Learn how to increase planetary influence in Galactic Civilizations II using Embassies and Influence Starbases, and counter enemy threats.
You can increase planetary influence by building an Embassy or a Cultural Exchange Center on the planet. To extend your influence into areas where you do not have a planet to colonize, you must build influence starbases. These multiply your influence in their sphere of influence by the bonus the modules on the starbase provide, and do not require one of your planets.
If you have colonies from another empire within your borders and at least a LOW espionage rating with that empire, you can see the influence the planet is producing and the value you are producing above that. If you achieve a value of 4.00+, your influence will start to sway the population to revolt and join your empire. Influence starbases within the sphere of influence of these planets can help increase the likelihood of them defecting.
If another empire is threatening one of your planets, you can counter their influence in the same manner you use to increase yours. This is why the AI sometimes builds many farms and/or embassies on a planet; it is trying to keep the planet from defecting.
- To see enemy planet influence: LOW espionage rating with the empire.
- 1To increase influence on a planet you own, build an Embassy or Cultural Exchange Center.
- 2To extend influence without owning a planet, build Influence Starbases.
- 3Influence Starbases multiply influence within their sphere of influence based on module bonuses.
- 4To make an enemy planet revolt, achieve 4.00+ influence value on it.
- 5Use Influence Starbases to increase the chance of enemy planets defecting.
- 6To counter enemy influence on your planets, use the same methods you use to increase your own influence.
- Never start a war unless you are ready, ensuring you have intelligence on enemy planets and ships, and have built counter-ships. Prioritize targeting starbases.
- Get your economy positive as soon as possible. If funds dip below 500 bc, look for ways to increase income through trade or balancing your budget.
- Always colonize any PQ8+ planet you can find. If you control the majority of planets in a cluster, you can leave a PQ5 planet for the AI, as it may flip to you later.
- Maximize your economy starbase's sphere of influence, which is 16 units in diameter. Center the starbase to include the most planets. Version 1.1 shows a visual representation of this sphere before building.
- Always upgrade your starbases with the latest modules for the best value.
- Do not rush to upgrade starships unless it's a significant leap in attack or defense, or you are at war and need every advantage. Sometimes, decommissioning obsolete ships is better than upgrading.
- Avoid expanding too quickly in the early game, as it can lead to financial trouble and drain your planet's population, hindering economic recovery.
- When attacking, consider rush-building constructors to establish military starbases in the war theater; ship assist modules can significantly boost power.
- Generally, it is cheaper to build than to buy, except for Neutral alignment players who receive a discount on buying ships.
- Post sentry ships with advanced sensors on your borders to detect AI incursions into blind spots.
- Keep a quick reaction fleet near important planets or starbases to destroy attackers before they can engage.
- Any planet you plan to defend with ships in orbit must have an Orbital Fleet Manager built.
- Build fast ships for quick responses to AI incursions and for easier evasion.
- Maintain a balanced research approach. If a tech takes over 24 weeks, adjust spending or build more research buildings. Consider researching the next tier of research buildings.
- Always use the Focus check when building special planetary improvements.
- Periodically scan all your planets to ensure they are functioning as intended, especially after loading a game, as production messages are not shown upon loading.
- Do not mix ships of different speeds in a fleet, as slower ships will impede faster ones.
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