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Zombie influence

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8 years ago
Oct 16, 2016, 3:35:17 AM

So while playing the Vodyani (go figure) I obliterated the Sophons, clearing all of their planets of the annoying little toads and yet for some reason their obnoxiously massive influence circles stayed put even though they had no planets to project it from. What gives?

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8 years ago
Oct 16, 2016, 5:06:38 AM

I noticed that it takes system a while to change a color from its previous owner's. So, it's only logical that system's population doesn't instantly "forget" its last owners even if they have vanished (were annihilated). My guess is that's a feature.

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8 years ago
Oct 16, 2016, 8:08:06 AM
Lexxx20 wrote:

I noticed that it takes system a while to change a color from its previous owner's. 


There's this screenshot on Steam that suggests it is a "very long while":


http://steamcommunity.com/sharedfiles/filedetails/?id=779089244


30 turns later and still there.


I have to say I do not like it very much. Reducing the influence area as I gradually take planets would give a nice visual feedback of the war's progress. Now it seems I have to wait until I exterminate the species entirely for their colour blob to disappear.


These games are about colouring the map. Don't mess with that, please!


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8 years ago
Oct 17, 2016, 1:45:37 PM
Lexxx20 wrote:

I noticed that it takes system a while to change a color from its previous owner's. So, it's only logical that system's population doesn't instantly "forget" its last owners even if they have vanished (were annihilated). My guess is that's a feature.

If it's a feature, it's a bad one. The two worst things to happen in ES2 are the post-war influence circles that hang around for dozens of turns and the forced truces coming out of nowhere to break gameflow and your economy.

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8 years ago
Oct 17, 2016, 3:50:11 PM
SleekRaptor wrote:
Lexxx20 wrote:

I noticed that it takes system a while to change a color from its previous owner's. So, it's only logical that system's population doesn't instantly "forget" its last owners even if they have vanished (were annihilated). My guess is that's a feature.

If it's a feature, it's a bad one. The two worst things to happen in ES2 are the post-war influence circles that hang around for dozens of turns and the forced truces coming out of nowhere to break gameflow and your economy.

Yup. Also, -30 Approval penalty after 80% election win. Because some f*ckers are not happy with your dictatorship. And no way to raze all the conquered systems to lower the over-population penalty.

Updated 8 years ago.
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8 years ago
Oct 17, 2016, 4:47:59 PM

Having properly eliminated the Sophons from the game their influence finally vanished. It seems like at the moment you have to fully eliminate the faction for their influence to disappear.

And since I'm the Vodyani and I don't 'conquer' systems just de-populate them their influence wouldn't decrease and hung around like a bad fart even though there was no one left alive to spread the influence.

I'm going to peg this one down to a work in progress since you'd think genocide would pretty handily wipe out a faction's influence.

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8 years ago
Oct 17, 2016, 5:01:30 PM

Yep, adding in to all the previous replies, it will vanish entirely if the race is snuffed out, but at the moment, wiping out the population should wipe out the influence far quicker. It's also odd that it won't disappear at all if the population is completely wiped out (Vodyani).

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8 years ago
Oct 17, 2016, 5:51:20 PM

Like I wrote in another thread about the same topic. 


Currently to the best of my knowledge ... the only way to remove influence is by overwriting it with your own. Or having the race wiped out entirely. 

It is a bad system, and it definitely needs to be changed. It makes war so pointless since you effectively cannot take over territory properly. 

Also it forces you into getting influence tech in order to be even remotely successful at warfare, as well as spending time building said structures on newly conquered planets... which can be quite annoying. 


I had a game the other day as vodyani.. for just about the entire time I was inside lumeris influence because I could not get rid of theirs... (playing on the higher difficulties mean the AI get even more influence bonus.. so it spreads even wider!) It was just ... well both funny and not funny at the same time. 

They have one planet left, and yet their influence covers half the galaxy... yeh something aint right! 



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8 years ago
Oct 17, 2016, 7:43:42 PM

I agree.

As I wrote, Influence is really bad thing in this game and hopefully will be fixed. Or it will be unplayable. There should be some limit from systems in control from where it can expand. It cannot go beyond that.

Also if that system in lost, influence should drop immediately from that system from where it extended.


Updated 8 years ago.
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8 years ago
Oct 18, 2016, 12:40:49 AM

I would like it if the influence ring was based on system influence output instead of accumulated output like in ES1. It would solve so many issues.

