MayallCommunion MayallCommunion

New Capital Ship ideas

New Capital Ship ideas

At first I was going to make a thread about feelings towards nuking planets via capitalships, etc. And the lack of viable ways to"peacefully" take over a planet. I know this is sins nuking is fun but alot of the times I feel as though if I were to have a space empire I wouldent nuke planets I would try to convert(as im an advent player I say convert) so I was thinking perhaps there could be new capital ships that instead of nuking planets they would send down shock troopers to the planet to fight, this would lower the allegiance of the planet(albeit slower than nuking), but retain the planet health and perhaps some of the population. Its abilities would also be more culture related then the other ships as well. I was thinking something along the lines of modified motherships/evacuators/battlecruisers as they would function as colonization ships but serve different and unique roles hopefully branching out more openers, all of them also repel enemy culture stronger than the other capital ships.

 

Genisis Class Mothership - Advent

Colonize - Sends supplies and personnel down to the surface of the planet to create a new outpost. For a brief time, buildings at this planet can be purchased more cheaply.

Manipulation - Targeting an enemy planet it manipulates the planets populous causing it to spread culture at a slow rate. Also causes any trade/refinery ships to deliver there goods to the nearest advent system. And turns off any phase jump inhibitors in the system for a short time.

Regenerative Telekinesis - Telepath's aboard the mothership passively repair ships hulls around them for .25%/.50%/.75% hp per second.

Exodus - Any Advent ships nearby the Genesis Class Mothership that are below 10% health are automatically destroyed transferring the spirit of there crews back to an advent controlled planet this gives a return of 100% of how much that ship cost back to the player.

 

---

 

But yeah this was just a brainstorm and I wanted to see what people thought:)

 

Also this is a side question for Advent players is there any reason to not open Progenitor or Halcyon? Do the other three have any viable reasons to open with them?

 

Also i'll be coming up with some concept drawings for the Genesis Class Mothership so stay tuned:D

112,508 views 53 replies
Reply #26 Top

Yeah... there should be other ways of conquering planets, or losing them. But it all goes back to the engine limitations...

Reply #27 Top

Easy.  make bombing an ability, like the klingon cloaking device one in SOA2. 

Reply #28 Top

Quoting JA_394, reply 22
I agree that culture spamming isn't fun. I also think it is tiotal BS and a total waste of time, as I've disabled it vs. the AI.

Maybe I should say it this way and not be overly simplistic; I just don't see how the devs can implement alternate methods of capturing/losing a planet without an engine rewrite, which they have said on multiple occasion in multiple threads that they are not going to do. I wish they would, just to add some variety. I also wish they'd add more planet types and planet bonuses, and completely rework the LRF situation, switch over to a dual-core engine so we don't hit the 2-gig wall everytime, and maybe, just maybe, balance out the factions just a little better. As it stands, I'm willing to bet that none of those things are going to happen, and your post here falls under that last category.

See my point now?

I was trying to avoid rambling, which I tend to do when I try to explain something, but here we are in the present.

Is that better?

 

We're making progress JA to a beautiful relationship!

 

And with that I have to say I pretty much agree with everything you just said.

 

Edit: And I think since we've slightly found a common ground perhaps we could also discuss on ways of making culture have more impaction towards the game and making it more interesting(perhaps making the Deliverance Engine at least slightly useful.)

 

Quoting Caternang, reply 24
Regards to nuking a planet;

 

Yeah, it's not something most humans would want, especially if they're going to be living on it afterwards.  However, there are some very serious implications to planetary conquest, especially in the Sins universe.

 

The most noticeable is that conquering a city requires enormous amounts of power and numbers, nevermind a country, or furthermore an entire planet.  Even Lucas said that he kind of chickened out with the immeasurable amount of resources required for planetary conquest in Star Wars.  You would need millions upon millions, if not billions to be able to conquer a planet and hold it.  This is one of the things GalCiv did right, and that was transport ships had billions of soldiers in them.

