The Mind Control Center

What does it really do?

I was playing a gigantic game, and had one Krinn planet that would not flip even when I had 8 influence stations directly around it. The influence reading of the planet reported 36 (246.06) and still it did not flip. Spying on it revealed a mind control center and a police center. When I finally decided to invade it, the description for the MCC said that it would help flip planets faster, but it did not seem to do anything. What did I miss? What does this really do?
10,649 views 21 replies
Reply #1 Top
It really adds 100% to ALL the empire's economy. Also it does the OPPOSITE of what the description said about flipping planets, it's about 3x harder to flip.
Reply #2 Top

It really adds 100% to ALL the empire's economy. Also it does the OPPOSITE of what the description said about flipping planets, it's about 3x harder to flip.
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Wait, what? I'm already making almost 600 credits/turn, by the end of the colonization phase - just got my economy up and running and it's completely skyrocketed. On top of that, I'll get the tech to build the Mind Control Center in 4 turns. Are you saying that it's going to -double- my income? O.o

I.. I really can't see anything competing with that.
Reply #3 Top
i guess someone should either report it to stardock or mod it to do what it's supposed to. my guess is that it should raise the planet's influence, forcing other planets to turn.

-DSep
Reply #4 Top
This glitch has been around for eons, no idea why they've never either corrected the effect or changed the description. I guess it's just not a priority, but it's always seemed like kind of a major thing to me.
Reply #5 Top
As I understand it it doesn't quite double your income overall (although I haven't tested it personally).

I believe it doubles income "before" any cvilization economic bonuses (e.g. if you have +40% economy, the doubling will happen before the application of the +40% bonus).

That said; it is still awesomely powerful.

Franbo
Reply #6 Top
In TA, as I understand the current beta versions, "Concepts of Malice" does not appear in at least some tech trees, even after selecting an evil alignment. Meaning that at least some of the races can never get Mind Control Centers unless the enabling tech has been changed (in particular playing an evil race with the Drath tech tree I was unable to find Concepts of Malice as an available tech anywhere... although there are sooooo many other wonderful things). In fact, I am not certain _anyone_ can get MCC anymore in TA, perhaps someone can confirm or negate this?

Reply #7 Top
In TA, as I understand the current beta versions, "Concepts of Malice" does not appear in at least some tech trees, even after selecting an evil alignment. Meaning that at least some of the races can never get Mind Control Centers unless the enabling tech has been changed (in particular playing an evil race with the Drath tech tree I was unable to find Concepts of Malice as an available tech anywhere... although there are sooooo many other wonderful things). In fact, I am not certain _anyone_ can get MCC anymore in TA, perhaps someone can confirm or negate this?
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Drath, Thalan, and Altarian can't get it at the moment due to there alignment tech changes. Hopefully Stardock are going to give all the races individual alignment techs rather than the old unbalanced ones, time will tell. The MCC as it stands is uber powerful and makes evil choice practically essential +100 eco (effect is like eco resource) is too powerful to turn down.

The Drath, Thalan, and Altarian can't currently get any of the old techs (wonders) after ethics whatever alignment they choose.
Reply #8 Top
The Drath, Thalan, and Altarian can't currently get any of the old techs (wonders) after ethics whatever alignment they choose.
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Can't research them...we can still steal/buy them :)
Reply #9 Top
Could someone from stardock please clarify what the present effect of the MCC actually is please.
Reply #10 Top
Thank you stardock for your fast reply!
Reply #11 Top
Could someone from stardock please clarify what the present effect of the MCC actually is please.
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Thank you stardock for your fast reply!
End of quote



1. When you build it, your econ improves dramatically, like 100%. If you want exact numbers or question my uber-specific answer, just build it, heck, rush buy the thing on the longest lease possible, and watch watch what your weekly income does...

2. Planets you are trying to flip to your control, won't. So, if you want to win by influence victory conditions I wouldn't recommend building the MCC.

