Planet Revolt Bug (DL)?

I try to win most my games with a passive strategy of conquering other planets by surrounding them w/ maxed out influence bases until they revolt. 

I've been running into a problem, though, that occasionally opposing planets will not revolt no matter how much influence I swamp on them.  I can have IP ratios well over twice theirs, and they still won't pop.  The planet-near-revolt icon shows up as normal on these stubborn planets (usually when my influence on them is about 10% of theirs). 

What really convinces me this is a bug is that if I save/load a game exhibiting this problem, the IP points of the influence-assaulted planets will be wildly different after the load than they were before the save, but revert to their pre-save values after the first post-load turn.

Usually when this happens, I have to resort to a Military solution to the problem, so this is really cramping my gameplay style and has got me pretty close to giving up on the game here (and I was so looking forward to trying out the sequels next). 

Anyone else having this problem or aware of a fix?

Thanks in advance.

3,957 views 11 replies
Reply #1 Top

"well over twice"

You ARE aware that you need a 4:1 ratio of your influence to theirs for it to flip, correct?

Also, are you positive that the planet(s) in question do not have a re-education center on them?

 

I remember an influence bug regarding save/load, but I'm not sure if that applies in this case, nor have I played DL in long enough that I wouldn't trust my memory on it either.

Reply #2 Top

It is by design that influences reset when a game is first loaded. I'm not sure if I understand why but I think it was to help the game load faster. The true influence will appear after you first tuen as you said.

You didn't say if the problem was with one planet or all opposing planets. Here are some possible reasons you are not getting flips:

- If you have the MCC (mind control center) built it will make flipping planets very difficult if not impossible.

-It could just be bad luck-of-the-draw, could be that one particular plant just wont flip.

- I assume that you have check to make sure that planet doesn't have that stucture that will prevent a flip no matter what.

- If its the Yor, they have a loyalty bonus of 100.

At any rate I don't think you are experiencing a bug.

Also, the 4:1 ratio thing is a rule-of -thumb, you can certainly get a planet to flip without having 4x the influence of that planet. If the skull and cross bones appears that planet can flip any time. I don't know how much additional influence helps in speeding up the flip.

Reply #3 Top

I'm not sure if I understand why but I think it was to help the game load faster.
End of quote

Yup that was why.

- If you have the MCC (mind control center) built it will make flipping planets very difficult if not impossible.
End of quote

If they are running DL or DA this is true, in TA it makes the planet flip once the skull and crossbones appear (er following turn after they appear).

Also, the 4:1 ratio thing is a rule-of -thumb, you can certainly get a planet to flip without having 4x the influence of that planet.
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The 4x was a requirement for the skull and crossbones to appear though, so it's not a rule of thumb...its a rule period.  As for the additional influence...I agree with you there, I don't know if having a 4.0 is any different than a 100.0.

Reply #4 Top

The 4x was a requirement for the skull and crossbones to appear though, so it's not a rule of thumb...its a rule period.
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Thank You for the correction Loup, guess i never realized that i had 4x whenever i saw the skull and creoss bones.

 

Reply #5 Top

Yeah, I install 1 module to a stabase, check the planet, install the next...rinse/repeat until I see it JUST breach 4.0 then I move on.  Times when I know I need a full run of modules I'll remove the checking bakc and forth...it's only when I'm getting close that I tweak.  That and shutting down the farms and influence buildsing if they got them...

This is about the only reason I do espionage just for intel....Low gives the ratio number out in the galaxy level.  5 spies placed all at once, hit the turn button and you got Low...time to pull those spies out to another race.

BTW sorry if that 4.0 correction came out as rude.

Reply #6 Top

BTW sorry if that 4.0 correction came out as rude.
End of quote

I didn't think it was rude at all. So no problem. But now that you mention it.... :grin:

Reply #7 Top

Thx much for all the replies folks.

- No, there are no re-education centers on the planets I'm having problems with

- Its happened with many cultures

- I've gone beyond 4X (I'm referring to the ration of my influence to theirs on the assaulted planetary screen here...e.g: "IP=30(135)")

- I'm surprised about this "4x" rule, as most of my assaults will induce a "skull and crossbones" when my IP on the planet is still a fraction of theirs (e.g. assaulted planet IP's of "35(5)" will often have them in my games).  Also most, other planets pop at much lower ratios (although these were assessed in the previous turn).  Are you sure about this rule, and does it apply to DL Ver. 1.5?

- Finally, these non-popping planets are severe outliers:  whereas the surrounding planets in the system will go pretty early in the assault, these (again, not special) planets will not go even when I have them under the influence of 12 fully loaded Influence bases (culturally and diplomatically maxxed out)...well well beyond where all the other planets revolted.  Also, they display the Skulls early in the assault just like the surrounding planets (again...in my hands when their planetary IPs are are still much greater then my assaulting IPs), but just won't pop....so I finally give up.

Again...I really appreciate all the input, and thx.

 

Reply #8 Top

Just thought of something right after hitting "post":  is that number in parentheses the absolute value of my assaulting IP, or my ratio to theirs?  e.g. is 135(4) a "4x" valute or a <5% value.  If it's the former, that explains why this "4x" rule wasn't making any sense to me....and in fact I having >100x inluence on many of these non-popping planets....and maybe that's introducing it's own set of problems.

If so....does having anything above "4" in the parentheses make the planet more vulnerable to revolt (i.e. should I just get them up to xxx(4) in the planet IP and move on rather than building more influence bases to get that number higher)?

Thx again in advance....

Reply #9 Top

That's where the Loyalty skill comes into play that the Yor havea +100 in.  Every week you havea 4x ratio or more on them, there is a % chance for them to flip.  Loyalty has some sort of affect on this %.  If it's not just the yor, then you've just gotten unlucky on the random roll each week.

That number in (  ) you see there is the ratio number.  So if you saw a 35(5) then you had 5x their IP.

So the thing CaptainYar said, did you choose Evil as your Xeno Ethics and have you built a Mind Control Center?  In DL and DA there is a few things wrong in the coding for it.  Instead of making planets 3.0x easier to flip to you, it's 0.3x easier to flip to you...The other thing wrong in it's coding is the +100 econ acros your empire...in this case, I'd call it a MONEY Control Center lol.

Also to note, Minor civs are immune to influence flipping, this also includes the Dread Lords.

Reply #10 Top

As for if a higher ratio helps you...just like how many licks it takes to get to the center of a tootie pop...we may never know.  I just squeek it past 4.0 and then move my constructor fleet onto some other hapless planet.

Reply #11 Top

OK....I'll just move on....and come back and squash them like a bug when the rest of their compadres are gone if they still havn't come to appreicate the beauty of my civilization by then.  Hey....I gave them a chance....and even my pacifistic nature has its limits.

Thx much for the help Loupdinour et al.