work?


Under the (almost completely useless) planetary govenor screen there is a destroy this colony button. Noticed it but never even considered using it.

Scincerely,
Scintor
Reply #29 Top
Awesome, thanks for your help Scintor.
You just solved all my problems i had with the bloody MCC. <3

Yay, i knew sometime the governor screen would become useful at last.
Reply #30 Top
Swiffo, I'd think long and hard about destroying an MCC. After all, it gives 100% econ bonus, which, unless your strategy is pure flipping, will be far more valuable to you than the occasional flipped planet.

Just a thought. Good luck!


Reply #31 Top
Thanks for your advise, i will definitely welcome the MCC the next time i pursue a militarily strategy.
Currently, i rely solely on flipping for a change.

Good luck!


thanks

Reply #32 Top
I just found this thread while searching, trying to find out what the heck was going on in my game. I'd just finished a major war, was bored of fighting and wanted to use influence to push my borders out. I flipped a few planets, then researched the tech to build the Mind Control Center. That was the end of planet flipping. I had influence of 40+ on some planets and they just sat there in revolt for the whole game. Very frustrating.
Reply #33 Top
Under the (almost completely useless) planetary govenor screen there is a destroy this colony button. Noticed it but never even considered using it.


Of course the planetary governor screen is NOT useless. It allows you to turn off the often to be damned automatic building upgrades, and on a planet by planet basis also.

drrider
Reply #34 Top
I've never noticed any difference after building the MCC with planet flipping. I tend to play many turns in a row, so perhaps mumble is right about reloading. (I know reloading throws off influence)

Which drives me nuts when playing against the Yor. (before the save, it was my turf, after it is his, and my ships are now crawling...)

Are you guys really sure it is having this effect? I don't think it is. I think all it is doing is the 100% economy.
Reply #35 Top
Yes MCC in 1.7 b beta has changed the language on the tech. It no longer claims a planet flipping ability...just the money...it also doesnt say it kills the ability to flip either...but it most certainly does.
Reply #36 Top
On the other hand ive seen something about an orbital terraformer. what is this? And how do i get one?


An orbital terraformer is a galactic wonder, requiring the last tile improvement technology to be researched. It automatically upgrades all planets in your Empire (And any you capture later) to utilize all the usable tiles.

Unfortunatley, the Orbital Terraformer seems to be suffering from something similar to the MCC. I've been calling it the Orbital Tile Destroyer. In a recent game, I zipped right through to Terraforming and built the project right away. All the terraformable tiles on all my planets simply vanished. Those 12's that normally go to 18's were permanantly 12's. My 26's didn't jump to 32, they just stayed at 26. That really torqued me. So, I went back to a previous save and terrformed the old fashion way. I won't be building that POS again. What a rip. Like the MCC, I find this lack of attention to detail on Stardock's part highly annoying. Please fix these Wonders so they do what they're supposed to.

Reply #37 Top

On the other hand ive seen something about an orbital terraformer. what is this? And how do i get one?


An orbital terraformer is a galactic wonder, requiring the last tile improvement technology to be researched. It automatically upgrades all planets in your Empire (And any you capture later) to utilize all the usable tiles.

Unfortunatley, the Orbital Terraformer seems to be suffering from something similar to the MCC. I've been calling it the Orbital Tile Destroyer. In a recent game, I zipped right through to Terraforming and built the project right away. All the terraformable tiles on all my planets simply vanished. Those 12's that normally go to 18's were permanantly 12's. My 26's didn't jump to 32, they just stayed at 26. That really torqued me. So, I went back to a previous save and terrformed the old fashion way. I won't be building that POS again. What a rip. Like the MCC, I find this lack of attention to detail on Stardock's part highly annoying. Please fix these Wonders so they do what they're supposed to.




They actually fixed the TerraDestroyer under DA, but it's never been ported back to DL.
Reply #38 Top
They actually fixed the TerraDestroyer under DA, but it's never been ported back to DL.