DISCLAIMER: I don't work for Stardock
Reply #12 Top
Could someone from stardock please clarify what the present effect of the MCC actually is please
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Thank you stardock for your fast reply!
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Sarcasm isn't really going to help. Actually probably nothing will because as someone pointed out this has been in the game for at least the two years that I've been playing it and in most likelihood far longer than that.

Every few months this gets brought up again by someone that doesn't know the history but that soon dies down for another few months until someone else brings it up again.

And yes what it does is to give you a 100% economic bonus. This bonus is additive (i.e. stacks) with all other economic bonuses such as economic resource mining.

The reason it has never been changed to do what it's documented to do is because there are far more people that would object to this being fixed then there are that complain that it's broken.

Also the code related to this is probably so far buried that no one really wants to touch it. The fact that it seems to actually make it more difficult to get planets to flip to you is evidence that there is some buried code related to this that does God knows what. Most people see the inability to flip planets as a fitting tradeoff for the unintended but now totally expected economic bonus.

The best advice I can give you is to go evil and build it early to get the 100% economic bonus and don't look a gift horse in the mouth. :)
Reply #13 Top
I don't as such mind it working the way it is, but simply ignoring an obvious bug that is apparent in pretty much every single game you play (if evil), is downright pathetic... At the very least they could fix the DESCRIPTION!

Anyway, if they plan on making some races unable to get it, they have some balancing to do...
Reply #14 Top
I agree with changing the description. Just give a simple explanation for it like:

"Brain controlling devices implanted in our citizens central nervous system allow to rip them off financially without being asked. This can quite double our economic output.
Of course citizens of planets not under our rule will notice this harsh method and will be less encouraged to join our empire regardless of our influence in the sector. But - who cares? ;D"

Reply #15 Top
To the original post: regardless of the effects of the MCC on flipping planets, it would only have any effect one way or the other if it was in your posession. If the Krynn had it and you didn't, it wasn't causing that planet to not flip. Now, once you invaded and took control you may find that future flipping happens even less frequently. But even without the MCC flipping planets can take a long time. I think we've all had that planet in our influence area with the skull and cross bones just sitting like that for many turns.

I think it's more odd that the Krynn went evil and built it. I don't think I've ever had any AI build ANY alignment specific structures except for that neutral research building (forgot its name). I wish they would so i could take it from them. HAs anyone ever had the AI build the good / evil buildings??

As Mumblefratz said, its a fitting trade off. And i would cry if they "fixed" it.

Once you know what it actually does, the description doesn't matter any more.
Reply #16 Top
Yes, but if the description was fixed, no one new to the game would be confused and complain. And fixing a description is far less time consuming then any real code-fix, so finally getting around to it in the course of all the TA description updates should be on the todo-list. ;)
Reply #17 Top
Once you know what it actually does, the description doesn't matter any more.
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I personally belong to those players that can fully enjoy games only when they are atmospherically intact. A game is a simulation and so i want the simulation to be logically correct. A simple text, that explains what the numbers symbolize adds much to the atmosphere of a game in my opinion. When the text is plainly wrong, it doesnt just kill the atmosphere, it also confuses beginners. So i think it would be really no big deal to just modify the infotext a bit.
Reply #18 Top
Perhaps think of it this way...

It is a MIND CONTROL CENTER after all. And it is Evil of course. Perhaps it IS working as intended, just not on the subjects you think it is...oooooohhhhhhh, conspiracy is afoot! Question everything! Nefarious schemes are all around it!
Reply #19 Top
Piznit, you are absolutely right.

Actually it is the MCC that makes you addicted to this game. Once you played the game far enough to build the Mind Control Center it sucks you into the game`s reality and you will never be able to stop playing GalCivII ;)

What was that about a wafer-thin slice of our souls? Goddamn you, Stardock!
Reply #20 Top
The way it works is fine. They just need to fix the description.
Reply #21 Top
Perhaps think of it this way...It is a MIND CONTROL CENTER after all. And it is Evil of course. Perhaps it IS working as intended, just not on the subjects you think it is...oooooohhhhhhh, conspiracy is afoot! Question everything! Nefarious schemes are all around it!
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(lol!)

I like you because you're witty.


 ;)