Influence - Couple Questions

How does influence make someone elses planet join your side?

Is it a matter of proximity, ie; a starbase close to their planet upgraded with influence?

Does total race influence affect anything regardless of proximity?

I have had a hugely influence upgraded starbase within range (the blue circle) of a Drengin planet now for at least 30 turns. That planet has not defected to my side. But, another Drengin planet in the same solar system defected to the Alterians, but there is no Alterian starbase anywhere near there.

Thanks

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Reply #1 Top
yo man total influence galaxy wide and starbases have an effect. try to build one embassy on each planet and u should have no problem. i started a huge galaxy, and my foe is human, i've had about 4-8 defections. stupid computer put their planets on my turf, i had no influence bases, so i put some up in case, and they started defecting, so i put them all along my boarders and boom insta-planets.
P.S. starbases stack bonuses
Reply #2 Top
Wow, the influence section of the Wiki could use some help.

First, influence calculation. I cannot confirm that this is actually how the game calculates influence amounts/borders, but as a working theory it, well, works :NOTSURE:

Each planet generates influence based on population, racial bonuses, and planet structures. This influence degrades as distance increases. Starbases generate their own influence, which degrades much faster with distance.

Influence bases: Influence form these degrades far faster than that from planets, as previously stated. The ring around the base is basically the maximum possible effective range. An influence starbase touching an enemy planet is FAR more effective than one which is several spaces from the planet. The influence bonuses on the base do NOT multiply your civ's influence in the ring, it magnifies the influence generated by the base. Influence bases don't precisely stack, but they are more effective in clusters

To generate borders: each source of influence (including bonuses, distance degradation, etc) is added together, generating a numerical value for your influence in each game space. Borders are drawn where a civ's influence is greater than a set value (one, I think). If one or more civs would have overlapping borders, the border is drawn to show where one civ's influence has a greater value than the others.

Flipping planets: A planet can flip if your influence is 4x greater than theirs on the tile the planet occupies. If you have low espionage or better on that race, you can highlight the planet and see how close you are to getting there. Once you get to 4x influence, planet flipping is a random event. Each turn, the planet has a small probability of flipping - I've personally held a planet at 80x influence for most of a game year before it flipped. Others have flipped in the first turn or two. If you see a planet with the skull and crossbones on it, it's ready to flip.

Assorted extras: what percentage of the total influence you hold determines how much of the background tourism income you get. In Dark Avatar and Twilight of the Arnor, there are various bonuses/advantages races can get inside their own influence border - i.e. the Yor limit everyone else's ships to 3 moves/turn in their influence, regardless of the engines on the ship.

As to your Drengin/Altarian thing, were the planets in question in your border, or inside Altarian space? It's possible your influence base was not quite enough to overcome Altarian influence. It's also possible you BOTH had the Drengin planet at 4x, and its just a coin toss as to who it flips to. I've never experimented that way.
Reply #3 Top
How does influence make someone elses planet join your side?
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When the influence that you exert exceeds 4X the amount of influence that the planet in question produces, there is a 'roll of the die' each turn, to see whether or not that planet flips. A skull and crossbones icon will appear above any planet that is getting close.


Reply #4 Top
Once you get to 4x influence, planet flipping is a random event. Each turn, the planet has a small probability of flipping - I've personally held a planet at 80x influence for most of a game year before it flipped.
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If a planet is past the 4x mark but hasn't flipped yet is there anyway to speed up the process or give you better odds?

Is the probability increased as their influence drops or yours rises?
Reply #5 Top
There is some evidence that low morale helps, but I haven't been able to quantify what difference it may or may not make.

If you're playing Twilight of the Arnor on the latest patch, the Mind Control Center (evil only super project) will flip a planet immediately. Other than that, no.
Reply #6 Top
If you're playing Twilight of the Arnor on the latest patch, the Mind Control Center (evil only super project) will flip a planet immediately.
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Has that been confirmed, "in the field"? If so, and knowing the way my games usually progress, that would make it even more supremely powerful than before!
Reply #7 Top
If you're playing Twilight of the Arnor on the latest patch, the Mind Control Center (evil only super project) will flip a planet immediately.Has that been confirmed, "in the field"? If so, and knowing the way my games usually progress, that would make it even more supremely powerful than before!
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The 1.92 Alpha and it's soon-live cousin 1.95 will have the MCC fix.
Reply #8 Top
I can confirm from a live game that the MCC is indeed fixed in the alpha patch.

Be warned: the bugged MCC that existed prior to that patch actually prevents planets from flipping to you.