Influence - where has it gone?
I distinctively remember we had (during beta) something called influence to use in diplomacy, but...
-.....it appears I don't see it anymore?
Was it removed after Beta?
I distinctively remember we had (during beta) something called influence to use in diplomacy, but...
-.....it appears I don't see it anymore?
Was it removed after Beta?
No, it's still here.
It's there... most get it from monuments and one of the faction wonders and some quest rewards. Altar also gets it from doing quests (but they need it for their henchmens).
Its not very common but it does exist. build town->mission give the city +1 infl/season. If you are a heroic race you can earn influence by doing quests.
unbelievable, but I still dont have it.
No monuments yet or places to build them, funny how game doesn't show anything that you dont have yet...which isn't correct.
I should be able to buy influence from other players through diplomacy, no?
Yes, if they have it. However, it will probably be expensive.
noone has nay...funny. or a bugged scenario/map?
Well, the Scenic View is pretty rare. In my last game on a large map, I found only three. Maybe the AI has not found any yet either.
Still, if you research Administration and have a city with the Town-specialization, you should be able to build the Missionary Hall. It grants +1 Influence per turn. If your Town reaches level 4, you can select the Embassy, which also grants +1.
i don't understand influence. it feels like a pointless mechanic that doesn't serve much purpose. It's a pretty broken and sparsely implemented mechanic, and seems like worthless bloat considering the number of resources we already have. i've rarely felt satisfied with getting more influence, and rarely have any use for it except to sell it to the AI (who has no use for it either, judging from the amount they seem to stockpile.)
The primary way of getting it is to find "Prestigious Location" in the strategic map. They look like a big flat-topped rock. They're considered a natural resource, and you can build a "Monument" on top of them, which provides +1 influence to your empire per turn. There is also a town level which gives +1 influence per turn as it's bonus, if you choose that, it's called Embassy i believe. Aside from that, it is possible for certain rare quests to give you influence as a reward.
The tooltips hint that influence is used for hiring "wild" units. wildlings, bandits, ogres, trolls, those strange knights, and presumably dragons. Personally i've never found a use for any of these things, as the first five are worthless and weak, and dragons come too late in the game to be useful.
Aside from that, certain empires use influence to build their unique units. Resoln can use 100 influence to build the sion unit, which seems to be broken (according to the tooltip i'm supposed to be able to give them equipment, but that isn't true) and thus worthless. The altarians can use 50 influence each to build a henchman unit, which are pretty darned good. perhaps there's more, that's all i know of at the moment.
In my experience, the AI seems to consistently buy influence from you at a value of 2 per influence point. They'll also sell it to you at the ridiculously broken value of 100 (!) per influence point. You'd have to be stupid to buy that. But as far as selling it to them goes, it seems like money for old rope to me.
Personally, i don't see much reason or value for influence, at all. I wouldn't miss it if the mechanic simply vanished entirely from the game. i don't see what purpose it fulfills at all.
First, Stardock plans to bring "sexy" back... then they'll bring influence back.
We had a thread going once that suggested influence be used to build world wonders. That was a great idea!
Here's something I posted in another thread back in 0.981
I still think there is relevance.
First, there should be a prestige modifier based on the amount of empire influence you have. Perhaps +1prestiege/100influence. This way, if you use your influence, your prestige drops.... and if you don't, your prestige 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. After all, 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 integration of it's design:
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.
The biggest problem with those changes is, that Kraxis would be able to buy a city at the start of the game. Except for that, they certainly look interesting.
Also, Influence was anything but useless in my last game. I only say three words: Four. Dragon. Camps.
Very interesting point. Hadn't considered that.
I'm a little surprised that Kraxis has that ability right from the get-go. Should be part of the research tech tree....
The cost is 500 Influence, so you wouldn't normally be able to use it in the early game.
Even still....I've had some fairly abusive starts when it came to influence collection before....maybe not by turn 50, but I'd wager by turn 100 I've had 500+ influence.....just sitting there...
In any case, it should still be part of the resource tech tree. imo.
I think the only way you could ever come to getting 500 influence is with the heroic trait. Nothing else builds it up to that point. I wouldn't be surprised if Kraxis could never cast that spell in a game.
Its finaly there.
im the oly one having it, looks like only 2 monuments, 70 turns in...
they seem to be growing faster in power then me??
should i do more units?
im mostly bare heroes and mage unit..
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