Influence
Sorry if this is a dumb question but its been bugging me for ages
How do you get influence other than the heroic trait?
Sorry if this is a dumb question but its been bugging me for ages
How do you get influence other than the heroic trait?
There is a special resource you can build on to get influence. The Altar gets 50 per quest they finish and can build henchmen for 50 a piece. Not that I have really found any use for Henchmen
Embassies from level 4 towns.
Missionary Halls from researching Administration (in towns)
And the already mentioned world resource that gives you a Monument producing influence.
I still dont quite get the Henchmen. In my current game I have played a while and can easily make a group of 5 men riding on wargs using 20 attack swords. The Henchmen are nowhere near this quality. They were outperformed by my previous units with boar spear as well. I have 4 hero units and its enough.
teach them magic with books and blow stuff up. When i feel like roflstomping i creat a custom altar pariden hybrid faction to mass produce fire mages.
But then I would need tons of magic to spare. My sov is a magician and I have tutelage and stuff on my heroes. I would soon run out of mana if I made Henchmen for the magic casting.
i rarely find mana an issue, but you could always invest in conclave towns - raze and resettle them - BURN THEM ALL
K, so now we know how to get influence....but what in the world do you USE it for???
Yes, I know Altar needs it to build henchmen. (I think there was one other thing that you can use influence for too...ah yes...I think Kraxis can use it to 'buy' neighbouring cities).
As for the rest??? It sits there and grows? You can trade it away, to which every AI loves the stuff...but they can't use the stuff...is there any other use that I am not considering???
IDEA for Influence:
IMO, two things should be done with influence:
First, there should be a prestiege modifier based on the amount of empire influence you have. Perhaps +1prestiege/100influence. This way, if you use your influence, your prestiege drops....and if you don't, your prestiege increases. Now, currently everyone will hoard influence...but read on to point two in the next paragraph.
Heroes should COST influence instead of gold when obtaining their services! I've really thought about this one and I really think this would work very well. Afterall, influence is basically a type of 'gold'. It's a trading element that's not really attached to anything yet...so it could be attached to the purchasing of heroes. The following points can be considered in the intergration of it's design:
As mentioned, I really think this could work. Comments? Thoughts? Show your appriciation if you like the idea, as that'll help get Stardock's attention when they consider the idea.
Thanks
Some intriguing ideas GfireflyE but i'm not sure how much the dev's are willing to spread around unit costs. I like the difference it presents in that a hero is a political unit rather than a military one, with more versatility. You could introduce a skill for path of the governor that generates more influence.
In addition, i wish that alliance techs unlocked a diplomacy screen in which you could purchase improvements for your recruitable allies in order to get access to stronger units so they can sustain some utility over the course of the game. It would be nice to be able to recruit wilding shaman if you are not altar for example, to make up for a lack of henchmen. Also improve unit size and strength etc.
Influence is something for nations with henchmen and the rest of us don't do much with it really.
That's why I was proposing this 'more inclusive' change. As is, even being Altar, influence is BORING.
Great ideas GFireflyE!
All champions should not only cost influence, but also require it as an upkeep!!
Their wages should then increase as they level, and influence should be generated by certain city buildings!!!
Influence is very much used to manipulate the AI.
Frogboy, what do you think about GFireflyE's ideas?
It could also be a great way of interconnecting the size of an empire and the power of it's champions; simply by changing their wage requirement to influence, and adding influence generation to a few city buildings.
Interesting. I believe his point is we are speculating over things they had not meant to use influence for.
gildar for heroes and army upkeep.
metal for army production.
influence to hire henchmen, probably explained away that you lose diplomatic power as you hire more henchmen, kind of like stocking up on icbm's
mana for spells, and summons
food and production control how much gildar and construction speed you have.
still, i believe people would like to see a more complicated use of resources rather than one resource for one function.
Champions are much similar to henchmen (vice versa really) than troops.
hmm, sorry i guess i wan't clear. You use gildar to pay for hero upgrades, which can get expensive when there are a lot of them. Helps keep henchmen in check a bit, except if you mass produce them as ranged army buffers, then they can be glass cannons.
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