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Another look at Influence

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9 years ago
Apr 3, 2016, 3:45:18 PM
So I did a quick search, and I apologize in advance if this was already discussed.

Basically, in my point of view, Influence is a "different" kind of resource, which workers shouldn't simply "produce". I can understand that they produce Food, Dust, Industry (actual work), Science (research), but Influence should come as a result of your actions.

What I'm proposing is to receive Influence points when :

- parleying with a minor faction (small amount)

- winning a battle (depending on kills vs. losses)

- pacifying a minor faction

- completing a quest, or part of a quest (amount may vary based on the quest)

- ... ?

and lose some points when :

- losing a battle (again depending on losses vs. kills)

- failing to complete a quest (again, the amount may vary based on the quest)

- ... ?



In order to keep the current game mechanics as close to their current state as possible, I would still accept that cities are able to produce Influence points, but the points gained (or lost) through the above actions should be an order of magnitude higher than what a city can produce.

Then the overall Influence point costs for performing various actions should be raised accordingly.

Basically, the Influence point output of the cities should be only a minor contributor to your faction's Influence pool. The major contributor should be your actions ...



What do you think ?

I'm sorry if this was already discussed, or if it sounds like a stupid idea.
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9 years ago
Apr 3, 2016, 4:30:28 PM
I always thought that "influence production" was in fact the population being encouraged to create art, write literature, and engage in similar activities that would boost an empire's influence.



But I do like the idea of diversifying the sources of influence, esp for future games.
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9 years ago
Apr 3, 2016, 4:36:02 PM
I believe(d) they are engaging like diplomats/embassadors !! Good for influence.
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9 years ago
Apr 4, 2016, 1:37:54 AM
KnightofPhoenix wrote:
I always thought that "influence production" was in fact the population being encouraged to create art, write literature, and engage in similar activities that would boost an empire's influence.




This was my thought as well.







Now regarding your idea, OP:



You're essentially suggesting that Parley should be a must-have tech. This is a bad idea for a bunch of reasons.



1: Your idea, as I read it, was about nuancing the gameplay but has instead, as a result, made it more simple, as you pretty much have to get Parley.

2: It would be quite a nerf to Necrophages, as they are not able to parley.

3: Heavy buff to factions that start with Parley or can get it quick. Forgotten, Drakken, Cultists.

4: Cultist would be completely overpowered. They want to parley with every minor faction they meet, and they have easy ways to get armies.



Definitely more reasons, that I can't currently think of.
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9 years ago
Apr 4, 2016, 2:02:44 AM
What about every turn you get presented with an assortment of Emperor level decisions. Throw a naysayer out of court. Execute a criminal or pardon him. Decisions that give different hidden rewards and some influence. Add some role playing and player gets influence in a more interesting way. Typing on my phone so the idea could be fleshed out a bit but I think the general premise is pretty simple to understand. You don't need to remove the current system either.
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9 years ago
Apr 4, 2016, 7:17:31 AM
I understand that the quest aspect could potentially affect the game balance negatively. @Jamzie, thank you for the analysis and explanation.

Yes, Parley would be more beneficial, but this can be easily nerfed by reducing the amount if Influence gained from completing quests / talking to minor factions.



What I'm also trying to aim for here is to avoid a sort of "turtling" gameplay. If engaging in battles would be almost necessary (e.g. in order to get the Influence you need), perhaps it would make the game more dynamic.



Again, sorry if this is a stupid idea ...
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9 years ago
Apr 4, 2016, 10:21:29 AM
I like the idea of influence being gained in other ways other then production as you stated. But production in cities should still be the highest level of influence production I think just like dust production is bigger in cities then in searching ruins (at least it is later in the game).



Also worth noting what @KnightOfPhoenix said as that's what I imagine qualifies for citiy's influence production as most the influence buildings suggest.
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9 years ago
Apr 5, 2016, 10:36:07 AM
icarus86 wrote:
What I'm also trying to aim for here is to avoid a sort of "turtling" gameplay. If engaging in battles would be almost necessary (e.g. in order to get the Influence you need), perhaps it would make the game more dynamic..




There's actually an Influence bonus for killing enemies as a secondary ally in a war. However, in my experience the reward is rather pitiful, and not really anything you'd actively pursue.
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