Simply put, we have 2 confused resources that thematically should do different things, but in practice end up all mixed up together.
I think this hurts the game quite a bit and makes it hard to form "distinct" empires that focus on internal projects vs external power projection (e.g. Tall vs Wide) more.
This sets out what an internal vs External action is.
It finally gives mechanical destinction to the designation of "tall empires" vs "Wide Empires" rather than nebulous definitions like "number of systems" or "number of planets/pops"
By mechanically separating domestic vs international actions it gives isolationist and expansionist different things to focus on - and weaknesses to both approaches - too.
I think this hurts the game quite a bit and makes it hard to form "distinct" empires that focus on internal projects vs external power projection (e.g. Tall vs Wide) more.
The Resources & their issues
Influence - is too close to mana (though not so close that it ever prompted an imperator-style revolt)
- with a very narrow set of income sources: base + faction support + I think one or two capital buildings and a few GC/federation policies.
- is used for a random and sometimes confusing set of things. everything from internal edicts to events to international diplomacy
- is the ginger stepchild of resources
- it feels like it was rammed into the game without a clear purpose but with several clear output points (e.g. temples).
- conceptually it makes sense as something that would be used to hold your empire together (..."unity") or be used for domestic policies/actions but isnt, beyond traditions and (the often forgotten) unity-edicts.
Cutting the game into two
- everything that happens INSIDE your empire --- The domain of Unity.
- everything that happens BEYOND / OUTSIDE your empire --- The domain of Influence.
- Unity should be the "base" resource. With influence becoming the "Advanced/Strategic" resource.
- Unity is produced as it currently is, no major changes here. Maybe tweak the values.
- Now unity is treated like Trade Value, with a policy (so no BS balance like with bureaucrats to screw with the AI, just a straight conversion) to determine the split between resources at the end of each month, with a ratio of X:Y resources going to Unity or Influence. Something like:
- 0.95:0.05
- 0.75:0.25
- 0.50:0.50
- 0.25:0.75
- 0.05:0.95
- The current base sources of influence should be removed from the game & other sources should be converted into multipliers that affect the above post conversion And raise the base influence stockpile level.
- (e.g. 100 unity a month converted into 25 influence +10% on top from some modifier would get you 27.5 influence)
- Rebase all influence costs to correspond to this new income level - so an outpost might costs say 500 influence now but that's fine as all costs have been adjusted proportionately.
- Add extra unity costs to all internal empire things - in addition to energy or whatever.
- Want to terraform a world? It costs unity now, too.
- Want to colonise a world or upgrade it's capital building[just the capital, as that's a special thing] it costs unity now too.
How this might affect things
This sets out what an internal vs External action is.
It finally gives mechanical destinction to the designation of "tall empires" vs "Wide Empires" rather than nebulous definitions like "number of systems" or "number of planets/pops"
By mechanically separating domestic vs international actions it gives isolationist and expansionist different things to focus on - and weaknesses to both approaches - too.
- Want to conquer half the galaxy fast? Well youre going to need a ton of influence for all those claims and outposts. Set your conversion ratio accordingly. But now you cannot do anywhere near as many internal things as you once could - it'll take a lot longer to build up your unity to colonise that world if you're converting 75% of it over to influence to claim blorg systems.
- Conversely, want to play tall? Want to isolate yourself from the galaxy and spam out habs and ringworlds for days? Then you're going to not need much influence, but you will want a ton of unity for all those megaproject constructions & other internal actions (like converting all your worlds to gaia worlds or something).
- 25
- 21
- 4
- 2
- 1