Does Culture need slight expanding?
Having figured out the Vasari pretty well I have moved onto
Advent and I have to say, I am underwhelmed by the cultural power focus.
I like that it provides a no colonize zone when your culture has expanded and
the whole taking down of the allegiance thing, but the problem is that doesn't
really do to much to help someone win. Taking down the allegiance of a
planet seems slow and easily countered by an aware enemy, hence, not really
useful.
Now I know we can't have culture flipping planets or cap ships, that would make
it way to powerful. But what about culture flipping things like crystal
extractors or perhaps a small group of frigates in a system with no capital
ships? Some potentially cool ideas around using captured enemy frigates
in your fleets, perhaps they don’t count against your fleet cap? Perhaps in an expansion Sins would allow for
reverse engineering and acquiring certain adversarial technologies?
It wouldn't be a game ender for the enemy, but it would make
fighting the culture battle a hell of a lot more annoying as well as provide
some immediate gratification for someone who focused on culture. You would
have to scramble some fighters, or fleet ships, take out the rebelling mining
installation/fleet and then spend the resources to rebuild a new one/ones all
the while the cultural player is reaping the resources of the flipped extractor
or new ships.
I think a small tweak like this could make culture more of a viable early strategy
and certainly would put it towards being on equal footing with the TEC's
economic advantage and the Vasari phase mastery advantage.