Stellaris

Stellaris

Influence Gain Edicts
47 Comments
victoriousdread07 (private) 16 Dec, 2024 @ 1:31am 
can anyone confirm this works with the latest update?
Superman 16 Jul, 2020 @ 12:19pm 
Is this 2.7 compatible?
Cicero 20 May, 2020 @ 7:57am 
2,7
Celestial 25 Mar, 2020 @ 2:14pm 
update for 2.6 pls
Daniel 11 May, 2019 @ 10:37pm 
Update for 2.2 please
Galaxar7 23 Dec, 2018 @ 3:26pm 
update please to 2.2
Spiffing Reynard 14 Apr, 2018 @ 1:41am 
Dosent work
Dr. Quackers M.D. 25 Mar, 2018 @ 12:07pm 
I am amazed at the number of people looking for influence boost mods since 2.0 was droped. Stellaris did some great things but influence is.....(Face Palms) and since its tied now to growth and conquest those aspects have been effected as well. Please up date this as its like the only one that is not some over powered bullshit boost that gives you +10!!!!! influence.
Don_Colasanti 8 Mar, 2018 @ 12:29pm 
This mod has been dead for a year. No it is not 2.0 compatible.
Bones 28 Feb, 2018 @ 5:46pm 
No. It shows up under available edicts, but you cannot select/start them.
Remus 24 Feb, 2018 @ 2:48pm 
Working for 2.0?
Pode 9 May, 2017 @ 12:20pm 
If you can do it, having the unity cost per point of influence scale the same as the tradition cost would be ideal.
Bal 9 May, 2017 @ 11:51am 
¥es an update would be greatly appreciated. Your mod makes the game much more fun and allows for some newby errors.
pleasy 9 May, 2017 @ 11:47am 
Any chance of an update? Would be greatly appreciated. :)
Serpentis  [author] 21 Apr, 2017 @ 6:57pm 
@Pode
Alright, I'll get to researching it and i'll see what I can do!
Pode 21 Apr, 2017 @ 2:46pm 
I'd like to make a request for edicts for 2 unity to 1 influence and 2 influence to 1 unity. Faction suppression seems to me like a thing that should cost unity not influence, and it should be possible to spend influence on propaganda to artificially generate unity. So a means to trade between the two enables some mechanics like that in an elegant way, as well as making unity useful in the late game.
Neopopulas 12 Apr, 2017 @ 1:31am 
I'm absolutely use it. I like the idea you could be trading around say, your abundance of energy for minerals or food. Often i will run across say, a system or two that has TONS of energy, so i either don't put mines there because its a waste when i hit the cap, or I do and it just.. sits there.

It'd be great to know i could actually use that and see a system that is heavy in minerals or energy as something great instead of a waste.

I ran across a planet with so many food slots, but it was mostly wasted because i was already well overcapped it felt like a shame.
Serpentis  [author] 11 Apr, 2017 @ 8:27am 
@Neopopulas
Aye, I tend to think conversions make things more fun. I tend to look at it like trade, aye.

Hm, maybe I should make a mod that's just that. A bunch of edicts that let you trade varying amounts of food, energy, minerals, influence, etc, for each other.
Neopopulas 11 Apr, 2017 @ 4:32am 
Personally i would love to see more edicts for things like X for Y in general. Food for Energy, Energy for Minerals and so on. I like to think of it as either some sort of sci fi conversion or just trade. I know you can TRADE, but i never really liked the clunkiness of it, plus i like to do more in-empire trading but since everything is universal you can't really help that out much.
Serpentis  [author] 10 Apr, 2017 @ 9:42am 
No problem!

Big kudos to Mudkip for working out that workaround while testing was going on.

And on a side note! Going to be updating the mod a bit in the near future to add edicts for Food conversion to Influence, since it's now a universal commodity! So stay tuned!
Neopopulas 10 Apr, 2017 @ 1:31am 
I'm happy to say it worked for me too.

Unsubbed, started the game, exited, resubbed, started and tested and its working now. Thanks for all the work!
Serpentis  [author] 9 Apr, 2017 @ 3:58pm 
@Bones Good to know!

Apparently my changing my mod between 1.4 and 1.5 to the new lines needed for influence gain is somehow screwing with the mod, which, apparently, requires you to do the adorementioned song and dance to get it to work right.
Bones 9 Apr, 2017 @ 1:09pm 
Awesome! Works now, thanks!
Serpentis  [author] 9 Apr, 2017 @ 12:15pm 
Okay! After some testing with Mudkip (thank you Mudkip!), the mod started working only after he unsubscribed from the mod, started his game up fully, exited the game, subscribed to the mod, then started his game again. Hopefully this will work for others as well. I apologize for the inconvenience, as they hasn't really happened before.