 

This presents a problem for any civilization that just doesn't have a hundred billion citizens that can support and maintain a conquest strategy on a conventional scale.  The time and effort spent would be an undertaking comparable with that of the entire history of human civilization.

 

Even in Sins, the technology is just not there for that kid of conquest.  The military forces of all of the factions are primarily naval based, with the vast majority of personnel being either shipmates or support.  The type of warfare that takes place in Sins is primarily naval engagements between starships, and with the huge amount of vessels that populate their galaxy, most bodies are dedicated for ship-to-ship combat and the support elements behind that type of warfare.  This is further seen in how planetary conquest is conducted in sins (nuking a planet)- the side with the strongest and largest fleet of starships wins.  There is virtually no army that we know of other than marine and planetary police forces.  And those hardly, if ever play a role in the war doctrines of Sins.

 

Even for the Advent, it would be otherwise impossible without tarnishing their own morals with that of planetary genocide.  Converting even a majority of the population presents you with the same problem- you still have to win the battle on the ground against those that won't convert.  This can take a hundred years for a country, it mostly likely will never cease with an entire planet, especially considering the elements that come with insurgency and renewed rebellions.  The only way to ensure prolonged conquest or dominance is replacing the population in its entirety, as the inescapable formula of eventuality will eventually bring your attempt at a more humane conquest crumbling down.  Something history is most capable of proving time and again.

 

And for the other factions, its about available resources.  They can barely field fleets to maintain a stalemate, they have a hard enough time keeping a capital ship from getting destroyed.  If they could even manage to build a large enough invasion force, it might as well be turned defensive as the time, manpower, and raw material required to muster a necessary element would have rendered that faction vulnerable to the enemy who have spent the entire time building capital ships and nukes.  In a matter of seconds, that invasion force you've spent decades building up is gone under the rain of nuclear holocaust.

 

Thus, the only realistically achievable method of conquering a planet is similar to what we see in ancient human history.  Complete annihilation of the indigenous population and the expensive, long-winded, and entirely vulnerable recolonization that follows from the victors.  It doesn't have to be nuclear, but if any of the factions had a population and economy that could afford 1, 2, 3, 4 or however many billion standing armies supported by even larger numbers in the navies, then Sins of Solar Empire would be an entirely different game.  This is why planetary conquest is the most dangerous game a military can play in conventional methods.  The bureaucratic establishments that would need to be in place to support a system or galaxy-wide strategy would be on par with the size of the 40k or Star Wars Universe, and in 40k planets are never fully conquered even with their billions of casualties per world, and in Star Wars the consequences and strategies are very rarely touched upon (to which Lucas even admits the almost unimaginable scale of it).

 

I have to say I disagree not entirely, but a majority. The russian revolution took a few years sure but thats a country. What do we really know about the planets we colonize/take over. Are they farming planets, industrial, military. Whats there population I dont think it would take a billion soldiers to take over a planet with around 1,000,000 civilians(and others).

 

Sins was always about imagination, and I think even if it doesent describe HOW we take over the planet, if we were to say have shock troopers it would up to us generally how that planet was seized. See what im saying, if culture can lead to revolution of a planet I think taking over military complex's and annexing the local government coulden't be much harder.

 

Just imagine what kind of land-based warfare products could come out of the advents weaponry(sorry for the bias towards the advent im just a space commie). Culture tanks!

 

Reply #29 Top

How to make culture more useful? That should be easy. Make friendly planets under occupation of your culture have an increase in not just Allegiance, Credit, and Resource incom, but perhaps a slight increase to trade, damage deatl, population growth, etc, and a slight reduction in build time, (Workers would be happier working for your faction, so they'd work harder, right?) cost, perhaps. and damage recieved.

That in of itself would make the Deliverance Engine practical, and might just balance the Advent out a bit.

And at hostile planets under the influence of your culture, take what I said and reverse it.

Thoughts?

Reply #30 Top

Quoting JA_394, reply 29
How to make culture more useful? That should be easy. Make friendly planets under occupation of your culture have an increase in not just Allegiance, Credit, and Resource incom, but perhaps a slight increase to trade, damage deatl, population growth, etc, and a slight reduction in build time, (Workers would be happier working for your faction, so they'd work harder, right?) cost, perhaps. and damage recieved.

