So... Even more pressure on influence and envoys now?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Nov 22, 2020
687
2.782
Building outposts and ecumenopoleis are conceptually weird things for envoys to do.
As for megastructural and infrastructural projects, Unity and/or Research costs seem much more appropriate than Influence costs.
In my opinion, ecumenopolis construction would also belong in my quoted line.

Not sure whether I think Envoys should be involved, or not, in the claim-staking side of outpost construction. Leaning towards thinking that outposts should also be considered "infrastructural projects" as per my quoted line, though there needs to be some mechanic holding back too rapid expansion in the early game. Perhaps the Influence cost for outposts could be replaced by a significantly longer construction time, to avoid outpost spam?
(and a distance-based energy cost multiplier, to discourage long-distance outpost spamming)
 

HFY

Field Marshal
28 Badges
May 15, 2016
8.575
19.983
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
Actually there is a plenty of influence sources, but they are mostly tied either to lategame or to being warmonger. But the influence sinks are mostly tied to diplomacy and to peaceful expansion and development.
I really miss the option to gain influence without having maxed fleet from year 2200, without non-stopping agressive wars, without rivaling, humiliating, vassaling every single empire I encounter.

There is only one "space-HRE" build based on quantum catapult origin, which allows you peacefully gain huge amounts of influence before lategame. And I had a lot of fun playing this build.

There are a lot of influence sources, but they're generally passive -- you don't get to decide when the Artsy Enclave offers you +50, you don't get to take any special action to get more from a Rivalry, etc. -- so I'm not looking for more long-term passive influence income.

I'm talking about the lack of tools to instantly get a chunk of Influence (at some cost, non-repeatable, should hurt somehow to use) as ways to cope with unexpected opportunities.
 

XCodes

Captain
8 Badges
Apr 7, 2020
450
466
  • A Game of Dwarves
  • Stellaris
  • Age of Wonders III
  • Age of Wonders
  • Age of Wonders II
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
Power projection is capped at +2.0 influence and requires you to have built out an advanced tech fleet to forcelimits. That is a very SPECIFIC way to generate influence for tech-advanced militants.
It actually only requires that you have ships. It's entirely based on navy size, and it maxes out at slightly less than 1/2 of your Empire size. If you're in the phase of the game where you have an Empire size of 600 then having 300 fleet capacity isn't advanced technology, anymore.
 

TheForsakeen

Former lizard king
Oct 1, 2019
44
33
Envoys are completely useless at the start of the game, while explorers are essential. After that phase, explorers fade from use at the same time that the need for Envoys increases, until explorers are eventually completely useless. Finding Envoy tasks for "unemployed explorers" would be much easier than it currently is to find open research positions. It could be a seamless transition, rather than the weird place the "explorer scientists" end up post-exploration due to them only having a role in the first 10% of the timespan of the game.
Explorers can still be useful for late game with the assist research and mid game for all those anomalies and archeology sites you saved up.
 

Less2

Banned
Jan 20, 2016
3.737
5.036
The more I think about it, the more I realize how amusingly overpowered vassals are for influence. They help you in three ways:

- They give +0.4 influence each from a holding, and another +0.25 when you outtech them and they become a protectorate.
- They minimize your empire size vs. taking the land directly, while feeding you resources to easily maximize your power projection
- They cost no influence to make (if you want to make multiple small ones to multiply your influence income you just need one claim per vassal), and getting most of the resources you want out of them only costs like 75 influence apiece. Massive amounts of influence saved compared to taking a continuous line of systems, most likely you'll regain the influence lost during the war.
 
  • 3
Reactions:

Nerisande

Second Lieutenant
26 Badges
Sep 23, 2017
151
413
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
The more I think about it, the more I realize how amusingly overpowered vassals are for influence. They help you in three ways:

- They give +0.4 influence each from a holding, and another +0.25 when you outtech them and they become a protectorate.
- They minimize your empire size vs. taking the land directly, while feeding you resources to easily maximize your power projection
- They cost no influence to make (if you want to make multiple small ones to multiply your influence income you just need one claim per vassal), and getting most of the resources you want out of them only costs like 75 influence apiece. Massive amounts of influence saved compared to taking a continuous line of systems, most likely you'll regain the influence lost during the war.
And you forgot about regulated expansion policy, which transfers influence from vassals to overlord every time they build an outpost. It is situational and doesn't work in most circumstances, but provides tons of influence when it is possible.
 
