I like the idea so much, that I'm vainly going to put it in it's own thread:
Currently as I understand the concept of influence, it serves two purposes in the game:
- Altar needs it to build henchmen.
- Kraxis can use it to 'buy' neighbouring cities (I think)
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 Reborn!
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:
- Each faction should start off with 50 influence.
- Kraxis should start off with a bonus 1000 influence instead of the 1000 gold (which allows for 6 heroes...see below).
- The natural leader trait should decrease influence cost by half (instead of gold cost by full)
- The equation to Hiring a Hero = 50 + 50x influence where x=number of heroes, excluding your sovereign, that you control. (modify equation if sovereign has to be part of equation for code to work)
- A natural hero curve is now added to the game such that every time you want a hero, you must weigh the prestiege loss to your empire. This strategic decision magnifies depending on the number of heroes you have.
- An option now exists to buy the loyalty of opponents heros. Mercenaries do tend to do that sort of thing. The equation could be Bribe a Hero = 500 + 100x influence where x=number of heroes you control, excluding your sovereign. I'll admit, this equation needs balance, as Kraxis could be powerful if he stole your hero early game. In addition, a hero being bought with enemy troops in the same tile should initiate a combat where the hero has to fight his way to your side.
- Now, trading for influence can serve a twofold purpose. It's not useless anymore.
- A natural ceiling now also exists to the number of heroes that you can control. This places further emphasis on requiring troops in your empire as you may not have enough heroes to cover your turf.
As mentioned, I really think this could work. Comments? Thoughts? Prove me wrong? Let's generate some debate.