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Influence feels lackluster

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7 years ago
Jul 20, 2017, 9:35:09 AM

A little while ago it came up in another thread that the Religious party has this weird split focus on Influence and Heroes; I think it would be great to see Influence put to use as the currency of Heroes, possibly as either a currency with which to buy new ones through the Academy Embassy, a cost for directly purchasing XP, and other things. That would make the Religious party the party of the Hero mechanic, and give room for Heroes to become much more interesting as a METHOD of progression instead of just a little side thing that kinda helps you along sometimes but is mostly not that useful except situationally.


Admittedly Heroes would need to become MUCH more complex and deep for this to work, to the point of looking like miniature technology wheels with their bonuses being on par with a developing System and all of its buildings. But in my opinion that would be so awesome to have my empire stand on the shoulders of god-aristocrats and legendary hero-saints. At the very least it would bridge the weird mechanical gap between Influence and Heroes, since they are for some reason linked thematically and lore wise by Religious politics and the Academy but otherwise have nothing to do with each other.

Updated 7 years ago.
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7 years ago
Aug 2, 2017, 9:19:37 AM
TheTakenKing wrote:

Yeah, the Unfallen are able to take over systems using influence, as CyRob said you need to have vined systems before the process begins due to their strange no-borders playstyle. Unfallen vines are also immune to influence takeover, which kind of diminishes its use for other factions and might be too unbalanced, but does not prevent it from being a useful resource.


I fail to see how you weren't able to use influence effectively with the UE, given that they can spend it to rush things in system production qeues and rush technologies. It's a very strong use of that resource and essentially nullifies the risk of 'overproducing' influence.

I meant UE are the only ones with whom it feels relevant in the late game to invest in influence-producing developments.


Also, Unfallen cannot vine Systems of enemies, which makes the whole takeover-mechanic useless..unless you figure out the diplomacy system well enough to make peace without kicking their asses on the front (which makes peace undesirable anyway)..


Lategame it just feels very useless, compared to every other ressource: science is a must, dust is always usefull, industry helps getting ships and wonders and food lets you go nuts with troops...influence just slowly grows your bubble and slowlier convinces those planets they might want to think about joining with you.

Im not saying it's all bad. A minor revamp, to make it feel more satisfying to actually pursue a pacifist playstyle and manage to finish the game without warmongering would be nice.

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7 years ago
Jul 28, 2017, 4:07:00 PM
JaquierKhader wrote:

Mildly relevant to the topic. Why doesn't the propaganda programs, such as Militarist propaganda or religious propaganda use influence, instead of negating all production?

Exactly what I proposed in my own post. Grant Dictatorship and Autocracy an additional law slot. Auto-fill this law slot with propaganda and enable the player to choose what political party to support. This can enable more interesting playstyles and still not be as overpowered as Republic, which is essentially a better dictatorship with more law slots, overpowered laws, 2 political parties and a small cost of 2000 dust every 20 turns to decide on your favourite political party.

Updated 7 years ago.
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7 years ago
Jul 27, 2017, 11:37:00 AM

I agree. Influence and area of influence need rework for when you're allied to someone.

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7 years ago
Jul 21, 2017, 9:02:44 AM
IceGremlin wrote:

Thanks, Dragar! I actually just did on your suggestion: https://www.games2gether.com/endless-space-2/ideas/1105


This would give us a nice, repeatable sink for extra Influence

Nice! I voted on your idea. I think replacing the market buy-out of heroes with influence buy-out would be great.

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7 years ago
Jul 21, 2017, 12:40:08 AM

Thanks, Dragar! I actually just did on your suggestion: https://www.games2gether.com/endless-space-2/ideas/1105


This would give us a nice, repeatable sink for extra Influence

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7 years ago
Jul 20, 2017, 7:43:05 PM

In Endless Legend multiplayer, diplomacy was a MAJOR use for influence. Especially tech trading, which is obviously optimal to do, and Endless Legend's use of influence to limit how frequently techs can be traded made it much more deliberate and less willy-nilly like early Civ games. I thought tech trading with the influence system was brilliant. 


But as of now in Endless Space 2, the requirement to research a T4 tech in order to make an alliance, and only being able to trade techs with allies, means that for all intents and purposes tech trading is essentially not in the game. 


Influence as a throttle on how often techs can be traded for empires at peace- much like Endless Legend- in my opinion was a very cool mechanic, and a nearly bottomless pit to productively spend influence. 

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7 years ago
Jul 20, 2017, 2:16:21 PM
IceGremlin wrote:

A little while ago it came up in another thread that the Religious party has this weird split focus on Influence and Heroes; I think it would be great to see Influence put to use as the currency of Heroes, possibly as either a currency with which to buy new ones through the Academy Embassy, a cost for directly purchasing , and other things. That would make the Religious party the party of the Hero mechanic, and give room for Heroes to become much more interesting as a METHOD of progression instead of just a little side thing that kinda helps you along sometimes but is mostly not that useful except situationally.


