Originally, this was going to be added to another post, but I believe it stands alone.
Influence is political power, plain and simple. Thus, influence should be gained using political science. Influence is generated with Absolute and Relative Advantage
1) Absolute: The more attention a system gets, the more influence it generates. Is this your homeworld (or the homeworld of a conquered foe) it comes with a bonus. If you lose your homeworld, you function with a penalty until it can be retaken. Do you control Auriga? A system with an Endless relic? Focusing one's expansion for "quality" systems could provide a bonus in influence, also providing an improved reason to contest ownership of irreplaceable, unique elements of the game.
2) Relative: Is your system or Empire the best? Does it produce the most F/I/D/S (Both as separate categories and combined) in the empire? the galaxy? Is it the center of trade for a sector or the entire grid? Is it the most built-up? Conversely, there can be penalties for empires with abandoned or neglected systems that fall behind in terms of development.
This would add a new dimension to diplomacy in that war-like races may risk influence deficits vis-a-vis diplomacy-focused races in hopes that the spoils of war will prove a worthy investment for recalibrating relative advantage. Thus, war can become a tool of diplomacy, a means by which advantages to influence and diplomacy can be contested militarily.
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