Stellaris

Stellaris

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Cherryh Influence
   
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942.000 B
24 Feb, 2018 @ 4:18pm
31 Mar, 2018 @ 7:37am
2 Change Notes ( view )

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Cherryh Influence

Description
My biggest issue with Cherryh was that when you enter lategame, it becomes an even bigger waiting slogfest than pre-2.0 was. Instead of getting 4-5 planets every 10 years per empire, you are now forced to wait as your influence climbs high enough to allow you to claim 1 or 2 systems every 10 years - globally.

My first game i was sitting with larger fleet than anyone else in the galaxy, thousands of minerals and energy income, plenty of empires to conquer, and no way to put claims because influence gain was so miserably low. Even with multiple researches, i felt that it essentially turned lategame into a snoozefest, where you watch a movie for 30 minutes until you have enough influence to make some claims, go do war, then continue watching movie.

Anyways, sorry for the rant. This mod is supposed to change that.

THIS MOD ADDS A BUILDING FOR YOUR STARBASES, THAT REQUIRES MAX TIER STARBASE, AND PROVIDES 0.3 INFLUENCE INCOME.

This way the mod does not affect early game, where balancing influence is an important strategy, but does allow you to get significantly more influence for claims etc in the lategame should you desire it - for every maxed out starbase you have, you can have +0.3 influence.


This mod should be compatible with all other mods.


And yes, this is a placeholder icon :P
Popular Discussions View All (1)
0
12 Jan, 2019 @ 6:16am
How to get your orig mod back
sealjo
38 Comments
CaptainCrunch 27 May, 2021 @ 11:23am 
Is this compatible with the current version of the game?
Argresh 2 Apr, 2020 @ 6:42pm 
Just wondering if this is compatible with 2.6? I'm with ya on the whole snoozefest opinion, but couldn't find any good, compatible mods for 2.6 that are similar.
Critical Thinking 1 Feb, 2019 @ 12:18am 
@Red Aria Did you update the mod? Is it working for the latest patch?
Red Aria  [author] 12 Jan, 2019 @ 9:15am 
WIll check, thanks!
sealjo 12 Jan, 2019 @ 6:26am 
Made a comment in the discussion thread on how to get your mod back. Wasn't allowed more than 1000 characters here so had to start a "Discussion"
Red Aria  [author] 12 Jan, 2019 @ 4:34am 
Still trying to find original mod :P

I changed hard drives and forgot to back up this mod on my side. I can still retrive it kinda from Steam, but there's more steps involved. Im hoping to get this updated eventually, but no ETA yet.
sealjo 12 Jan, 2019 @ 3:26am 
I know it hasn't been updated for almost a year but still wanted to say thanks. One of my 5 favorite mods that I use all the time in every single player game. The early game is fun anyway but this mod speeds up and makes the late game much more engaging and fast.

Red Aria  [author] 7 Jan, 2019 @ 11:05am 
Having some issues retrieving original mod. Will update as soon as i fix it. Thank you for the solution btw!
HotaruSama 6 Jan, 2019 @ 10:50pm 
Here's the full changes that need to be made in the file to make it compatible with 2.2:

Global_Operations_Relay = {
icon = "GFX_starbase_command_center"
construction_days = 360
possible = {
custom_tooltip = {
fail_text = "requires_citadel"
has_starbase_size >= starbase_citadel
}
}
resources = {
category = starbase_buildings
cost = {
alloys = 250
}

produces = {
influence = 0.3
}

upkeep = {
energy = 5
}
}

ai_build_at_chokepoint = no
ai_build_outside_chokepoint = yes
ai_weight = {
weight = 100
}
}
This incorporates the changes posted by @Arc below along with changing the requirements so that it is only buildable in the max size starbase. The AI information, construction time, and icon remain unchanged from the previous version.

I've tested this by using console commands to force-rush a citadel in a new game and then proceeding to wait a month. The building is only buildable in a citadel and the income adjusts appropriately.
Arc 28 Dec, 2018 @ 3:58pm 
resources_produced seems to have been changed to just produces. Also the format of how you set cost/upkeep/production has changed to

resources = {
category = starbase_buildings
cost = {
alloys = 250
}

produces = {
influence = 0.3
}

upkeep = {
energy = 5
}
}