Admittedly Heroes would need to become MUCH more complex and deep for this to work, to the point of looking like miniature technology wheels with their bonuses being on par with a developing System and all of its buildings. But in my opinion that would be so awesome to have my empire stand on the shoulders of god-aristocrats and legendary hero-saints. At the very least it would bridge the weird mechanical gap between Influence and Heroes, since they are for some reason linked thematically and lore wise by Religious politics and the Academy but otherwise have nothing to do with each other.

I really like this idea. This makes for a great trade-off between stockpiling influence and spending it on laws, too. Also very relavent for low-law governments. You should make this an idea!

Updated 7 years ago.
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7 years ago
Jul 20, 2017, 10:51:07 AM
Karmah wrote:

Because they would have to be a law (I guess), which does not make it a bad idea.

Having it as a law would be good! It shouldn't be made to be too overpowered of course because that would just ruin the whole voting process. Or it could be a whole section of its own, locked behind a certain tech for example.

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7 years ago
Jul 14, 2017, 6:25:33 AM

It seems to me that in Endless Space 2 researching influence-heavy techs and then building the improvements is not really worth my time, because you can get too little value out of this particular ressource.


      Endless Legend kinda fixes this with: 


               1. Empire plans, even if they feel a little forced, to justify spending your influence on


               2. Victory type


               3. Races that use / need influence (Drakken, Culitsts, to a lesser extent Mogawr)


               4. Espionage, though it's rather inexpensive


I say kinda because Influence still feels a bit unnecesary except for fullfilling those exact roles, which makes it more gimmicky than immersive. I probably forgotten a few situations you need influence, still, in the end, Endless Legend gives me reasons to aquire this particular ressource.



Now to Endless Space 2, unless you are playing with the UE, which was my first playthough, you don't really need influence. You use it to buy of the minor factions and for diplomacy, which at this particular stage of the game is not very rewarding / effective / functional. Even if you choose to play diplomacy heavy, you never spend as much influence as you end up making if you build a couple of influence-granting improvements. In the endgame i wound up having 500k influence, after i realised i dont really need it and i shouldn't improve/research for influence anymore.


Is this just me? Or is this issue "idea-worthy"? Did i miss an aspect of the game that requires you to spend influence?

Updated 7 years ago.
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7 years ago
Jul 20, 2017, 8:04:52 AM
JaquierKhader wrote:

Mildly relevant to the topic. Why doesn't the propaganda programs, such as Militarist propaganda or religious propaganda use influence, instead of negating all production?

Because they would have to be a law (I guess), which does not make it a bad idea.

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7 years ago
Jul 20, 2017, 8:00:53 AM

Mildly relevant to the topic. Why doesn't the propaganda programs, such as Militarist propaganda or religious propaganda use influence, instead of negating all production?

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7 years ago
Jul 17, 2017, 2:47:07 AM

I echo this issue. Influence is good for a while, but it tends to taper towards the late game.

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7 years ago
Jul 14, 2017, 7:33:21 PM

Yeah, the Unfallen are able to take over systems using influence, as CyRob said you need to have vined systems before the process begins due to their strange no-borders playstyle. Unfallen vines are also immune to influence takeover, which kind of diminishes its use for other factions and might be too unbalanced, but does not prevent it from being a useful resource.


I fail to see how you weren't able to use influence effectively with the UE, given that they can spend it to rush things in system production qeues and rush technologies. It's a very strong use of that resource and essentially nullifies the risk of 'overproducing' influence.

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7 years ago
Jul 14, 2017, 9:21:44 AM

I thought the Passive system takeover did apply to the unfallen but as they don't have an influence area vined systems count as being in their influence so you just need to vine other factions systems and then you can start passive takeover on them assuming you have the tech (I Think so anyway, Might be worng)

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7 years ago
Jul 14, 2017, 8:58:17 AM

You have some valid points, the law system does cost Influence, i forgot about that. Passive system takeover does not apply to the Unfallen, with whom i had that experience of just ammasing influence i cant do anything with.


Thank you for your feedback, i will next try to go for democracy if im overproducing Influence.

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7 years ago
Jul 14, 2017, 8:54:24 AM

1) EL's Empire plans have been turned into the law system in ES2 with the high-end laws costing 4 influence per pop they get very expensive and end up using a majority of my influence production especially late game.


2) While it does not have a direct victory type it can help in other victory types with the passive system takeover using influence, I would much like it that I can use my influence in ways to help me win rather than just get x influence and you win.


3) As you already said the UE use influence to a great extent.


4) Espionage while not currently in the game, I am sure will be added at some point (it was not in the original EL either after all)


5) I find the Minor faction diplomacy system quite rewarding but mostly from assimilation which gives your faction the faction trait from the assimilated minor faction, they can be quite powerful especially when you collect a lot and I think they stack if you assimilate the same minor faction twice or more. I play on the largest map settings with the most minor factions possible my experience with them may be quite different to yours.

Updated 7 years ago.
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