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The Intrigue expansion allows you to spin them off as Commonwealths. In Crusade/Retribution without Intrigue, you could probably just set a Governor and ignore them though.
But yeah, without Intrigue, you just have to live with the consequences of going hard Influence.
You'll have to try and Terraform planets to increase the City quality, placing a Colonial Hospital and/or Food Distribution on them. Hydroponic Farms everywhere will help on the Food thing too, but you really just need to get to Farmers in the tech tree. (+30% Food on Colony.)
As a thought to the other problem of not taking over friendly colonies: I do have the Intrigue DLC but Iv'e never used commonwealths before. Does that mean I could designate a kind of buffer zone commonwealth that has lesser influence from my main colonies since it has autonomy? In other words could I create a commonwealth for the flipped planets with less influence being exerted on them, give them back to their original owner and they would be able to hold on to them?
Rule 2 - refer to Rule 1
Yes I don't ever use them. Just thought they might help in this situation.
I just destroy the planet.
You obviously don't understand.
...or don't care.
For a world with minimal production and basically no terraforming done, I will use supply missions to build the first several upgrades in 1 turn each starting with upgrading the capital twice, fully terraforming every tile around the capital, and fully populating all of those tiles with production facilities.
I have more of an issue with planets that have a frustratingly bad layout of resources and terraformable tiles. My current game I found a class 19 planet that had zero tiles adjacent to the capital and none of them were terraformable by anything less than the terraforming options that can terraform literally any tile. In this particular case it also happened to have so many farms that there were hardly any tiles available to use for anything other than food despite being a class 19 planet.
Turned into an amazing food production planet eventually but production was pretty low for a precursor planet that was a class 19 before any terraforming, fortunately as an aquatic race I get some free ultimate terraforming options so I was able to terraform a few tiles next to the capital but normally that would have been a huge pain for a non aquatic race.
You can't change where Cities are located nor any Galaxy/Player wonders. You also can't re-arrange any previously terraformed tiles, so you end up largely being stuck with an inefficient layout on a developed world.
Yes you can re-arrange some facilities a bit, but things like Cities placed in *corners* where there are only 1 or 2 adjacent tiles (with no terraform projects left to build) you can't do anything about.
Also I am interested in trying to find ways to have a friendly race not be influenced by my culture so that their planets don't flip but it seems there is no way to avoid that. This game does not really consider that someone might want to peacefully co-exist with another race.
Yes you obviously don't care nor understand so why answer with ignorance in the first place?
You didn't read my post, just made a nonsense reply. If you can't be bothered to actually understand someone's post best not to answer at all.
A similar but more expensive option is to build culture starbases nearby, then give/sell those the the AI.
There's also a United Planetes resolution that can prevent culture flipping, but getting that is random.