Turned planets still have original race's ships and starbases.

Re: When influence convinces a planet's population to revolt and go with my race.

Star-bases aren't so bad as I just buy them from the original race, unless the race has been defeated then I have to destroy them so I can put my own star-bases in their sphere of influence.  The one time I did that and there where ships defending they turned pirate and were a thorn in my side for quite a few turns.  Kinda neat actually, but there should be an alternative.

The real problem that I can't seem to work out is with the original races ships in orbit around the turned planet.  If the race is still active I guess I could just buy them, but if the race has been defeated how do I remove those ships so they don't take up spaces that I would like to use for my own ships so that they can defend the planet?

 

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Reply #1 Top

I have same problem, when I flipped a Drengin planet...

Drengin ship

Reply #2 Top

I agree that converted planets should either be able to keep the stuff in influence, or the other faction needs to take their stuff back. This sounds like a bug.

Reply #3 Top

While I agree that its frustrating & I'd like to see it change, I wonder if not flipping directly makes more sense & gives influence victory more flavor along the path.
• perhaps with ships give them a % chance of flipping each turn, maybe add a module that reduces the chance and generates local influence for the losing race even after.
• shipyards are entirely dependent upon the planet, maybe give them a %chance to flip or self destruct with or without damaging the colony if they are within a certain range of the planet.
• starbases?... To this day, there are still islands virtually under the control ofcolonial powers that served very important purposes hundreds of years ago & still sorta kinda sometimes.   perhaps make them give a 60/40  split to the new/old civ in all but new civ/oldciv military combat where just the newrace gets the benefit.  Keep the maintenance fees under the losing race unless they sell/give away the starbase &lose the benefits.
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Reply #4 Top

Random would be good to make it less predictable.

25% chance either way:

1) You get them

2) The old race keeps them and moves them.

3) They go Pirate or Minor race independent. (50/50 chance). Each major race could have a minor race group things go into, or they turn into if they are defeated, or through rebellion events.

4) They blow up



Reply #5 Top

Should probably just follow the same mechanic as civilization I would think. The units retreat back to the next closest edge of the civilization that owned them. Not sure what I think on starbases yet though.