Good to know... Under these circumstances, I'll likely start playing DA games again. I was getting averse to playing DA games because of seeming to always get all the planets near me be ones I had to research to colonize while the AI races seem to always get the immediately habitable ones. I get tired of getting extremely behind in tech just so I can colonize my own little corner of the galaxy...
Reply #39 Top
I get tired of getting extremely behind in tech just so I can colonize my own little corner of the galaxy...


The AI never seems to do anything with those extreme tech planets. It just grabs them and lets them rot. I've found that if I ignore them, nothing bad happens (assuming I'm not at war with them). Let them have the planets. When you develop the technology, assuming you don't want to invade and can't flip them via influence, buy the planets from the AIs. Usually, they're cheap.
Reply #40 Top
I stand corrected... My last game of DA beta 3, after building MCC, not one planet flipped my way. Towards the end, the iconians had a pocket that I spammed with influence starbases, still none flipped.

I can't say for sure the MCC broke things, but something is definately wrong...
Reply #41 Top
you can still flip asteroid mining....but not planets....they will show the influence flip flag...but just not flip...but for 100% econ....who cares, i'm gonna conquer all their planets anyway
Reply #42 Top
Something that's difficult to test... as you have to be stinking it up pretty bad to be in danger of it happening...is whether any of *your* planets can be flipped under MCC. Again, difficult to gauge from casual observation, but *my* planets seem Yor-like (not playing Yor) in their resistance to influence when I have MCC enabled...which would make sense conceptually (unlike the econ doubling). Usually, by the time I get MCC I'm preparing to "sweep" the map, and as I go on my conquering spree, I leave fringe worlds out there surrounded by a sea of enemy influence, and Ive never had one go bad. I get unrest occasionally from low morale on high pop worlds, but never from influence.

I'm wondering if MCC doesn't disable influence flipping altogether for your Civ, both to and from. Anyone ever *lose* a world under a MCC?
Reply #43 Top
I play both neutral and evil about the same amount. Planet revolts are not totally disabled after the MCC is built, it's just the probability is a lot lower. Planets do flip, but it takes about 10 times longer. In any case, it makes planet flipping a futile thing to attempt when playing evil.

In DL, the MCC claims to increase the probability of a planet going your way. In DA, the claim is not there, probably because developers opted to remove the claim rather than fix the problem. I believe there's some erroneous programming related to the MCC and it's still there in DA. My bet would be a bad factor making revolts about a tenth as probable instead of 10 times more likely the way the MCC is supposed to. In either case, the bad code is present in both games. The best thing would be to remove the code altogether. Wouldn't that suck if they fixed it, but it went both ways. Your own planets are now 10 times more likely to revolt.

Reply #44 Top
As having just finished a Huge map where I was Evil and used the MCC i can say for sure it DOES still flip planets. HOWEVER, these are the observations I made:

The rate of flipping will dramatically slow down from previous levels though the amount of crossbones seems to increase.

I was able to flip asteroids, and lose asteroids, at any point after the building of the MCC.

I personally have never had a world flip on me after building the MCC but I've never had my worlds under that much enemy influence either.

I would receive an occasional flip after building the MCC but it wasn't until I finished the Influence Research lines that planets really began flipping. My Influence Ability was at "73" at the end of my game (I started with no inherent bonuses there).

After having the MCC for about 3yrs, I was having a world flip every few turns that was in my sphere. I do NOT build Influence Starbases, unless its to protect my *own* influence in a sector, I've never used them to flip other worlds. At that point in the game though it was pretty much moot as I was already ruling over 2/3 of the galaxy.

I have noticed that the AI worlds that under heavy influence tend to have very low morale, usually under 50%, generally I find them easier to just conquer. In concert with Wyndstar's comments earlier wondering if morale affects planet flipping, I maintain my morale from start to finish above 90%, and usually for the second half of the game its at 99-100%. Morale doesn't seem to affect flipping.

About the Orbital Terraformer: In DA at least it works just fine.

Reply #45 Top
I will stand corrected since my post #41 i have played several games and I do see an occassional flip from an opposing ai.....not a lot, certainly less than before mcc....but yes, i saw some in the ensuing games. Question is, did they fix it in some way? but its moot...you can flip afterwards....