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[Answered] + (influence) to system improvements, sight improvements.

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13 years ago
May 25, 2012, 6:27:15 PM
I've had a few occasions where one of my colonies/outposts would end up in another empire's sphere of influence, preventing me from sending fleets there. I think you'll want to build influence-boosting improvements in these border systems. Increase in sensor range lets you spy and provides early warning.
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13 years ago
May 27, 2012, 1:36:26 PM
OPs question has been answered. Moved and closed.
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13 years ago
May 26, 2012, 6:00:57 AM
Edraii wrote:
Draco... Planning smiley: biggrin




Planning is "it'll take four turns to construct and it'll be a colony in 4 turns."



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13 years ago
May 26, 2012, 2:32:54 AM
Arclight wrote:
(Pretty sure even outposts have some sensor range though, not sure if you can already boost that)




Sensor range yes, influence range no.



So +4 influence wouldn't do jack.



Also, why would you bother spending the dust on the building upkeep prior to the outpost becoming a colony?
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13 years ago
May 25, 2012, 8:30:56 PM
Draco18s wrote:
Except that an outpost has ZERO influence at all. Those structures won't help.




Untill it develops from an outpost into a colony. At which point they do help.



Figured that went without saying.





(Pretty sure even outposts have some sensor range though, not sure if you can already boost that)
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13 years ago
May 25, 2012, 8:13:10 PM
Larsenex wrote:
... There are some improvements that give (+4 to influence) to star system. What exactly does this do? Does it make our 'circle' of influence larger or not likely to be encroached upon?




A part from what the other have said. By default your sight range is your influence area. If nothing else, influence increase if good if you want to spot enemy ships, especially ones that free-warp to your hindside.



Larsenex wrote:
... What does the (+ visibility) do? There is an improvement that increases your 'sight' in-system. Why would I want this? ...


Basically, increases your sight range beyond your influence range. As in anything, the ability to see further away has definite advantages.



Also, check out adventurer ability: "Master Hacker". It allows you to camp a fleet with the hero in it at an enemy planet giving you all of there vision.
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13 years ago
May 25, 2012, 7:52:07 PM
Arclight wrote:
I've had a few occasions where one of my colonies/outposts would end up in another empire's sphere of influence, preventing me from sending fleets there. I think you'll want to build influence-boosting improvements in these border systems. Increase in sensor range lets you spy and provides early warning.




Except that an outpost has ZERO influence at all. Those structures won't help.
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13 years ago
May 25, 2012, 7:48:35 PM
These improvements start out pretty pointless but become much more important in the later stages of the game.
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13 years ago
May 25, 2012, 4:01:35 PM
Greetings!



I have seen two improvements that I am not entirely sure if they are worth the dust cost to build them. I need some clarification on what they do.



There are some improvements that give (+4 to influence) to star system. What exactly does this do? Does it make our 'circle' of influence larger or not likely to be encroached upon?



What does the (+ visibility) do? There is an improvement that increases your 'sight' in-system. Why would I want this?





Thanks!
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13 years ago
May 25, 2012, 6:22:34 PM
Igncom1 wrote:
If you dont know who owns a system or havent checked it out yet, you can go to an opponets worlds, but from then on you can't go there without open borders or being at war.



Also note that only colonys can have influence, and not outposts.




Ahh, okay, thanks. I think I might have to boot the tutorial up against and refresh myself on what some of these things are.
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13 years ago
May 25, 2012, 6:08:21 PM
FinalStrigon wrote:
Are you sure? I always get these influence techs built quickly (as I thought influence helped boost FIDS and approval), and yet I still have ship from other empires checking out my systems during Cold War status.




If you dont know who owns a system or havent checked it out yet, you can go to an opponets worlds, but from then on you can't go there without open borders or being at war.



Also note that only colonys can have influence, and not outposts.
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13 years ago
May 25, 2012, 5:34:26 PM
They're only useful in border colonies to try and extend your influence enough to cover a neutral planet so you can colonize it.



Beyond that, not much.
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13 years ago
May 25, 2012, 5:21:16 PM
Igncom1 wrote:
At the moment, influence can prevent races that are in a cold-war and other peaceful terms from entering your terrotory without opening your borders, and so can be used to deny access to travel lanes and thus systems to foreign races.




Are you sure? I always get these influence techs built quickly (as I thought influence helped boost FIDS and approval), and yet I still have ship from other empires checking out my systems during Cold War status.
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13 years ago
May 25, 2012, 5:12:52 PM
At the moment if I do not have those improvements at all, I still PREVENT movement in my system if we are in cold war. So there is really no need to build those correct?



Thanks for the replies btw...
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13 years ago
May 25, 2012, 4:35:11 PM
Theyre not the most uesful improvements to be honest. I find there are always more important things to spend dust on.
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13 years ago
May 25, 2012, 4:05:52 PM
At the moment, influence can prevent races that are in a cold-war and other peaceful terms from entering your terrotory without opening your borders, and so can be used to deny access to travel lanes and thus systems to foreign races.



Visibality allows you to see other players fleets moveing about, important during times of war to detect incoming fleets. smiley: stickouttongue
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