Stellaris

Stellaris

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Influence Research
   
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May 22, 2021 @ 10:05pm
Jun 24, 2022 @ 1:43am
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Influence Research

Description
Adds new technologies to help with the over abundance of Influence in the game. Includes technologies to give more overall, reduce upkeeps, etc. as well as adds a few edicts.

Ever wanted to have more pacts with empires, commit more espionage, and more? Now you can! Influence gain and Influence upkeeps can now be improved as your empire grows through research. Needing a quick boost in Influence? No problem, a few Edicts are also included!

To prevent the AI from claiming large swaths of territory with increased influence income there is a claim cost increase on some research.

If you have any feedback or balance suggestions please leave them in the comments. I am more then happy to update the mod as needed! The changelog is kept up to date with the latest changes.

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- Works in game versions: 3.4+
- Mod is no longer compatible with older versions of the game due to unity/influence changes and newer technology code
- Mod is compatible with all other mods on the workshop
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Adds the following technologies, from Tier 1 to Tier 6. You must research them in order from top to bottom for them to appear:







Adds the following rare technologies, for Tier's 1, 3, 5:
Requires the Tier 1 technology, Influential Expansion in order to appear.


Requires the Tier 3 technology, Advanced Diplomacy Skills in order to appear.


Requires the Tier 5 technology, Smooth Diplomacy Skills in order to appear.


Adds the following edicts that can be gained through research. Costs unity equal to half the cost of vanilla ambitions and scales alongside vanilla ambitions:




19 Comments
ranma100 Apr 15, 2023 @ 11:05am 
This still seems to work fine with 3.7
chip Oct 12, 2022 @ 2:32pm 
Great mod! Hope you can update it for 3.5.
|_| Clyax Aug 16, 2022 @ 3:59pm 
Since the most recent update of the game I don't' know if the halving of edict costs is bugged with this mod. If I notice a problem I'll report it, but for now I have nothing to report as broken.
ranma100 Jun 27, 2022 @ 7:20am 
Does the Diplomatic Influence Cost affect vassal contract changes? They are VERY expensive.
SwitchView  [author] Jun 25, 2022 @ 1:57am 
@ranma100: I'm going to keep it updated as long as I can! :)
I believe the "Diplomatic Influence Cost" affects the Galactic Community but I am not positive. I did not think about the Hyper Relay's as they are new, I will take a look at possibly adding a reduction to those into the research.
ranma100 Jun 24, 2022 @ 9:32am 
Good to see this still being updated. You do need influence for Hyper Relays and the Galactic Community.
|_| Clyax Mar 12, 2022 @ 4:41pm 
@SwitchView I'll look into it again. There may be an issue where it is not being halved. I'll get back to you on that.
SwitchView  [author] Mar 12, 2022 @ 3:09pm 
@| Clyax: The Unity cost scales exactly along side vanilla edicts that cost Unity, and is then halved. Thus depending on your state of the game the cost could be anywhere from 150 to 5k or more.

If you believe there is a bug and it is not being halved or scaled properly, then let me know and I will look into it.
|_| Clyax Dec 5, 2021 @ 12:13pm 
Question: Is the Unity cost for the edicts supposed to increase with Empire Sprawl even if the Sprawl is below the Admin Cap? My Unity cost for Influence Crisis is 3000 despite my Sprawl being below the cap.
Beast-Storm Oct 13, 2021 @ 1:18pm 
Sweet... Thanks @WitchView