#Ideas for Influence
32 messages · Page 1 of 1 (latest)
Use influence for council stuff
boost council traits, unlock new council traits, upgrade councilors, unlock council slots
that sorta deal
use it to steer your government
treaties with an influence upkeep, similar to ES2
The use of influence in diplomacy is weird ATM. Unjustified war mechanic - okay, sure. But why does oppening your borders to an opponent use an ifluence fee? This fee is not high, but why do I even need to pay for the action that only benefits my opponent? Shouldn't it be the other way around?
I don't dislike the influence cost for diplomacy per se, but yeah in that particular case it is weird
ig maybe it should be a two sided treaty by default, then the influence cost would make more sense
AFAIK most of the actually important diplomatic actions cost you nothing. Would be better to ask the payment for treaties.
For example, getting half of the map revealed via cartography exchange costs you absolutely nothing right now. Feels unnatural to get such a huge bonus for free.
yeah
though I assume the entire diplomacy system is gonna be reworked anyhow
since it's barely a diplomacy system to begin with
I always took influence as your political capital to convince your population. So doing basically anything means making sure you can push your entire faction to accept it. No point in saying "hey now the tahuks can send units in there" if your citizens would say "like hell they will, I'm gonna protest !". Same with closed borders, etc.
but influence is ultra useful for expanding so I don't understand the feedback
It's used for camps, cities, foundations
the lifeblood of your empire
Yeah, I actually also never had a problem with the influence stockpiling. Maybe that's because I'm playing on max size map, but there's always some useful territories to claim.
even then, foundations are good. Bonus yields are always nice, even if it's just 1 food/1 industry
Making 7 cities with 4 territories in each isn't cheap.
By the time I reach all the limits, the game is already over.
how much influence are you generating that its useless past turn 30. im always starvin. the cost for camps and cities becomes outrageous
I wouldn't say "outrageous" but yeah, there's certainly enough things to spend influence on atm
a couple hundred per turn
Agree
i need info, how do you do that?
I generate more and still use it well into turn 60
And am not planning to slow down
Grabbing territories go brr
As necro, I felt like influence was/is my main limiting factor. I was getting up to 2k/ turn by endgame, and although more wasn't really necessary because there's little challenge from AI by then, I could have easily spent everything I could get. The cost for continual expansion of foundation spread plus especially new camps is astronomical
I posted a screenshot earlier of needing 360k influence for the next camp, for reference
Necro are the most limited faction expansion wise as their camp cost increased with different, much more punishing formula.