Cultural conquest

should be more robust

In a small map(v1.1b2) with two opponents, I decided to take down the Altarians by cultural conquest in the hope that I'd get their military and technology. All I got were a couple of trade goods. It was a complete anti-climax to my master plan. Conquer opponent #1 by culture then turn around and slam opponent #2 with a nice bloodbath. That should be the point to cultural conquest but it isn't. So what happened? Is this a bug? Can we get opponent military and technology via successful cultural conquest in the next patch?

Espionage does quite a good job at stealing technology. The intent of alternatively acquiring game elements seems to be everywhere else but not cultural conquest.

The other aspect of cultural conquest that doesn't make sense is the loss of trade routes. A peaceful transfer of power does not require corporate sponsors to bail. If a trade route is run by an enemy that does not want to do business or is at war, that makes sense. Otherwise, why stop trade in this instance?

Trade between colonies (see Interstate Trade), should be allowed at perhaps half of whatever intergalactic trade pays. That way, when cultural conquest comes, the trade routes and expensive freighters don't need to get destroyed.

The tech tree is so big that cultural conquest is a very important aspect to me for buying time to raise money for more toys.

I beat this particular map but it took 11 years instead of maybe 6.

Thanks for the great game and considering my position on this subject.
6,201 views 4 replies
Reply #1 Top
In ver 1.0x the trade routes that I establshed would simply switch over when a planet flipped. Now the ones the Ai established would disappear. If the planet was conquered in a battle however, the route would go away.

Not sure how it works in 1.1; I haven't been playing that one enough (like 4-7 hours a night is not eough lol) - right now I am playing War strategies and don't pay much attention to trade.
Reply #2 Top
Because I got the trade goods and not the technology, there's a possibility that the "no tech trading" prevented me from acquiring technology from the cultural conquest but that's just speculation. We won't know unless somebody from Stardock checks it out. I didn't see any regarding this on b2 or b3 change list. This thread will probably get washed away in the sea of newbie confusion.
Reply #3 Top
No, I don't think you get any techs from flipping a planet (or civilization) as far as I know. I haven't anyway. Logically, you should get all their techs since no infrastructure was destroyed. Game balance-wise, I think you should get some techs based on the PQ of the flipped world.
Reply #4 Top
Since the entire civilization doesn't flip at once, I wouldn't expect to get the tech until all planets flip. I was thinking that because the freighters are tracked by planet, perhaps the tech can be as well. The planet that flips gives everything that originated from the planet--Trade, research, military. While it's fun to battle, I'm finding it tough to get ready with logistics, weapons, engines and defenses. That stuff takes a LONG time to assemble. I'm experimenting with starting technologies to ease the situation. I enjoy the challenge balancing homegrown research, tech trading and espionage to race through the technology tree. Cultural conquest is expensive enough and time consuming enough that it should be highly rewarding when a civilization flips. This path is also risky because hoping planets flip before they decide to kick your ass is a big gamble.