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Are you Really using laws??

It's good right now!!
nah the old way was better!!
I have no idea what you are talking about(I was not playing in early access)........
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7 years ago
Nov 21, 2017, 1:20:16 PM

Back in the "old days" we bought laws with influence but nowadays law costing influence per turn(1 for every citizen) is a bit troublesome late game and laws witch are ESSENTIAL to building an EMPIRE become forgotten in late game and you won't use them.

Specially with the GALACTIC STATECRAFT update, now that you want to use influence to acctualy engage in diplomcatic relation( witch we did not use because the diplomacy was messed up),

you want to have a lot of influence in hand and guess what with laws you can't.

Tell me how you deal with this issue or do you have this problem too???

If you are one of the OLD People( who played in Early Access with the prievious law mechanic) tell me witch one do you prefer.



Happy Thanksgiving,

Papa Bless!

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7 years ago
Nov 21, 2017, 2:01:47 PM

I did not play early access, but I feel law upkeep is mostly in a good place currently -- I can usually just about keep the best laws up if I focus on influence sufficiently (university for early, then museums, microwave pipes for late), just the way it should be IMO.


The only thing I currently lament is that cravers seem to be geared towards using the "them or us" law, while (for me) rarely having enough influence to actually use it. The happy, well-developed systems you need to effectively use museums are just completely counter to their style, and pipes for me are often at a point where a craver game is effectively over. That could better be fixed through an altered quest reward in their campaign though. 


Possibly the national museum could be changed to give +2 influence per pop regardless of happiness, since the (almost) exclusive source of influence for a long time being coupled to high happiness seems to hit some races/playstyles disproportionately hard.

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7 years ago
Nov 21, 2017, 2:46:19 PM

I dont think it's possible to have a good late economy without laws. They are more important than diplomatic pressure. Anyway, you can mange to have enough influence for the diplomacy and the laws, with any factions. I harder for some ,easier for others, but still, every one of htme can acheive that.

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7 years ago
Nov 22, 2017, 1:03:45 AM

I actually don't really run into any influence issues and definitely run laws. From turn one, even. Of course, I use a custom faction that has +2 to FIDSI, but even before then, it wasn't really an issue if you plan your first system development properly. Aside from factions that get influence easily, the best first system development (imo) is eden incense, as it gives an influence bonus per pop. With this, even if you're playing the sophons, influence stops really being an issue, and system development is much easier to do than museum-building, as the first system development always takes 1 turn, regardless of industrial output and game speed.

I didn't play during the time in which you bought laws with influence, but I currently play with science as a focus and don't have any problems having a net gain of a couple hundred influence per turn late game, even with laws. Especially when you consider many of the really good laws are also the free ones lol.

Updated 7 years ago.
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7 years ago
Nov 27, 2017, 11:02:30 PM

There were some slight adjustments regarding law upkeep since release iirc.

At the moment, I often feel driven to get more influence, a lot more of it. In older games, I often didn't care much about influence. Now, it became more important. I'm talking post-release, though.

Sure, the biggest change was from EA to release. At first, I was skeptical but not much later, I approved of the change and seen it as mostly positive since then. Gameplay became better in my opinion and I have to think about expansion twice - not just because of happiness/disapproval.

Is it perfect now or could be changed?

It's probably not, but I'm not sure in what way it could be changed to the better. It doesn't fall out of place and it forces me to get more influence. When I can't support a couple of laws, I'll get into big trouble with other Empire's influence zones/pressure anyway. So, I see it as a friendly reminder to not forget about influence. 


I also find it better to create stockpiles of influence with it. The only thing where I spend chunks of it is to prolong war or diplomatic options. The per pop law upkeep makes managing influence easier. In EA, I often ran out of inluence - now it feels much more smooth. I enjoy that gameplay.

Updated 7 years ago.
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7 years ago
Nov 28, 2017, 1:15:15 PM

Before you got lots of inf and laws were some binus easy to get.

After update you have to think about, cause you won't have inf for laws and diplomacy until mid game. So for me good choice.

Actually I'm not having this infinite inf pool without any use until end game, moment the game is yet decided

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4 hours ago
Feb 3, 2025, 12:17:46 PM

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