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8 years ago
Oct 18, 2016, 4:14:38 AM

I'm sure it's not how they intend for the system to work at release. I agree that it's pretty bad right now. I'd be fine if the enemy's influence fades over 5-6 turns and then you start projecting your own.

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8 years ago
Oct 18, 2016, 12:13:40 PM

Hi everybody,


What you are describing (influence circles staying for a long (30+ turns) time) is a bug on our end. Normally, it shouldn't take more than a few (think 5-10) turns to change to the new owner's colors.

However this very feature is being worked on as we'd like to tie the influence circles of captured star systems to an "ownership" mechanic.


Cheers,

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8 years ago
Oct 18, 2016, 1:32:57 PM

actually the previous influence circle will stay until the new one is bigger (so it overlaps it)

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8 years ago
Oct 18, 2016, 5:23:21 PM
adelahaye wrote:

Hi everybody,


What you are describing (influence circles staying for a long (30+ turns) time) is a bug on our end. Normally, it shouldn't take more than a few (think 5-10) turns to change to the new owner's colors.

However this very feature is being worked on as we'd like to tie the influence circles of captured star systems to an "ownership" mechanic.


Cheers,

Hey, so long as the numbers are being tweaked, I don't have any issues with it. Thanks for the reply!

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8 years ago
Oct 22, 2016, 3:51:18 AM
adelahaye wrote:

Hi everybody,


What you are describing (influence circles staying for a long (30+ turns) time) is a bug on our end. Normally, it shouldn't take more than a few (think 5-10) turns to change to the new owner's colors.

However this very feature is being worked on as we'd like to tie the influence circles of captured star systems to an "ownership" mechanic.


Cheers,

This sounds really hopeful, because the mechanics of influence - even aside from conquered systems - are extremely mysterious. Here's one example. I whittled Sophons down to only 3-4 systems and I had captured their capitol and most of their other systems. I basically own the galaxy, but I wanted to see how long it would take for them to come back and mount a challenge again. In this screen you'll see 2 fronts #1 and #2. At this point in time #1 just recently expanded past the line in my favor. By contrast #2 is expanding in Sophon's favor. You can see from my empire output that I've maxed most systems and should be putting out some serious influence. And yet Sophons are still advancing influence enough to breach the middle of front #2 and start peaceful conversion on a system I've held from near the beginning of the game. Pretty crazy. The bigger question is - how can we strategize for influence? What factors affect it? How can we increase it? And is it working logically? Or does it still need a lot of work? Shouldn't the owner of at least 80% of the galaxy have overwhelming influence that is devouring the rest... especially when the nearest system to the advancing Sophon front is so far away from that front. Shouldn't my line be advancing? 



Updated 8 years ago.
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8 years ago
Oct 22, 2016, 4:11:32 AM
edgelore wrote:
This sounds really hopeful, because the mechanics of influence - even aside from conquered systems - are extremely mysterious. Here's one example. I whittled Sophons down to only 3-4 systems and I had captured their capitol and most of their other systems. I basically own the galaxy, but I wanted to see how long it would take for them to come back and mount a challenge again. In this screen you'll see 2 fronts #1 and #2. At this point in time #1 just recently expanded past the line in my favor. By contrast #2 is expanding in Sophon's favor. You can see from my empire output that I've maxed most systems and should be putting out some serious influence. And yet Sophons are still advancing influence enough to breach the middle of front #2 and start peaceful conversion on a system I've held from near the beginning of the game. Pretty crazy. The bigger question is - how can we strategize for influence? What factors affect it? How can we increase it? And is it working logically? Or does it still need a lot of work? Shouldn't the owner of at least 80% of the galaxy have overwhelming influence that is devouring the rest... especially when the nearest system to the advancing Sophon front is so far away from that front. Shouldn't my line be advancing? 


I think the influence effect should be localised i.e. based on the nearest front like what they do in Gal Civ 3. So even if you're the most influential empire overall, your newly developing/captured far flung system next to a much more developed enemy one should be under influence pressure from the enemy. But you can build influence buildings to offset it and if enough of such buildings are present, even reverse the pressure on the enemy system. I think Gal Civ 3 even allows you to negotiate friendly influence borders where both sides agree to withhold influence pressure at each other's borders.

Updated 8 years ago.
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