  • 2
Reactions:

Less2

Banned
Jan 20, 2016
3.737
5.036
And you forgot about regulated expansion policy, which transfers influence from vassals to overlord every time they build an outpost. It is situational and doesn't work in most circumstances, but provides tons of influence when it is possible.
I play crowded galaxies where there's virtually no expansion past the first 30 years or so, but yeah, that too.
 

Kur0Shir0

Recruit
45 Badges
Sep 19, 2018
6
4
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders II
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Empire of Sin
  • Empire of Sin - Premium Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • BATTLETECH
  • Surviving Mars
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Age of Wonders
  • Arsenal of Democracy
  • Magicka 2
  • Magicka
  • Stellaris: Synthetic Dawn
Meanwhile, there is me, myself and I, Glorious Tall Gamer Master Race playing on high difficulty settings, almost always sitting on a pile of influences looking down to all the Dirty Wide Gamers Peasants.



More seriously tho', I would agree about the fact that Spy Networks and co. shouldn't require influence overall, but that's more on the issue that... spy network need a huge buff overall. Even without influence cost, most of the spy missions aren't worthy enought to consider spending time on them, usually... On the rest, I would say that influence is doing it's work, and doing it quite well.

For the record, let's see what influence goal is: to ensure that you're not steamrolling the game and that you don't crush the game too early. It's a limiting ressource that should force you to make choices about what to do and when to do.

About the issue regarding influence and how to counter it, I'll consider we're talking about a PvE standpoint, because PvP game don't follow the same rules, and most of what you've talked about aren't really even used in competitive PvP, as far as I know.

> Gaining more influence consistantly: Have you heard about power projection (let's call it PP) and co.? Yeah, that's it.
You get a base 3 influence +0.5/1 (Autoritarian) +0.5 (Domination Tree) +2 (Base max PP) +1 (Imperial PP bonus) +0,1/envoys on GC (Politics Tradition) +1 (Chosen One Leader) +Rivals +Vassals buildings
You can easily get to +6 Influence per month generation without maxing PP without even having the need for the late game edict or unreliable methods like the random leader trait Deep Connections. I usually don't need more.
Also, PP depends on your empire size, so again, Tall is good.

>Early expansion stage: Erm, so first things first, we're hitting exactly where influence should slow you down, but anyway, -20/40% cost (Xenophobe/F Xenophobe), -10% (Expansion Tree), -20 (Interstellar Dominion)
There is also a leader trait as well if I remember correctly but no one care. I could also have forgotten a thing or two.

> Claims cost too much whinning: Militarist -10%/F -20% ; Galactic Force Projection -20% ; Rivals -20% ; -15% (Nationalistic Zeal Civic)
Hey, we're already at -75% claim cost without much loose ends, considering you're planning to wage war at this point. Also remember you can in and out from the civic every 10 years for a small unity cost. Still too much for you? Oh well...
Total War casus belli: NO CLAIM NEEDED. Can be done in late game with the simple 3 steps easy to do "build a colossus" giga-brain plan.
You say it's too late? Have you heard about... NIHILISTIC ACQUISTION (or barbaric despoilers, if you wanna steal relics too... and yes, that's a thing)?
Yeah, well, claims cost have a lot of way to be answered.

>Space Deal with Xenos cost monthly infuence: If you're taking a lot of them, it mean you're doing a diplomatic game... so take the diplomatic tree maybe? If not, you should need a non-aggression pact with the one neighbor you don't want to be backstabbed by and that's good.

> Space buildings like Arcology, Rings, and co.: Okay, let's be honest, if you're going for a warfare build who focus on expanding, you shouldn't even CARE about thoses things at first, because you should already have plenty of planets and space to not even need it, or at worse you would need what? Like 1 Arcology to park the excess pops?
About the orbital ring, I disagree about it being a mid game structure. You usually shouldn't need it except on a few world for the production bonus before the late game where you'll build the additionnal space module (I don't remember the name), by that time you should already be in a position where you can see the game unfolding even without doing it, so it's a win-more spending, not a necessary one. Same reasoning about Mega-structure.
And you shouldn't bother about the gate system if you're playing wide. It sure is a money sink in that case, and not only influence wise.
And if you're going for a war, but Tall build, please explain me why you don't have Nihilistic Acquisition yet, or why you're not abusing the vassals mecanics to already win the game without much influence cost?