Stellaris can be a little wonky sometimes when it comes to the workshop, as I've found before, but if you experience further problems, please post!
Serpentis  [author] 9 Apr, 2017 @ 11:45am 
Just uploaded another version, experimental, but hopefully it'll work.

If you can check again, that'd be great!
Cartographer 9 Apr, 2017 @ 11:42am 
I'm willing to help however I can.
Cartographer 9 Apr, 2017 @ 11:33am 
I Disabled all other mods.(you're welcome) Unsubscribed and re-subscribed.(just in case)
The mod still lists as 1.2 and doesn't work.
Serpentis  [author] 9 Apr, 2017 @ 11:17am 
Perfect. Okay, I just reuploaded the mod a minute or two ago. Mind logging into your game and trying again?
Cartographer 9 Apr, 2017 @ 11:17am 
1.5.0
Cartographer 9 Apr, 2017 @ 11:15am 
Latest version, Utopia installed. Same problem.
Serpentis  [author] 9 Apr, 2017 @ 10:54am 
(Continued)

So! If you guys could give me what version you guys are playing in, whether or not you have the Utopia DLC and things like that, I'd appreciate it! I'm going to get someone to help me test the mod with Utopia not installed later tonight to see how that goes. I'm somewhat concerned that Influence gain commands for edicts for the base game without Utopia and with Utopia are different.

If so? I might need to see what I can do to either hybridize the mod to work in both or make two separate mods for with and without Utopia.

So, yes, please tell me your versions and whether you have Utopia! This will be SUPER helpful if so and I can get everything working! Thanks!
Serpentis  [author] 9 Apr, 2017 @ 10:53am 
I think I might know the problem, because I had the exact opposite issue when I was updating for 1.5. When I updated the mod, I found that, for some reason, I wasn't actually getting any Influence gain. The mod itself would have no bonus when you mouseovered the edict. That was super weird, until I discovered that the previous command, which was 'influence_gain_add' apparently stopped working for me. Which was strange.

I had to go through the files and look at what went wrong when I discovered that there was a different command, in the form of 'country_resource_influence_add'. So, between 1.4 and 1.5, they apparently shifted things a little in a way that seems...weird. So, the fact that you guys are getting no benefit is problematic.
Serpentis  [author] 9 Apr, 2017 @ 10:38am 
Hm, crap. Alright, I'll take a look and see what I can see! :) Something weird might have happened.
Neopopulas 8 Apr, 2017 @ 11:15pm 
I'm also not seeing any changes when i turn the edicts on, but i don't see any major conflicts.
Bones 8 Apr, 2017 @ 1:29pm 
I can select the edicts (and my energy and credit penalties apply), but I see no influence gain from it. Still only receiving the base of +3.
Serpentis  [author] 6 Apr, 2017 @ 2:37pm 
The mod has been updated to version 1.5. There was a slight change in the mod, mostly due to the wording changed by Paradox for adding influence, but that's been fixed now and it will work as it did before.

If there are any issues, please post about them so I can fix them!
Serpentis  [author] 6 Mar, 2017 @ 1:25pm 
@jackjack It's crashing your game? That's...odd. There's really nothing in there that should be doing so. It's simply an edict mod that adds to the edicts under the policies. I'll go back through and make sure nothing is amiss though.
Serpentis  [author] 6 Mar, 2017 @ 1:24pm 
Howdy folks! Mod is updated to 1.4.1! Medical issues had me on a VERY long hiatus, but I'm back now and will be keeping the mod up and updated.
Vales 7 Nov, 2016 @ 9:51am 
way to overpowered
VS-lockon 27 Oct, 2016 @ 3:50am 
ypdate please

O'shovah 14 Aug, 2016 @ 9:00pm 
please updates the mod is awesome!!!
Sin/Cos 12 Aug, 2016 @ 11:29pm 
Please update this mod
jackstalke 12 Aug, 2016 @ 10:38am 
Is this abandoned? I miss it already. A thorough testing reveals this is the mod crashing my game. Hopefully you'll come back to it. Thanks for the work :)
Sin/Cos 11 Aug, 2016 @ 9:04pm 
Please make sure that this mod is updated to adapt the latest version of the game
Serpentis  [author] 3 Jul, 2016 @ 7:06am 
No problem! Happy that someone is getting a lot out of the mod! I definitely found the new version of the game's influence to be pretty inadequate, considering the number of new additions to influence costs. Enjoy!
CT-0234 "G3” 2 Jul, 2016 @ 10:44pm 
Thank you so much me and my friends were just playing earlier and we all were complaining about the influence problems in the new update
Serpentis  [author] 2 Jul, 2016 @ 6:38pm 
Thanks to those of you using my mod! If you have anything you'd suggest or like added, just comment.