In case you missed it, my two previous suggestions threads Challenge Maps and Part 1
New Culture Ideas
Ideas relating to a new cultural system.
Cultural Takeover Changes
The way in which culture takeovers of planets needs to be revised somewhat. Here are my suggestions for this.
New Revolt Mechanic.
Right now the Planet Revolt mechanic seems... odd. The entire population of the planet just disapears? I suggest the following way to decide if a planet should revolt:
If the planets Alliegience percentage is lower then the opposing culture percentage affecting it, then the planet enters the Disloyal phase. In the Disloyal phase, your net tax revenue will decrease depending on the difference between it's alliegence to you plus friendly culture and opposing culture strength. The formula would be (Alliegience + Friendly Culture - Opposing Culture)
Once the difference becomes more then a certain amount (Lets say 10%), the planet enters the Revolting phase. All revenue has stopped completely. This phase lasts a set time, perhaps depending on the planets population. Once that time is up, one of two things happen.
The planet still has loyal subjects. This can happen if the planet was close to your homeworld, so it started with a lot of alliegience, but had no friendly culture. The planets population who is still loyal abandon it, heading towards worlds that have population openings, if any.
The planet has no alliegence once the Revolting stage is finished, and so converts over without too much fuss.
The damage the planets Infrastructure takes depends on how much alliegenence the planet still has when the Revolting phase starts. If it's low, then the upgrades the planet recieved generally stay. High, they go bye bye.
Example 1: A world close to your homeworld is getting hit with large amounts of culture. The culture percentage rises to 50%, but the alliegence has only dropped to 50%. The planet enters the Disloyal phase.
The culture bombardment continues, and the alliegence drops more, and the enemies culture rises. The planet enters the Revolting stage. At the start of the revolting stage, the Alliegence is 45%, and the culture is 55%.
At the end of the revolting stage, the alliegence is 25%. 25% of the remaining population leaves the planet. The planet also loses all of it's infrastructure. The planet joins your enemy.
Example 2: There is an enemy fringe planet with low alliegence. You put a bunch of culture generators near it. The planet succumbs, revolts, and joins you with minimal loss of infrastructure and population.
Summary: A new system to take planets with culture, that results in taking the planet with some population, depending on a number of factors, instead of the population completely disapearing.
Unity Through Strife
Bombarding a planet should increase it's alliegience to it's owner.
Takeover
A planet who has revolted successfully should take control of some of the orbital structures, such as the refineries. However, these structures should take damage and have a lower output for a time, depending on the alliegience, much like population after a revolt. (See New Revolt Mechanic).
Culture Spread and Neutral Planets Affect
New mechanics for the way culture spread and how neutral planets are affected.
Neutral Planet Populations
Neutral Planets that have defenses should have limited populations on them (perhaps 10-20, depending on the type of planet). This should have no affect on if you can colonize it. However, if you do manage to turn a neutral planet using culture, then its population and protecting fleet will turn completely over to you. To get full population and build structures, you will have to colonize it as normal.
Neutral Orbital Buildings
In some places, there are small trade facilities or other structures that can be taken just like neutral resources can. My suggestions for these include: Trade facility, Broadcast Center, Refinery, and Repair Facilities.
Taking Neutral Orbital Buildings with Culture
Neutral orbital builds should all be able to be captured via culture, and shouldn't be capturable if they are heavily affected by culture.
Diplomacy and Culture
Culture should affect how diplomacy works
Friendly Allies
Allies should not be effected by your culture as much in terms of alliegience. Culture should also pass through allied planets more quickly. Note: If you start fighting with a former ally, they begin to be fully affected by the culture, which could lead to some interesting scenarios.
In Tune
You should be able to make a deal with an ally who is particulary affected by your culture, and has been your ally for a long time. Your two cultures should stack as if they are one when affecting other planets.
Free Speech
This agreement between two players gives your culture a bonus when flowing through their planets, and how much it affects their planets. This stacks with the allied natural bonus (See Friendly Allies Suggestion)
Thats all for now, Part 3 coming up fairly soon.
Edit: Added diplomacy and culture, forgot about that part.