>Spying cost too much influences: Yes. Also spying is bad overall, that's just the cherry on top of the cake. I do use spy from time to time, but mostly for RP reasons. It's even worse now that we have cloacking devices. (Say hello to the invisible spying corvette that cost around a hundred alloys and maybe 3 exotic gas... it's free real estate!).
And if you play for RP, why are you letting yourself getting bothered by things like "I lack some ressources"? Use it to create a better narrative... or could it be that RP is fun only when it goes your way? ^^'

>GC cost too much influence: First, why are you bothering with the Galactic Community? Are you trying to pass a resolution every 20 years when most of them already get proposed by the AI? In the end, you could maybe, but that's again, more a win-more condition to spend influence usually. And even without considering that, in the best case scenario, you can't pass more than 1 every 20 years if my memory serves me right. That's not even a sink considering 20 years in game will provide you a base value of 720 influences.



So yeah... there is a lot of influence sink... the funny things is: if you're playing wide, they will hinder you if you abuse them but they also should be... totally useless for you in most case. That is, if you can manage your economy properly, because most of the influence usages are made to gain an economic advantage.
Yep, that's it: there is a lot of influence sink that you shouldn't be paying attention to. And you get penalized when you do spread yourself in all direction considering you should do all of it and shouldn't need to specialize yourself.
So yeah, influence is doing it's job.

About envoy? Pah! They are mostly useless. Put 1 or 2 in federation (if you have one), the rest in the GC for the Diplomatic bonus (if needed, lol, fleet power is still the determining factor anyway), keep one for potential contracts with other empire and forget about them. I usually have half of my envoy that I forgot to use and finaly decide to park in the GC if I'm playing with more than 2, just so that they aren't completely useless, officialy (tips: they still are). And for increasing relationship, a friendly 1000 CG gift in early game will give me way more in a minute than what an envoy would give me in the spawn of a few years.

But yeah, it's totally possible, and usually easily achieve, to play without almost never run out of influence at a critical time if you manage it and your other ressources correctly.
To me, even now, influence is a ressource that only really matter in the early game, mostly because it have no uses that are not just "win-more conditions" when the early game as gone by. And if you want to get the benefit of both tall and wide gameplay, well, take your time and improve all the rest while you need to wait a little for influences. It's spread thin, but so is your time.



That was my coin in the conversation. Influence is thin as it should, but Spying need a good change.

Also, for your information, I usually play tall and use most of the feature mentionned above, even thoses I've deemed as "win-more", because I find them funny, while I find playing wide to be boring and repetitive, as I'm not fond of congratulate myself for painting the map on a certain color.



PS: Sorry if I've shown you some lack in english, that's not my mother's tongue, so...
 

Dementor4

Lt. General
14 Badges
Feb 19, 2017
1.328
2.461
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
I feel like influence being a diplomatic currency should mean that doing things like building out a hyperlane network border to border and that network hooking up to other empires (or their capitals) should not cost influence but pay influence....since being an integrated nation in the interstellar stage should be generating influence with other nations....and hometown influence of your diplomatic corp for getting this astounding achievement done.. Building a galactic wonder should give you influence....because it shows off your power and grace to the rest of the galaxy thus getting you cache (influence) from your peers. Being president of a federation or hegemony should pay out influence....because you are diplomatically influential.

If we take the idea of influence to mean diplomatically influential....it rather shows Stellaris's use of influence to be a bit twisted. Long standing alliances shouldn't cost influence they should be the source of influence....I am influential because I have the ear of the two largest economies in the galaxy/biggest militaries in the galaxy/etc. Which yes, maybe should be something like a influence dividend for federated (non-vassal) empires. I'm influential because I've invested in a public transit system that connects X number of national capitals together....facilitating trade, culture, etc. I'm influential because I'm building the grandest structures in the galaxy showing the strength of my engineering corps....

Yet most of the above things cost influence...they take influence away rather than paying influence dividends.
Some good points here.

In general another look at how I fluence might be generated by diplomatic actions is a good idea. For example, a tech treaty with a technologically inferior nation could earn you influence, not cost it. The same might be said for I dependence guarantees for militarily inferior nations or commercial pacts with economically inferior nations.