That in of itself would make the Deliverance Engine practical, and might just balance the Advent out a bit.

And at hostile planets under the influence of your culture, take what I said and reverse it.

Thoughts?

 

Thats a good idea for sure but maybe not all at once. Then again culture should be powerful as it is a whole aspect in itself.

Reply #31 Top

Most of that should be able to be modded in, I think, but I'm not sure.

I agree it shouldn't be brought in all at once. Bring it in one step at a time, playtest in thoroughly, so we don't break the game.

Reply #32 Top

Quoting JA_394, reply 31
Most of that should be able to be modded in, I think, but I'm not sure.

Actually probably not, abilities really can't do much with culture and the only effects culture can have through research are already in game. I suppose you could give a base antimatter, shield mitigation and damage bonus to all the races to give it more kick but you can't add any other effects that aren't already there.

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #33 Top

Quoting GoaFan77, reply 32

Quoting JA_394, reply 31Most of that should be able to be modded in, I think, but I'm not sure.

Actually probably not, abilities really can't do much with culture and the only effects culture can have through research are already in game. I suppose you could give a base antimatter, shield mitigation and damage bonus to all the races to give it more kick but you can't add any other effects that aren't already there.

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

 

Well I don't see why not a buff to culture is a buff to the near useless Deliverance engine.

But as regarding to game balance I can see why you would be against such a drastic  buff as changing mechanics on something that hasn't been touched since release/vanilla isn't always the best balancing choice.

 

I'll probably type more on the subject tomorrow because currently im exhausted!

Reply #34 Top

Quoting MayallCommunion, reply 33

Well I don't see why not a buff to culture is a buff to the near useless Deliverance engine.

But as regarding to game balance I can see why you would be against such a drastic  buff as changing mechanics on something that hasn't been touched since release/vanilla isn't always the best balancing choice.
 
I'll probably type more on the subject tomorrow because currently im exhausted!

I was just talking about it strictly from a modding perspective. I'm not saying culture shouldn't do more things, its just that the Devs have to be the ones to do it, us modders can't add any other effects besides those already used. We can change the magnitude, give all races all the effects and even change the max culture rate (I think the easiest substantial change to make culture more serious would be to make the maximum culture lose rate 0.1 per second instead of 0.07, which would make it far easier to take over planets) and things, but trade, build time reductions etc. are beyond the means of modding (at least directly with the culture mechanic).

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #35 Top

Quoting MayallCommunion, reply 28
I have to say I disagree not entirely, but a majority. The russian revolution took a few years sure but thats a country.

 

And look how long it kept.  The USSR was on the brink of collapse in the earliest days of WW2.  And look at how the Reich failed at ensuring that collapse to happen.  Even after renewed growth and explosive advancement, it lasted for about 40 years.  Look at Russia now.  Every republic that makes up the Russian Federation sees bloodshed and insurgency.  There are daily terrorists attacks, and the country almost completely collapsed in the 1990's.

 

But a single example of how fast conquest can be on a country scale doesn't negate the almost impossibility of planetwide conflict yielding victory for one side.  No more than me listing the several contradictions such as the Hundred Years War, the on-again-off-again Crusades, the on-again-off-again wars for the Americas and Orient.  The continent of Europe engulfed in constant bitter struggle since the collapse of the Roman Empire- which still is a hair away from major conflict (look at the Balkan Powder Keg and the worsening situations between Turkey and Greece).

 

Look at the very planet itself.  It's been thousands of years, and there are over 300 countries of which at any one time half of them are involved in some kind of conflict.

 

Quoting MayallCommunion, reply 28
What do we really know about the planets we colonize/take over. Are they farming planets, industrial, military. Whats there population I dont think it would take a billion soldiers to take over a planet with around 1,000,000 civilians(and others).

 

Yet the UN can barely root out 10,000 insurgents in Afghanistan, even with a vast superiority in both technology, numbers, cultural significance, and economic relevance.  Poppy farmers are scaring away a superpower that landed on the moon.

