Gain Influence with intelligence (and social studies)

Gain Influence with intelligence (and social studies)

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aroddo

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Influence Points are a very rare and slowly growing resource.
Here's how to get a large amount relatively early:

Traits: Intelligent & Natural Sociologists
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&
1601847826792.png


Government: Some degree of Materialist
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||
1601848039145.png


Authority: Oligarchic, Dictatorial or Imperial
1601848307395.png
||
1601848240501.png
||
1601848246180.png


Civics: Technocracy
1601848508497.png


Play like this:
  1. first building: Research Lab
  2. build lots of science vessels: one or two for surveying your neighbourhood, 3 or more to explore
  3. start exploring around the time your research lab finishes.
  4. whenever you find another empire (and only empires), stop exploring and let those science vessels survey whatever system they are in.
  5. immediately start special project to decipher their language
  6. continue exploring when project is close to finish
  7. repeat from step 4
The point is to discover other empires and decipher their languages and you want maximum society research before you encounter another empire.
With research stacked that high, you will have an excellent chance to to decipher their language before they do. And each language you decipher before they do will earn you between 40-80 influence points if you succeed. That is a lot!

You can use that influence to expand like crazy or finally put those expensive edicts to use that you could never seem to afford before. :p

You don't need to pump research THAT high to get a decent harvest of influence points, though. Intelligent and Natural Sociologists plus an early Research Lab or two should suffice, so you got a lot of wiggle room to tweak this to your personal liking, but the more research you have, the better your chances of first first contact.

Warning: This doesn't guarantee that you get the research done first. But it vastly increases the probability. Because the AI cheats.
 
Last edited:

CrazyJ

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Nov 26, 2018
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Influence Points are a very rare and slowly growing resource.
Here's how to get a large amount relatively early:

Traits: Intelligent & Natural Sociologists
View attachment 637202 & View attachment 637201

Government: Some degree of Materialist
View attachment 637205 || View attachment 637206

Authority: Oligarchic, Dictatorial or Imperial
View attachment 637213 || View attachment 637210 || View attachment 637212

Civics: Technocracy
View attachment 637218

Play like this:
  1. first building: Research Lab
  2. build lots of science vessels: one or two for surveying your neighbourhood, 3 or more to explore
  3. start exploring around the time your research lab finishes.
  4. whenever you find another empire (and only empires), stop exploring and let those science vessels survey whatever system they are in.
  5. immediately start special project to decipher their language
  6. continue exploring when project is close to finish
  7. repeat from step 4
The point is to discover other empires and decipher their languages and you want maximum society research before you encounter another empire.
With research stacked that high, you will have an excellent chance to to decipher their language before they do. And each language you decipher before they do will earn you between 40-80 influence points if you succeed. That is a lot!

You can use that influence to expand like crazy or finally put those expensive edicts to use that you could never seem to afford before. :p

You don't need to pump research THAT high to get a decent harvest of influence points, though. Natural Sociologists plus an early Research Lab should suffice, so you got a lot of wiggle room to tweak this to your personal liking, but the more research you have, the better your chances of first first contact.
i'd add xenophobe to make the starbases cheaper, that bonus is surprisingly good in the early game. although a fan materialist xenophobe will automatically piss off a spiritualist fe just by existing, so hope you don't run into them
 

sillyrobot

Colonel
Jul 18, 2015
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i'd add xenophobe to make the starbases cheaper, that bonus is surprisingly good in the early game. although a fan materialist xenophobe will automatically piss off a spiritualist fe just by existing, so hope you don't run into them
Currently, a bug in attitude resolution (the AI uses YOUR attitude toward THEM as opposed to THIER attitude towards YOU -- it's been around for a couple of updates now) prevents the auto-war for a spiritualist FE noticing a Fanatic Materialist synth ascending.
 
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CrazyJ

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Currently, a bug in attitude resolution (the AI uses YOUR attitude toward THEM as opposed to THIER attitude towards YOU -- it's been around for a couple of updates now) prevents the auto-war for a spiritualist FE noticing a Fanatic Materialist synth ascending.
oh yeah i forgot about that one. most ai mods fix it so doesn't really matter for me