(64.5) influence on a planet but no rebelion?

well, I'm trying out the influence victory, and as a test I ran a bunch of constructors down to a lone enemy planet (not one of the non rebeling ones). Built up some influence bases with the final influence upgrade. The enemy planet has the skull and cross bones, and the number in the brackets is 64.5 (or 64.somthing) and the plaet is still not rebeling (elsewhere on the forums I've been lead to belive they should rebel at 4.0), does it take a long time, or should it be pretty quick?

Have I missunderstood? If an enemy planet has 22.3 influence, does 22.5(4.0) work to cause a rebelion, or do I need 22.5(90.0) to cause a rebelion?
10,076 views 11 replies
Reply #1 Top
I believe that minor races cannot be culturally flipped.

While the riot chance does start at 4.0, it takes a while if its at that point, however if the influence (in my experience) is raised higher up to 6.0 or so, it'll happen pretty fast. There are other factors that make it easier or harder to flip a planet.

A little more info could help, like the race whether its a minor or major race.
Reply #2 Top
The bracketed number does only need to be 4.0 for most races. I believe the Yor and Thalan need even higher numbers to rebel, or maybe the Yor are impossible to culture flip because they have 100% loyalty. I am not sure if that means you need a 8.0 or it means its impossible. Does anyone know how the threshold works for races with the loyalty attribute?
Reply #3 Top
There's also a superproject that can make one planet in each empire immune to flipping.
Reply #4 Top
Thalains and Yor are tough to flip. If they build the re-education center forget it. (the pirate symbol goes away tho so you know you can''t flip)

I've had the same experience especially one game where i fought everyone except the Iconians whom i influenced out. Thier last planet would not flip. I think i had over 60 ratio.

After i had killed everyone else, i had forgot that they were even still around, and i had to send a fleet up there to dispatch them...
Reply #5 Top
had the same happen to me long ago, but i was being stuborn so i stuck it out. they were falling fast up til the last 1 or 2 planets, i threw scads of influence bases and whatnot at them. it still took at least 30 turns, maybe as many as 60(i stopped counting). the point is that they WILL eventually turn that last planet, but i don't recommend waiting for that to happen
Reply #6 Top
Don't forget that you'll need to wait a while as well. It can take many turns for the planet to actually flip.
Reply #7 Top
It is my impression that once the pirate symbol shows it is pointless to put in more influence , is that correct?
Reply #9 Top
It was the galactic trade race (the ones that actualy have low loyalty if I recall). It finaly worked after a while, so I built up the speedy conscructor fleets and took the nearest race by peacefull means. This evening I'll be on to the next two (those trade gurus and the bug people).
Reply #10 Top
GG Minors CANNOT be culturally flipped.


GCII Moderator
Reply #11 Top
minors can not be flipped, but that doesn't stop them from build influence bases and improvement. that confused me at first. i assumed that the documentation was wrong. but no, they just like building that stuff even tho they dont need it for defense.

minors NOT, NOT, NOT flipable.