 

Those farmers on that planet you're trying to conquer will also now have access to whatever technology you bring to fight against them, and that's not even counting the TEC or Vasari stepping in just to spite you.

 

And the technological gap between the three factions is not wide enough to render a shock trooper deployment successful just on those standards.  Heck, it might in fact be worse for the invading army to win quickly, as now it has to fight insurgency and not an identifiable foe on identifiable fronts.

 

That's not considering a cold hard truth that the Sins universe is locked in the current type of fighting out of necessity- that fighting being almost purely naval.  Again, raw materials and numbers are so spread out towards the already established doctrines that diverting even a single percent away from that would drastically weaken whatever faction tried, and that single percent would not make enough of a difference in invading a portion of a planet, much less the whole system.

 

Quoting MayallCommunion, reply 28
Sins was always about imagination, and I think even if it doesent describe HOW we take over the planet, if we were to say have shock troopers it would up to us generally how that planet was seized. See what im saying, if culture can lead to revolution of a planet I think taking over military complex's and annexing the local government coulden't be much harder.

 

Just imagine what kind of land-based warfare products could come out of the advents weaponry(sorry for the bias towards the advent im just a space commie). Culture tanks!

 

The weapons don't make much of a difference for the Advent enough to break a galaxy-wide stalemate, what makes you think conventional means will make it easier for them to conquer a planet?  Even the TEC has an easy enough time fighting them off through tactics and numbers.  On a planet they don't have a vast universe of space to hide across, especially if they're occupying forces.  They just painted themselves the biggest target in the universe, and should the TEC or Vasari break their fleet in orbit, you can kiss that invasion force goodbye.

 

And the very relevance of cultural insurrection and unhappy workers rebelling is one of the exact obstacles that would need to be hurdled for ground invasion.  Especially if the planet your troops are invading are happy with their current faction.  Eventually they will turn on you and reverse engineer your carefully plotted invasion, and now your faction is vulnerable to the opposing forces.

 

Remember that in the Sins universe, planetary conquest is purely about gaining resources and taking resources away from your adversaries.  Even for the Advent, focusing on a war for hearts and minds is considered old-school warfare, as the rest of the galaxy is locked into bitter struggle of less humane proportions.

Reply #36 Top

Mayall i like some of ur ideas, i have some changes to make from your original for TEC if u wouldn't mind. Just gonna put here so you can list off what u think.

Naeve Class Battlecruiser - TEC

Hostile Takeover - Sends a capsule of infiltrators to takeover the local government and causes resource collection rates to drop. (-25% -50% -75%)

Emergence - Increases shield regeneration of the ships around the Naeve Battlecruiser at a cost for slower movement. (Regen: 5% 10% 15% Speed: -10% -20% -30%)

Assault Programming - *Passive* Ships get a bonus to fire rate at a cost of lower accuracy. (Fire rate: 10% 20% 30% Accuracy: -5% -15% -25%)

Emergency Tactics - Shield strength is transfered to the weapons for greater strength, depending on the percentage of shields left (0%-100% (also shield regeneration is off for the ability))

as you can see its a complete overhaul of the original yet it still maintains one ability of your, albeit nerfed a little. Also this is not a cap that one would set the abilities to autocast, as it is it would work best if paired with the Akkan BC to somewhat negate the accuracy cost. And the final ability is one that was made for a final strike/ desperation. thus somewhat fitting into the lore of the TEC currently as they are fighting a 2 front war with powerful opponents.

Reply #37 Top

Quoting Caternang, reply 35



Quoting MayallCommunion,
reply 28
I have to say I disagree not entirely, but a majority. The russian revolution took a few years sure but thats a country.


 

And look how long it kept.  The USSR was on the brink of collapse in the earliest days of WW2.  And look at how the Reich failed at ensuring that collapse to happen.  Even after renewed growth and explosive advancement, it lasted for about 40 years.  Look at Russia now.  Every republic that makes up the Russian Federation sees bloodshed and insurgency.  There are daily terrorists attacks, and the country almost completely collapsed in the 1990's.

