Stellaris

Stellaris

Cherryh Influence
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
}
}
Red Aria  [author] 21 Dec, 2018 @ 11:50am 
Ill have a look!
Ayre 20 Dec, 2018 @ 6:15pm 
In my attempt to get out of the driping influence hell i tested this mod with actual version (2.2.2) and sadly it does not work.
The building can be constructed but it does not add anything. (even after constructing like 10 im still getting my miserable 4 base influence)
PS: it can be constructed not just on the max tier starbase, but atleast on the one level below that (cant test others, sadly have none in my save)

Plase update?
Cant find any mod for influence that works with curent version aside from obvious cheats.
This looked so promising :(
Dessolos 2 Oct, 2018 @ 4:38pm 
even if it's out of date it still works 90% out of date mods still work fine . I used this mod a few months agi and it was out of date then
Einstein 2 Oct, 2018 @ 4:23pm 
Not supported by game it says.
sealjo 28 Jul, 2018 @ 3:02pm 
One of my two favorite mods. Until I can get end game influence from unity this is a life saver
Red Aria  [author] 5 Jun, 2018 @ 10:57am 
I have a mod that adds repeatable claim reduction research, its not updated but it works fine.
Hyperion 4 Jun, 2018 @ 9:30pm 
hey can you make a mod that just lowers influence cost to claim like 50-100 per claim? or refer me to one that does somthing like that? thanks
Red Aria  [author] 17 Apr, 2018 @ 4:45pm 
Yes
kringus/trifemole 17 Apr, 2018 @ 2:43pm 
Does the AI make use of this?
Dessolos 13 Mar, 2018 @ 2:57am 
I haven't got to try this mod out yet for myself but it sounds to good to be true, i can effectilvey ignore factions and not gimp myself to much as with 2.0 much harder to do that which. Pre 2.0 i basically played machines mainly as i always ignored factions if i was a organic.
Red Aria  [author] 12 Mar, 2018 @ 12:52pm 
While that is true, i dont see it as a negative thing, as i was never a fan of how the faction system was implemented in the first place.
Quin 12 Mar, 2018 @ 12:14pm 
I was a fan of this at first but then I started realizing that it basically allows you to ignore the faction system by overbuilding space bases.
Red Aria  [author] 9 Mar, 2018 @ 5:05pm 
Yes
rickreptile 9 Mar, 2018 @ 3:28pm 
does the AI factions also take advantage of this?
Drizzt321 4 Mar, 2018 @ 5:34pm 
Ah, the red exlamation mark doesn't prevent you from using the mod, just saying you probably shouldn't because it's outdate. I see, gotcha.
Red Aria  [author] 2 Mar, 2018 @ 11:46am 
It is compatible, drizzt321, i just havent updated the text file yet.
Drizzt321 1 Mar, 2018 @ 6:03pm 
Says not compatible with 2.0.1 :((
Red Aria  [author] 28 Feb, 2018 @ 11:43am 
Nope. Only purely cosmetic things (I.e. icons, colors, etc) are ironman compatible. 99.9% of mods on workshop aren't.
Spiner909 28 Feb, 2018 @ 11:37am 
Probably not compatible with achivements I assume
Red Aria  [author] 26 Feb, 2018 @ 11:40am 
Shameless plug of my new mod: "Stellaris Total War". In the grim darkness of space, xenos cannot hear you scream. Permanent Total War casus belli for everyone + no status quo. Once a war starts, it never ends unless one side is gone. Anything you occupy is immediately yours. Give it a try! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1314569412
Red Aria  [author] 26 Feb, 2018 @ 11:38am 
Yeah that might be a bit too much for me xD But i might just add repeatable endgame tech that keeps reducing claims cost by 5% each time.
ShockMeSane 26 Feb, 2018 @ 11:35am 
If you make it I'll be sure to download it! What I'd REALLY love is an in-game setup slider that multiplicatively changed influence costs of Outposts/Claims, but I have no idea if a slider is possible in the scope of modding.
Red Aria  [author] 26 Feb, 2018 @ 11:00am 
@ShockMeSane: Why not both? :P This way people can choose the playstyle they prefer more. I might make the mod you suggested later!
ShockMeSane 26 Feb, 2018 @ 4:54am 
I like it in theory, but it has two side effects: it essentially nullifies the bonus from Authoritarion come lategame, and it makes it trivial to keep up every Edict, which in turn makes one of the Ascension Perks worthless and makes what should be a difficult decision into a non-decision, because you'll just always refresh the edicts.

I'm sure you considered it, but overall I think adding in another tech or two to reduce claim costs by an additional 10-20% might be the way to go. Can't really go much more than that without having Xenophobes get free claims with Interstellar Dominion.
Snusepus 25 Feb, 2018 @ 8:47am 
Sounds like a really neat idea :D thx
Miesha 25 Feb, 2018 @ 12:48am 
This is a nice idea! I'll be trying it out.
Plerion 24 Feb, 2018 @ 7:34pm 
Interesting mod! I haven't arrived to late game yet, but will try it out :D