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#1 Riftis

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Posted 05 June 2015 - 09:44 AM

Firstly let me say that I'm sorry to bring up a subject the seems as unpopular as the Reach plot device, but I've had a search through the forums and not found what I was looking for, so on we go!

 

I have noticed concerning the culture system that the more recent posts are the less most mod staff seem to like it, and it's completely absent from the most recent public build. I've heard it's a hard coded feature, so even though distance from the capital damages planet economy, it's not something that can be removed.

 

Not that I mind it's removal, as Unikraken has said, base Sins is lacking in some 4X elements, but are there any ideas for re-implementation, a work around or alternative? Thanks for taking the time to read and any answers.



#2 Crisiss

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Posted 05 June 2015 - 01:12 PM

There's some planned adjustments for planetary allegiance percentages but culture itself is not being currently discussed for reimplementation.
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#3 Delyruin

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Posted 06 June 2015 - 03:12 AM

I don't care much for the culture thing in and of itself. I do wish the planetary allegiance wasn't so wonky, and I like the aesthetics of the space lanes being colored with your factions color as you expand....but that's about it.

 

The whole "taking over planets because they sure do like the crisp refreshing taste of Coca Cola" thing is weird.

 

wheaties.jpg

 

This kind of thing can never be a believable death for the Covenant.


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#4 SiRD31M0S

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Posted 06 June 2015 - 04:06 AM

Gotta watch out for the fashion empire next door. One day they're openly trading with you, the next they're taking over the minds of your citizens with their sweet, sweet blue jeans.
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#5 MrChipps

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Posted 06 June 2015 - 03:49 PM

Gotta watch out for the fashion empire next door. One day they're openly trading with you, the next they're taking over the minds of your citizens with their sweet, sweet blue jeans.


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#6 war5444

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Posted 07 June 2015 - 05:17 AM

Gotta watch out for the fashion empire next door. One day they're openly trading with you, the next they're taking over the minds of your citizens with their sweet, sweet blue jeans.

CIV V much? lol.



#7 MasterBuilderFaber

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Posted 07 June 2015 - 06:57 AM

In my opinion, culture should be changed with a loyalty system in which if your influence is not consolidated on your outer colonies then they will become independent rebels. For example, in the UNSC lore it is well known that many of the outer colonial worlds went insurrectionist and independent due to neglect from Earth. The same with Covenant as colonies not kept under the leash of the Covenant zealotry are prone to becoming factions such as Kig-Yar Pirates. The loss of such colonies can be due to a lack of military presence, isolated from other territories or complete neglect by the player. The loyalty will begin to drop leading to slight decreases in population and damaging of orbital structures due to riots and such. Ultimately the planetary government will be overthrown or claim independence in which they will become a neutral planet that keeps anything you have built or left there. These states however will not be able to go on the offense, however miniature wars between neutral worlds would be quite awesome. This system will not only be more accurate and realistic for the Halo universe, but it will also enforce a valuable mechanic that ensures the player is aware of the home front and not just the frontline.


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#8 war5444

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Posted 07 June 2015 - 07:26 AM

In my opinion, culture should be changed with a loyalty system in which if your influence is not consolidated on your outer colonies then they will become independent rebels. For example, in the UNSC lore it is well known that many of the outer colonial worlds went insurrectionist and independent due to neglect from Earth. The same with Covenant as colonies not kept under the leash of the Covenant zealotry are prone to becoming factions such as Kig-Yar Pirates. The loss of such colonies can be due to a lack of military presence, isolated from other territories or complete neglect by the player. The loyalty will begin to drop leading to slight decreases in population and damaging of orbital structures due to riots and such. Ultimately the planetary government will be overthrown or claim independence in which they will become a neutral planet that keeps anything you have built or left there. These states however will not be able to go on the offense, however miniature wars between neutral worlds would be quite awesome. This system will not only be more accurate and realistic for the Halo universe, but it will also enforce a valuable mechanic that ensures the player is aware of the home front and not just the frontline.

Can It be done though, that's the question. I really like that, forcing you to keep a small garrison force and upgrade fleet supply, just how IRL you need peacekeeping/ occupying forces after you conquer.



#9 Sev

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Posted 07 June 2015 - 07:09 PM

In my opinion, culture should be changed with a loyalty system in which if your influence is not consolidated on your outer colonies then they will become independent rebels. For example, in the UNSC lore it is well known that many of the outer colonial worlds went insurrectionist and independent due to neglect from Earth. The same with Covenant as colonies not kept under the leash of the Covenant zealotry are prone to becoming factions such as Kig-Yar Pirates. The loss of such colonies can be due to a lack of military presence, isolated from other territories or complete neglect by the player. The loyalty will begin to drop leading to slight decreases in population and damaging of orbital structures due to riots and such. Ultimately the planetary government will be overthrown or claim independence in which they will become a neutral planet that keeps anything you have built or left there. These states however will not be able to go on the offense, however miniature wars between neutral worlds would be quite awesome. This system will not only be more accurate and realistic for the Halo universe, but it will also enforce a valuable mechanic that ensures the player is aware of the home front and not just the frontline.


One of the biggest things I hated about the Advent was their damn culture strength. You can't have culture without culture-spreading structures, and if you have those you've lost a majority of the fast-paced action because players' and AI will try to spam those structures if conventional military actions aren't getting results.

Though Innie ships might be possible, because I've noticed most planets in vanilla SoaSE have a 'Rebel-spawner' unit hanging around, so maybe that makes it possible (though I remember Crisis saying it isn't possible without culture).
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#10 Riftis

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Posted 08 June 2015 - 01:33 AM

One of the biggest things I hated about the Advent was their damn culture strength. You can't have culture without culture-spreading structures, and if you have those you've lost a majority of the fast-paced action because players' and AI will try to spam those structures if conventional military actions aren't getting results.
 

That perfectly sums up my complaints with the system in base Sins, on larger maps I would often end up filling up infrastructure slots on planets away from my trading station chain to maintain a status quo, but this definitely detracted from the RTS elements. There were some fun positives, I enjoyed the asymmetric faction bonuses and penalties for being in culture, but not enough to outweigh losing planets to enemy pop music and jeans and then even worse, not being able to retake planets even with a fleet controlling orbital space.



#11 Sev

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Posted 08 June 2015 - 02:22 AM

Well there might be a way to simulate the effect of insurrection in Galaxy Forge, but that would require Phase Stabilisers and an additional faction (though I'm not sure if phase stabilisers work if you don't have the upgrade). I might make a map based on this, to see if it works.




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