 

But a single example of how fast conquest can be on a country scale doesn't negate the almost impossibility of planetwide conflict yielding victory for one side.  No more than me listing the several contradictions such as the Hundred Years War, the on-again-off-again Crusades, the on-again-off-again wars for the Americas and Orient.  The continent of Europe engulfed in constant bitter struggle since the collapse of the Roman Empire- which still is a hair away from major conflict (look at the Balkan Powder Keg and the worsening situations between Turkey and Greece).

 

Look at the very planet itself.  It's been thousands of years, and there are over 300 countries of which at any one time half of them are involved in some kind of conflict.

 




Quoting MayallCommunion,
reply 28
What do we really know about the planets we colonize/take over. Are they farming planets, industrial, military. Whats there population I dont think it would take a billion soldiers to take over a planet with around 1,000,000 civilians(and others).


 

Yet the UN can barely root out 10,000 insurgents in Afghanistan, even with a vast superiority in both technology, numbers, cultural significance, and economic relevance.  Poppy farmers are scaring away a superpower that landed on the moon.

 

Those farmers on that planet you're trying to conquer will also now have access to whatever technology you bring to fight against them, and that's not even counting the TEC or Vasari stepping in just to spite you.

 

And the technological gap between the three factions is not wide enough to render a shock trooper deployment successful just on those standards.  Heck, it might in fact be worse for the invading army to win quickly, as now it has to fight insurgency and not an identifiable foe on identifiable fronts.

 

That's not considering a cold hard truth that the Sins universe is locked in the current type of fighting out of necessity- that fighting being almost purely naval.  Again, raw materials and numbers are so spread out towards the already established doctrines that diverting even a single percent away from that would drastically weaken whatever faction tried, and that single percent would not make enough of a difference in invading a portion of a planet, much less the whole system.

 




Quoting MayallCommunion,
reply 28
Sins was always about imagination, and I think even if it doesent describe HOW we take over the planet, if we were to say have shock troopers it would up to us generally how that planet was seized. See what im saying, if culture can lead to revolution of a planet I think taking over military complex's and annexing the local government coulden't be much harder.

 

Just imagine what kind of land-based warfare products could come out of the advents weaponry(sorry for the bias towards the advent im just a space commie). Culture tanks!


 

The weapons don't make much of a difference for the Advent enough to break a galaxy-wide stalemate, what makes you think conventional means will make it easier for them to conquer a planet?  Even the TEC has an easy enough time fighting them off through tactics and numbers.  On a planet they don't have a vast universe of space to hide across, especially if they're occupying forces.  They just painted themselves the biggest target in the universe, and should the TEC or Vasari break their fleet in orbit, you can kiss that invasion force goodbye.

 

And the very relevance of cultural insurrection and unhappy workers rebelling is one of the exact obstacles that would need to be hurdled for ground invasion.  Especially if the planet your troops are invading are happy with their current faction.  Eventually they will turn on you and reverse engineer your carefully plotted invasion, and now your faction is vulnerable to the opposing forces.

 

Remember that in the Sins universe, planetary conquest is purely about gaining resources and taking resources away from your adversaries.  Even for the Advent, focusing on a war for hearts and minds is considered old-school warfare, as the rest of the galaxy is locked into bitter struggle of less humane proportions.

 

Please don't get me wrong im not saying you don't bring up good points and I do agree that nuking a planet is far more practical then a land insurgency. But im just saying consider the idea and what it could do for the game. YES taking over a planet would take years this is of no dought. All im asking for is a more peaceful addition to the game. Now lore wise I can see where you're coming from. But also look at what you gain from taking over a planet with minimal civilian casualties.

-The hearts of those that were not nuked, I don't know about you but that goes a long way. It could easily break the stalemate situation of the galaxy by having revolts(Much akin to the Communist revolutions that took the world by storm).

-All the research that wasn't destroyed, would lead to breakthroughs for whatever faction held the planet.

