MxM111 MxM111

The influence starbase...

The influence starbase...

How does it work?

Does it increase the influence of my planet that is inside the base radius, or can I build it in the sector with enemy planet, to propagate my influence to that planet?
19,712 views 41 replies
Reply #26 Top
The radius is about like a half dollar when you build it and it will increase up to about the size of a small orange with all the modules (this is on a 19 in screen). Modules increase power and range.

Left click on the sb and you will see the aura, then you can estmate for future bases.


isn't the range radius of a starbase always 8.5 squares (8 in each direction from the starbase). I've never noticed it being further, although it's true that I don't count the squares much later after a base is built.

asides from the upgradable sensor modules, which only extend the line of sight, I don't know of anything that extends the effective range of a starbase. if the range does extend, what tech or module does that?
Reply #27 Top
I don't think starbase ranges increase, for I've never seen mine increase. To answer the question about not being able to increase influence level when all starbases are maxed on influence. Well, I had this same problem on "hearts and minds" campaign mission. I could slowly start taking over space but not increase my influence level on planets. Then I maxed out mining on influence resources and walla, alliance game over, and my territory increased dramatically. I think When both civilizations have a lot of influence it becomes really difficult to drastically grow.

I also agree that planets with a much higher ration than 4:1 should flip easier. It just makes sense...
Reply #28 Top
Starbase range doesn't increase, but your influence will grow larger than the starbase range once you throw some modules on it.
Reply #29 Top
I always build these all around my borders and near my main planet clusters. I dont take chances. I know it costs a lot to build so many and upgrade them and have them ready to defend in time of war, but its well worth it considering the alternative. I lost a few planets and games due to culture vic for AI. I dont lose that way anymore.

I think i may over do it a little but i have taken many planets out of war time due to this. Might seem cheap but i choose to play slower and often get overran with alien cultures. This helps me somewhat.
Reply #30 Top
How can I find out what is the influence ratio for a particular planet I'm trying to convert to my civilization. I know that a red skull indicates a ratio of at least 4:1 but how to get exact numbers?


When you select a planet on the main screen, look at the Influence heading. Next to it should look something like this: 34 ip (1.67). The first number is how many influence points that planet is producing. This number is capped (according to the patch history log), but I don't know what the cap is. The second number is the ratio number that tells you how much outside influence is acting on the planet. If that number gets above 4.00, the planet is in danger of being flipped.

Reply #31 Top
Well reason I brought that up about minors, I mean I was getting planets from Yor (hardest of the majors ) surely I could get minors if it were possible.. all in that cluster area were skull and crossbones flipping to me or about to.


Also IIRC theres a evil super project that any planet in rebellion would flip right away.. tie that in with evils no starbase upgrades... I'm smelling an evil influence strategy now...
Reply #32 Top
It says in the manual (and reflects so in the game) that the starbase range goes out 8 in every regular direction, and I think it's ~5 if you move diagonally. If you click on the base itself and see the effective range, you'll be able to see that it's true. Note: The effective range DOES cover that very last tile that's halfway-in and halfway-out of the range indicator.
Reply #33 Top
The Yor *CAN* be influenced into neutrality by influence starbases (I've actually had planets go into revolt because of them when playing as the Yor); hence influence starbases can be useful (or even critical) in a culture war, even playing against (or as) the Yor. When playing as the Yor, I tend to play primarily a trade/culture war, with a reasonably strong military as a backup (sounds like something the United States gets accused of: using their culture as a weapon). I tend to build influence starbases primarily as an *offensive* measure (planting them in areas I am sending troops) as part of a psywar/IW strategy (in fact, if you can ring a region with influence starbases, you can capture a planet firing almost no shots, or even get the planet to revolt in your favor). While it is atypical to use the Yor to wil a culture war, it CAN be done.
Reply #34 Top
From what I have seen, minor races will not flip from influence. I am assuming that this is due to the fact that the computer tends to 'cheat' the minor races stats. I see alot of minor race planets that should be running so far in the red on their economies from the sheer number of factories on their home planets, but which still manage to pump out ships in one turn etc etc, and they always seem to have near (if not 100%) approval/morale. Which might explain why it is extremely difficult, if not impossible, to flip them. This may be why in most war situations, despite the fact that their ships are being destroyed and their whole military outclassed, they will only sue for peace and never surrender outright.
As far as influence bases go, what has worked for me so far is to put the influence starbases either just inside my influence zone, or if I am trying to influence a smaller area (i.e. a lone colony or another starbase) I put the influence bases on the far side of the enemy area, so as to squeeze from two fronts. I have yet to see this piss off another major race, which leads me to assume that, while a physical strabase presence might be inflammatory, my influence area expanding into theirs isnt considered overly aggressive.
Reply #35 Top
You don't have to flip planets to get an Influence Victory. I just played a game where I only flipped one planet, although at the end there were quite a few with the pirate icon next to them.

