Is there a way to deactivate cultural conquests of foreign planets?

Hi all,

I have a question regarding a feature of the GalCiv II game. First off, I really enjoy this game. MOO2 was pretty good but GalCiv II really takes the cake in terms of space strategy games.

However, and here is the problem, I often find that the game is too easy or unfair because of the cultural conquest of a foreign planet (when a native planet or colony revolts and joins up with an empire in its sphere of influence). Because of this factor in the game, the game tends to be short and even unbalanced (an alien race starts getting new planets without using much ammunition). Thus, I was wondering if anyone out there knows how to turn this feature OFF. Also, will the new Arnor expansion pack have more options on how I can set the game parameters? Thanks.

MajorKim
4,465 views 6 replies
Reply #1 Top
Not explicitly, but you could simply mod the game so everyone has a ridiculously large Loyalty ability bonus.
Reply #2 Top
Just a few suggestion.

You can, of course turn off cultural victory but I assume you have done that. You can also avoid choosing any influence abilities when you start the game, avoid building cultural improvements like embassies, Rest. of eternity etc, and do not reaserch influence techs.

In the highly unlikely event you get a flip after following this strategy, you could just gift the planet back to the original owner after building a couple of embassies.

hard to understand how you get so many flips unless you are playing a very low difficulty. I am an influence panderer and never get more than a few flips on a small map unless I start building influence star bases.

If the problem is the AI flipping your planets, use an opposite strategy. Build a few cultural improvements until you see your planetary negative influence factor decline. You can also build a cultural SB near your planet and that will almost always stop a flip.
Reply #3 Top
I don't know what settings you're playing... but that flip hardly ever seems to happen. Only once-in-a-while.
Reply #4 Top
Also, choosing evil and building the Mind Control Center will prevent enemy planets from flipping to your side 99% of the time. It does the opposite of what the description says, as well as giving you an 100% econ bonus.

Kzinti empire2.JPG Sentient species taste better...
Reply #5 Top
Accidentally flipping the enemy, especially when he has just one world left is the bane of my score-grinding existence. And the MCC will NOT prevent that last planet from flipping. Here are a few ideas I use:

Give all +influence techs to the enemy (or sell them cheap).

Build a world with the propoganda center (think that's the one, prevents one planet from flipping) and then give THAT to the enemy so they have one world left.

Build a series of influence starbases around the last enemy worlds, then give them the starbases to increase their influence.

Make sure that the last AI planet you give it has the Rest. of Eternity, and is otherwise filled with cultural centers and the afore mentioned prop center.

~ Wyndstar
Reply #6 Top
I believe choosing the 'No Surrenders' option at the start of the game stops them from giving up their last planet. Seems to have worked in all the games i have used it in.