 

Yes nuking is more practical and easier, but actually taking over a planet has far more long term gains. Also I think you're taking this a tad bit to seriously, I think the math awhile ago predicted the actualy Novalith cannon would shatter a planet and not do what it did in game. Not everything in game should be taken seriously.

Reply #38 Top

good brainstorm, I like some of the ideas, and I personally would think that a disabled Phase Jump Iinhibitors would be a great way for the revelations sight ability to be used tactically. This would give the advent a window into the vasari defense.  Vasari players need not worry, they will still be able to warp their fleet to defend from wherever in the map they are and beat the advent fleet.  Just give the advent the ability to get that first surprise attack without fear of being stuck in the enemy grav well.

Reply #40 Top

Quoting 6_Xero_9, reply 39
remember scouts are always useful, if only to kill the inhibitors

...only if you're TEC and if there's no defending fleet/SB/multiple turrets...

Reply #41 Top

well im always TEC so yea... ive only needed to use em once and that was to save my fleet from total anihilation, they spammed the inhibitors -_-

Reply #42 Top

Quoting 6_Xero_9, reply 41
well im always TEC so yea... ive only needed to use em once and that was to save my fleet from total anihilation, they spammed the inhibitors

Try using Ogrovs or bombers, they're much more reliable in combat! :)

Reply #43 Top

ogrovs are heavier in costs tho also takes up more supply, so if sent on a suicide run id have wa weaker force to enter the area.

Reply #44 Top

I hate to sound like a broken record, but can we get back to the original topic, please?

Mayall, you got anything else? Last thing I can think of, Advent-wise, is something I saw in another thread and remove the side beams on the Illuminators and strengthen the front beam.

Reply #45 Top

Well as for the illuminator I think thats what make them unique. But I think it should be tier 2 but maybe require an upgrade before it, to get the illuminator.

 

More things would be switch the positions of the Crystal Upgrades with the Ore Upgrades.

 

But as for the mothership idea's I still think having an allegiance negation auto-attack would be viable. Or some way to speed up culture rates and add some new return to them.

Reply #46 Top

Quoting MayallCommunion, reply 45
Well as for the illuminator I think thats what make them unique. But I think it should be tier 2 but maybe require an upgrade before it, to get the illuminator.

Agreed completely. Advent are certainly the underdog race in competitive games, and making Illuminators easier to get would help significantly. I don't know if the devs would go for it, but it would certainly help balance some IMO.

I'm not that sure about adding a prerequisite for it though, I don't think any other ship requires prerequisite research.

Quoting MayallCommunion, reply 45
More things would be switch the positions of the Crystal Upgrades with the Ore Upgrades.

That sounds good as well.

Quoting JA_394, reply 29
How to make culture more useful? That should be easy. Make friendly planets under occupation of your culture have an increase in not just Allegiance, Credit, and Resource incom, but perhaps a slight increase to trade, damage deatl, population growth, etc, and a slight reduction in build time, (Workers would be happier working for your faction, so they'd work harder, right?) cost, perhaps. and damage recieved.

That in of itself would make the Deliverance Engine practical, and might just balance the Advent out a bit.

And at hostile planets under the influence of your culture, take what I said and reverse it.


Quoting MayallCommunion, reply 30
Thats a good idea for sure but maybe not all at once. Then again culture should be powerful as it is a whole aspect in itself.

One way to make culture more useful would be to raise the max allegiance cap (from 10% above default to something like 30% above default). The Advent already have a few upgrades that can do something similar to this.

Maybe one way to buff the Deliverance Engine would be for it to raise the max allegiance of a planet by some large number (like 50%) for a long period of time, like 15 minutes. Maybe it could also reduce the max allegiance of an enemy planet by 20% or so, which (combined with a longer culture-spread rate and time) would have a decent chance of overthrowing an outlying enemy planet unless the enemy has 2 or more culture stations on the planet already. The problem is that currently, the Deliverance Engine is close to useless, even in noncompetitive games against the AI.

