Influence

Frogboy's thread on Space Eggs being used to increase the influence of system got me thinking about how the concept of influence works in the game. It's always bothered me that influence points are simply distributed randomly at the start of the game.

I'm wondering if it might be better to have a system's influence calculated as a function of it's socio-economic development. Perhaps there should be cultural social projects that add to a system's influence. I'm not sure if the concept of Wonders of the Galaxy (a la Civilization) is coming, but that should also certainly have an effect. Any thoughts?
113 views 3 replies
Reply #1 Top
I just noticed there is a Galactic Acheivement (I think Galactic VR Center) that increases "Star Prestige", which I assume means influence.
Reply #2 Top
The Influence system is still in the works. I think it currently does factor in the population somewhat, but yes, the majority of a stars' influence is determined at the beginning of the game. This is so players will have to make a choice if they find a star with crummy planets but high influence. Is it worth the extra money to put colonists on a poor planet just to reep the benifits of high influence?

The question becomes how to balance the game so it'll be temping to colonize low-quality systems for Influence, but still make population and wonders factor into the equation. Perhaps we could do something with the # of planets in the system, or location on the starmap in relation to other star systems in the sector?

Thoughts?

(and "star prestige" does = "influence". we should probably keep names consistant to avoid confusion in the game ;) )
Reply #3 Top
Thanks for your reply BoogieBac. I can see how a star that is positioned strategically (especially once ship ranges are introduced) might have more influence, but why an uncolonized world with nothing but dirt or ice might intrinsically have influence is a concept I can't quite get my head around.

It makes more sense IMHO to have all planets start with a relatively low influence value that increases with its economy, population, and social achievements. Maybe there could be some special influence bonuses for some systems such as being the home of an ancient civilization, being stratigically placed on the map, or possessing some rare trade good that could provide an incentive to colonize crummy planets.

Guess I should wait and see how influence develops as a game component if its implementation is still fairly basic now. But I think its important to have some rational for why influence varies among uncolonized systems.