Influence strategies, upcoming 1.5X and starbases

Should

Read in the loh of the upcomming 1.5X:

AI will heavily factor influence starbases into relations with a given player if defections have occurred (tough or higher difficulty)


Going to be tougher to win with an influence stragtey now but this little change brought a question and an idea to mind that i had intended on posting earlier:
It might be a good idea in a future patch to have more influence buildings after cultural exchange center so that influence strategies be less dependant on starbases as they are right now.

I know this is easily modable but it might be an interesting addition to rebalance the different ways to win the game and to rebalance the importance of starbases and influence resources when conductiong an influence strategy.


Should influence strategies beome less dependant on starbase construction and influence resource mining?
5,785 views 6 replies
Reply #1 Top
I've thought it would not only be nice to have at least one more building beyond Cultural Exchange Center, but that it would also be nice to have the occasional 300% bonus tile for Entertainment or Influence. I mean, who wouldn't want to stumble across tiles with the remains of a "Precursor Happy Time Fun Pit" or a "Precursor Opera House and Blergball Stadium"?
Reply #2 Top
That's one of my favorite changes in the upcoming patch. In the past it's been a complete cakewalk to win on influence, so much so that to keep from getting bored I had to start forbidding myself from building influence bases. It's nice that there may be some real challenge involved in this again.

As to your question, I've never found influence structures on planets to help all that much. Targetted influence flipping with single, well placed starbases is definitely the way to go as it stands. I supposed it might be cool to have greater ability to produce an overall influence aura by dedicating planets to it.
Reply #3 Top
i've read in several points of flavor text that influence represents things like food, clothes and music. it seems to me that some of the trade goods might also benefit from an influece boost (frictionless clothing). if nothing else, and influence trade good would be another nice addition.

of course, i'm Mr. 'Mod it to your liking', so that settles that for me.
Reply #4 Top
I supposed it might be cool to have greater ability to produce an overall influence aura by dedicating planets to it.


well, yea. influence isn't just for flipping planets. you win when you've got 75% of the overall influence, and you can get that from having super powerful planets as well as flipping those of your enemies
Reply #5 Top
I've used influence starbases just to expand my borders in space. That'll get me over the 75% limit.

Also, I'm led to believe the other starbases carry some influence with them, too. After all, if you build a starbase in the middle of nowhere, what happens? If you want to build military and economic starbases around your soon-to-be-yours planets, that may help flip them. And it ain't an influence starbase, so probably won't piss off the AI.
Reply #6 Top
Influence wins were getting so easy for me, I started turning them off in new games starting a few months ago. There were a couple of games I started and finished up with them on ...I used them mainly for a quick victory when it was obvious I had already won and did't feel like spending more time playing out to the obvious conclusion.

I only build Influence starbases if I really want to flip a planet, otherwise I don't bother with them. The only non resource Starbases I will build now are Econ ones...and very rarely a military one to assist in an invasion.

Hope this change will make it worth turning IV's back on.