Galactic Civilizations III

Galactic Civilizations III

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Best way to deal with absorbed bad (friendly) colonies?
My influence is so much that I keep automatically absorbing (friendly) colonies into my Civ and I don't want them because they are so inefficiently designed.

The ai seems to have an obsession particularly with placing Cities even on small worlds; and placing the cities in really stupid places so that it boosts the colony by only 1 pop (but still using up 3 food of course).
My civ is now at -8 food because of this, meaning it's screwing up my economy and stopping me from placing well placed cities on my own much better developed colonies.

I would rather they have control of their own planets (and I want to keep them as allies), so is there a tech or diplomacy option that stops my influence from flipping their planets? Or what other way is a good way to deal with this?
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Mostrando 1-15 de 17 comentarios
Knofbath 3 JUL 2023 a las 14:22 
A City should increase PopCap by 3, for the cost of 4 Food.

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.)
Sticky Wicket 3 JUL 2023 a las 15:50 
I researched a tech that gave me high yield crops that boost farms to +3 food so that has done a lot to fix that problem now.

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?
Knofbath 3 JUL 2023 a las 16:20 
The Commonwealth becomes the new owner, so you wouldn't be able to give them back to the original owner. But, the Commonwealth planets are no longer pushing "your" Influence at the enemies. And your borders will stabilize with the Commonwealth instead of other factions.
Sticky Wicket 3 JUL 2023 a las 16:47 
I don't suppose I can give a commonwealth to another Civ as a gift? or annex it to another Civ when I create it?
Knofbath 3 JUL 2023 a las 19:32 
The Commonwealth is another Civ.
pete 4 JUL 2023 a las 2:15 
Rule 1 - Don't use Commonwealths
Rule 2 - refer to Rule 1
Sticky Wicket 4 JUL 2023 a las 5:40 
Publicado originalmente por pete:
Rule 1 - Don't use Commonwealths
Rule 2 - refer to Rule 1

Yes I don't ever use them. Just thought they might help in this situation.
pete 4 JUL 2023 a las 7:43 
I kill almost all the buildings - Terra-form the hell out of it and start again - if the TF don't fix the planet up to a min 10 then in the bin it goes
losferwords 6 JUL 2023 a las 8:05 
Publicado originalmente por Sticky Wicket:
My influence is so much that I keep automatically absorbing (friendly) colonies into my Civ and I don't want them because they are so inefficiently designed.

The ai seems to have an obsession particularly with placing Cities even on small worlds; and placing the cities in really stupid places so that it boosts the colony by only 1 pop (but still using up 3 food of course).
My civ is now at -8 food because of this, meaning it's screwing up my economy and stopping me from placing well placed cities on my own much better developed colonies.

I would rather they have control of their own planets (and I want to keep them as allies), so is there a tech or diplomacy option that stops my influence from flipping their planets? Or what other way is a good way to deal with this?

I just destroy the planet.
Sticky Wicket 6 JUL 2023 a las 8:22 
Publicado originalmente por losferwords:
Publicado originalmente por Sticky Wicket:
My influence is so much that I keep automatically absorbing (friendly) colonies into my Civ and I don't want them because they are so inefficiently designed.

The ai seems to have an obsession particularly with placing Cities even on small worlds; and placing the cities in really stupid places so that it boosts the colony by only 1 pop (but still using up 3 food of course).
My civ is now at -8 food because of this, meaning it's screwing up my economy and stopping me from placing well placed cities on my own much better developed colonies.

I would rather they have control of their own planets (and I want to keep them as allies), so is there a tech or diplomacy option that stops my influence from flipping their planets? Or what other way is a good way to deal with this?

I just destroy the planet.

You obviously don't understand.
losferwords 6 JUL 2023 a las 8:27 
Publicado originalmente por Sticky Wicket:
Publicado originalmente por losferwords:

I just destroy the planet.

You obviously don't understand.

...or don't care.
khumak 6 JUL 2023 a las 9:18 
It doesn't take that long to fix them. Just destroy their existing facilities, terraform the planet, and build your own infrastructure the way you want it. I keep any production facilities they already have built initially to provide a boost to rebuilding the way I want so if I'm going to replace everything I only destroy 1 building at a time while I'm rebuilding.

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.
Sticky Wicket 6 JUL 2023 a las 12:56 
Publicado originalmente por khumak:
It doesn't take that long to fix them. Just destroy their existing facilities, terraform the planet, and build your own infrastructure the way you want it. I keep any production facilities they already have built initially to provide a boost to rebuilding the way I want so if I'm going to replace everything I only destroy 1 building at a time while I'm rebuilding.

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.
Sticky Wicket 6 JUL 2023 a las 12:58 
Publicado originalmente por losferwords:
Publicado originalmente por Sticky Wicket:

You obviously don't understand.

...or don't care.

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.
Última edición por Sticky Wicket; 6 JUL 2023 a las 13:01
INSANEcyborg 6 JUL 2023 a las 18:51 
I would build one or two culture buildings on the annexed planets, then give/sell them back to the original owner. If your not actively going for influence, it should be enough to prevent them from being flipped again. If not, build a few more and try again. Or build something that increases resistance, that also slows down culture flipping.

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.
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