Imperialism and Minor Civs

I like playing a "nice" civ - not just good, but I dislike going to war and the attendant electronic genocide of conquering planets. Yes, I rely on Influence victories.
I wish is was easier to get minor civs to defect through influence. I've spent years trying to get them to (and, admittedly, sometimes they do), but it is frustrating to see them get conquered by another player - and then culturally defect to me a few turns later. Makes me wonder if the minor races are playing by the same rules.
Another thing, I'd like to see the minor civs build a strbase in their sector. Right now, they build several extra colony ships per planet, and a host of little ships. They'd be a much tougher nut to crack if they built up a nice big starbase with combat mods for their home sector.
I'd also like to see the influence a minor civ has in a sector. Just add 1 more line to the influence button / pop-up, listing the highest "other" influence.
I have a hell of a time getting the little civs to like me, nor does there seem to be any point to it. Could we increase how much a civ likes every time you successfully complete a diplomatic deal or every time they send a freighter to you? The way I see it, they should be rewarded for sucking up to you.
Finally, and the real point of this post, I wish the minor civs would offer to join your empire, a la "Imperalism" and "Imperalism 2", when a big civ goes to war with them, IF they like you. Which, of course, would start a war betwixt you and the aggressor civ.
Just looking for ways to annex minor civs without bloodshed, 'cuz I'm such a nice guy.
314 views 5 replies
Reply #1 Top
Why not build them a nice big starbase and give or sell it to them? You can also hand over ships and tech so they can fight off other races without you getting your hands dirty.
Reply #2 Top
I've managed to convert I-Leagues planets :) That was a major sense of acomplishment the first time it happened, those buggers are strong in that respect.
Reply #3 Top
Frogboy said recently that minor civs are very resistant to influence. I don't think the event-created civs like the I-League are, though.
Reply #4 Top
One things for sure--They ALWAYS get a 20+ planet to start and usually a nice second planet or 2 in their home system.And they will very quickly colonize all planets in their home sector.They are very juicy targets worthy of a short,sharp campain.Screw being nice with minors.I extort the hell outa them-then when Im ready I conquer them.
Reply #5 Top
I've found it more profitable to sell them my techs and trade goods. 10 bc mo for a few months to start, 100 bc/mo for 10-30 turns later in the game. They never seem to sell the techs to the majors, either. I've had games with tribute of over 1000, allowing me to keep at 100% spending.
Second, I always give/sell them the trade tech, and poof! 2 trade routes opened up between them and me. Adds up over time.
I just have to be careful not to give them any tech that increases diplomacy, or any tech that has a wonder / trade good attached.
And if they go broke, I can always pick up 100's or 1000's of influence from them when I trade. It's not like THEY have any use for it :)
And I do build big star bases in their sectors, full of culture add ons. I also give them xd phasing and phasors whenever they go to war, and even feed them ships - no good letting my honey pot get conquered, after all.
I just wish there was a way to add them to my civ w/o exterminating them.