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CalcInfluence is where the mod does the work. This is a core game function done first and other game elements, such as Cerix affinity, should calculate after the results of CalcInfluence are handed off to the perk.
You'll have to play Cerix and see if it feels right.
Bubbles should expand to encroach on other nearby systems at a rate similar to playing unmodded at 1.0x Distance Slider. Since there's a lot of randomness in galaxy generation, this is hard to quantify. The parsec diameter of the bubbles will be much larger, but the # of systems engulfed should average to be equivalent to 1.0x spread.
EDIT: Nevermind, I found it hiding in plain sight. The var the XML is returning is evolBorderMod, and yes it's taken into account. Cerix should work normally. The % increase from that Affinity is applied after everything else.
One of the biggest impacts I've found on using the high Slider value is how it affects the AI. Unfortunately the AI isn't very good at making its travel decisions, and sometimes it will plot a course that takes way too long. For example, many times I've seen enemy battle fleets going places 7, 8, or even 10+ turns away. This is a bit ridiculous and easily abusable. Once you see half the enemy's ships are tied up for 10 turns, it allows all sorts of shenanigans like jumping on the lone outpost that allowed such a far move (with a single frigate), razing it, then when the enemy fleet arrives it has to go 7-10 turns back unless it immediately secures a supply source on the turn it lands. If they jump this far to a system of yours that doesn't have a capturable outpost (such as a system with only a single planet, protected by a starbase), they're screwed.
A human player would never commit such a move without Transcommunication, or at least not without breaking up such a long jump into smaller leaps between stars. Overall this handicap really, really nerfs the AI. It's turned me off from playing on higher slider values, and while I'm proud of fixing the Influence imbalance at those values with my mod, I think personally I prefer just playing at 1x and using the Rangemod's lower supply ranges.
Simply for the AI's sake.
Wars are brutal, stabby, and fast. An AI with good engines can leap from star to star in a single turn and cause a lot of havoc, without being so open to abuse by a human opponent.