Early game I put influence bases near my initial borders and next to the closest alien planets. Be prepared to buy off the other races when they wise up to your strategy. Also, if you maintain strong trade with them they seem more reluctant to wage war over just an influence base.

Late game I look for "blank" spots on the map, meaning areas without any influence from anyone or areas that aren't near planets. You can easily envelop another race's area of influence this way, and then it's just a matter of time and upgrading to slowly strangle their influence.
Reply #36 Top
Influence is broken, plain & simple. I've been playing several different variants to try & figure this game out. I want to echo what SouFile777 said in that it is very frustrating to try & GUESS what a strategy game is supposed to do.

I was experimenting with a strategy where I would rush outside of my borders in the beginning, ignoring the planets nearby and then build influence starbases to turn them later. I had each alien planet being impacted by 3 or even 4 influence star bases. I had so much IP over them (8x their IP) and no turns.

I spent so much time / resources building these & researching the tech trees to get even more powerful influenc upgrades that I ended up getting wallopped b/c I was so far behind in ship hulls.

This makes no sense!!!

I hate reading in the manual (pg 43) where they say an influencer starbase has "two paths" and I find out that you can put either of these modules on these basis.
Reply #37 Top
I wish it was clearer how these worked.

I still do not know if they are transmitting some kind of global civilisation influence, or whether they are boosting influence that your civ would normally bring to bear on an area... and what it is they are boosting.

ie, where do they get the base numbers to apply the bonus to? Where can I find answers to this?
Reply #38 Top

As far as i know influence also needs unhappiness to flip. Eg having a culture rating of about (8.00) doesnt do it alone.

The way to understand this is :

(8.00) 90% happiness. This planet loves your trainers and Mcdonalds, but also loves being (insert culture here), so is unlikely to flip.

(8.00) 10% happiness. This culture loves your trainers and tv shows, and really hates the taxes and current government, will very soon become YOUR planet

Im pretty certain this is how it works.

As for culture bases i dont think they influence the influence of planets. I think they only act as a "mini planet" adding culture to the culture pool. Where you position them can negate other cultures influence on you, or push your culture onto planets.

I have seen AI build them on borders with no planets nearby to push borders, so im thinking this is how it works. But then like everyone else im having to make educated guesses!
Reply #39 Top
"I have seen AI build them on borders with no planets nearby to push borders, so im thinking this is how it works. But then like everyone else im having to make educated guesses!

This would suggest to me that a particular parsec's 'decision' on which culture to belong to is determined by a mix of planets and starbases of each culture exerting influence on that parsec, and that that influence is determined by distance to sources of influence, and the size of that source of influence.

That would make sense to me... if anyone could confirm this, that would be great.

Reply #40 Top
I have to say that there are a lot of good questions in these and other post categories, and a derth of good answers (although I do see a few from fellow gamers). It makes me wonder if we are simply contributing in the effort for EA to format their cheat guide In any case, does anyone have a link to a good comprehensive strategy guide. The beginner's guide was nice but way to sparse on detailed info.....
Reply #41 Top
It makes me wonder if we are simply contributing in the effort for EA to format their cheat guide


Personally, I was really hoping we would make a better class of cheat guide.