Culture flip the last/only planet?

Anyone know what the restrictions are for cultural flips?

I dropped a maxed out culture base next to a minor race homeworld and that thing just wouldn't flip. Can you not capture the last world of any civ this way? I assume no... or maybe minor civs just don't flip.

Also, is there any way to deploy spies in minor civs? The foreign advisor tells me to send more spies to them, but I don't see the slider anywhere.
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Reply #1 Top
Minors are unflippable, and cannot be spied upon.
Reply #2 Top
But you can flip the last world of a major civ, although it can take quite some time to do it.

Sometimes I offer peace to a civ I am at war with and rely on influence to get the rest. Once they get down to a single planet they really try to hold on to it. A couple of maxed out influence bases will help, but it still could take several months.
Reply #3 Top
I seem to recall reading that homeworlds require 3x the usual amount of influence to flip. The would explain in real life why the Martians have yet to flip, even though Paris Hilton has released her album.
Reply #4 Top
I don't know where you heard that, Twelvefield, and it certainly isn't true of V1.11 and V1.2. Homeworlds always have higher amounts of influence than other planets, but in my games, if I have influencer starbases by two or more worlds, the homeworld is more likely to flip than a colony. That said, the homeworld is sometimes the last planet to flip.
Reply #5 Top
Kryo, why does the foreign relations screen always say that you know 'next to nothing' about the minor races, and that you need to allocate money to epionage to learn more, then?
Reply #6 Top
Because that's a oversight, the minors didn't get their own special diplomacy screen.
Reply #7 Top
Another question... do multiple nearby influence bases actually do anything?

I had one starbase (with maxed out non political modules) that pushed the planet to 3.78 or something, so started a 2nd base right next to it (also with maxed out non-political modules)and I don't think my influence increased at all.

BUT.. when I went and added all the political modules to the first starbase, I saw my influence increase again.

Does the 2nd nearby starbase not do anything? Or is there some kind of positioning thing, like the starbases have to be outside of each other's influence areas or something weird?
Reply #8 Top
No, they pretty much work as you'd expect. If the planet is within both fields of operation, you get twice the fun. I'm not sure what you mean by "non political modules," but anything that says it increases influence does. Of course, it can take a while for planets to flip; I've seen planets cheerfully ignore ~14x influence.
Reply #9 Top
I meant the 2 branches of upgrades. One ends in Galactic Forum, the other ends in um... cultural assimilation or whatever that gives +100 culture.

Anyway, weird, they must have had a ton of culture then or they hit some sort of limit. I had one starbase at +355 and they were up to 3.7ish, then built a 2nd starbase up to +200ish and I don't think my influence changed from 3.7...
Reply #10 Top
Of course, it can take a while for planets to flip; I've seen planets cheerfully ignore ~14x influence.


Yes - I had the homeworld of the Iconian Refuge surrounded by 2 maxed out influence starbases for ~ 16x-17x for most of a game on gigantic. They FINALLY flipped when I was taking out the last race.
Reply #11 Top
I put 40x influence on a planet and it held out for about 50 turns. Once you get the prerequisite 4x, its a crap shoot. The higher the influence the better the odds, but a lucky planet can hold out for a while.

Reply #12 Top
I just research all the influence tree and then send all my consturctors (whice when I waited, they were in build) to build an influence starbase that have range, 200 + influence, and sensors, then I wait for 20 turns, and the planet is yours!
Reply #13 Top
Please can someone help me find where it tells you your influence ratio for an enemy planet. With enough espionage, I can see their Inflence points, but I cannot find the influence point ratio. Is it the number in the ()'s after the IPs? Please take the time to answer me as it is driving me nuts

Reply #14 Top
Yes, it is the number in parenthisis just after the ip point value of the planet.

Looks like

17 IP (2.00)

the (2.00) would be your overall influence on the planet. meaning you have 2X the influence the planet currently holds.
Reply #15 Top
Minors are unflippable


I've always suspected this but I've seen them building influence starbases; is that for revenue purposes (as influence increases income)?

Homeworlds always have higher amounts of influence than other planets, but in my games, if I have influencer starbases by two or more worlds, the homeworld is more likely to flip than a colony. That said, the homeworld is sometimes the last planet to flip.


I've also noticed that this appears to be the case (although it is possible that this is just a statistical anomaly).