A slight increase "to trade, damage deatl, population growth, etc, and a slight reduction in build time" would be one way to help culture but it's a bit overly broad and general IMO. I think it would make sense if all factions received some part of their cultural advantages by default, without special research: so, TEC ships would gain .8 AM/sec or something before having to carry out the expensive cultural upgrades.

I also don't like the all-or-nothing aspect of culture wars - currently, either one empire controls a gravity well with culture and receives all of its advantages, or doesn't. Most people just deal with culture by building maybe one culture station near the center of their empire and one near or on their front lines, and then forget about it - if we want culture to be more significant, maybe it could be changed to be a gradual advantage for one faction. For instance, if there are two phase lanes from a gravity well and empire A has culture controlling the entirety of one lane and half of the other lane, ships in the gravity well would receive a combat bonus of 75% of the maximum. And if empire B has culture controlling the other half of that lane, their ships in that gravity well would receive a bonus of 25% or something. This would provide a much greater incentive for a player to build multiple culture stations for the purposes of affecting gameplay effectiveness. Combined with cultural-advantages-by-default, building culture stations could become more significant than an afterthought to be dealt with once and forgotten about.

In competitive games players rarely have the time or funds to research cultural upgrades. Often they're lucky to even have access to the logistics slots necessary to research cultural upgrades.

Reply #47 Top

Quoting Wrath89, reply 46
One way to make culture more useful would be to raise the max allegiance cap (from 10% above default to something like 30% above default). The Advent already have a few upgrades that can do something similar to this.

Maybe one way to buff the Deliverance Engine would be for it to raise the max allegiance of a planet by some large number (like 50%) for a long period of time, like 15 minutes. Maybe it could also reduce the max allegiance of an enemy planet by 20% or so, which (combined with a longer culture-spread rate and time) would have a decent chance of overthrowing an outlying enemy planet unless the enemy has 2 or more culture stations on the planet already. The problem is that currently, the Deliverance Engine is close to useless, even in noncompetitive games against the AI.

A slight increase "to trade, damage deatl, population growth, etc, and a slight reduction in build time" would be one way to help culture but it's a bit overly broad and general IMO. I think it would make sense if all factions received some part of their cultural advantages by default, without special research: so, TEC ships would gain .8 AM/sec or something before having to carry out the expensive cultural upgrades.

If there is interest, I would be willing to make a mod that incorporates as many of these features as possible, just to test if it really would make culture more viable. So far I think it would include...

  • Giving 1% shield mitigation, 0.375 antimatter regen/sec and 3.75% damage increase bonuses to ships in friendly culture without research (equivalent to the bonus of the first level of each race's culture bonus)
  • Increase the max culture decay and increase rates.
  • Increase the max culture bonus (is 30% a good number?)
  • Do something to the deliverance engine (changing the max allegiance should be possible, but if not I'll find something else).

These are everything I saw that is moddable, but if someone ones to make a list of all the culture suggestions it would be helpful.

Quoting Wrath89, reply 46
I'm not that sure about adding a prerequisite for it though, I don't think any other ship requires prerequisite research.

The support cruisers do (guardians, robotics cruisers etc.), so it would just be unique for a LRF.

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #48 Top

Quoting GoaFan77, reply 47
Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

This.

/offtopic

Reply #49 Top

I'm just surprised that no one's gotten too mad that I've pointed out the sad fact that 16 advent capitals can steamroll TEC.

Reply #50 Top

Quoting GoaFan77, reply 47
If there is interest, I would be willing to make a mod that incorporates as many of these features as possible, just to test if it really would make culture more viable. So far I think it would include...

Giving 1% shield mitigation, 0.375 antimatter regen/sec and 3.75% damage increase bonuses to ships in friendly culture without research (equivalent to the bonus of the first level of each race's culture bonus)
Increase the max culture decay and increase rates.
Increase the max culture bonus (is 30% a good number?)
Do something to the deliverance engine (changing the max allegiance should be possible, but if not I'll find something else).
These are everything I saw that is moddable, but if someone ones to make a list of all the culture suggestions it would be helpful.

I think you only missed one other... CultureEnemyBuildRateAdjustment