[TA] Influence and Planetary Invasion

I tried a game as the Kryn (love the faction btw. I choose technologists so instead of religion, I pretend i'm spreading technology worship). Anyway, I have had lots of problems with influence.

 

Map Size: Immense

Difficulty: Crippling

 

1. A minor race is within my ZoC. I built an influence starbase and upgraded it to flip them. I eventually sent spies in and they reported I had 9999% the minor's influence. Does this mean that you cannot flip minor factions?

 

2. Does an influence starbase do anything without any additional modules installed (ie. i hit construct, does the starbase do anything from that point on without more modules installed).

 

3. Does the influence of a starbase increase or is it constant? In other words, if i plot down an influence base adjacent to a enemy world, will my influence ratio on that world steadily increase or is it a 1 time boost? In my last game before I was defeated, I built a starbase and upgraded by +25% influence next to an acreanan (sp?) world. There was a big gain of influence ratio but it never moved after that point. The world was only class V and had no influence boosting buildings what so ever.

 

4. The planetary invasion tech has an absurdly high TP cost. Correct me if i'm wrong but there is no way to perform any sort of war effort without the troop modules right? This leaves me to attempt to flip planets in times of war (which is daunting unto itself).

 

I chose the following additional bonuses for the kryn:

+30 econ

+30 influence.

 

Should I have chosen +tech instead of influence?

 

I have class so it might  be a while before I can reply to this. Thanks in advance,

Jec

16,319 views 9 replies
Reply #1 Top

Hello JecJackal

 

1. Minor races CANNOT be culture-flipped. As they do not colonize, all of them would fall prey to influence sooner or later naturally.

2. Yes, it will generate range and influence.

3. It's constant. However, other values that might increase the influence could be changed without changing the base. Mining resources for example, or growth of population of a nearby planet. Researched tech that grant + base influence.

4. It does highly depend on your individual playstyle, but in general you're most best off with your points attributed into economic and technologic areas. Also, you might have been a victim of tech inflation - circumvent this by researching critical and expensive technologies very early, or search for other ways to get them (trade them from an Ally or steal them if possible)

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Reply #2 Top

Thanks for the reply. Ill try another game on tough until i get the hang of this game. Looks like i might put points into tech instead of influence next time:).

Reply #4 Top

Thanks for the reply. Ill try another game on tough until i get the hang of this game. Looks like i might put points into tech instead of influence next time:).

Reply #5 Top

Quoting Veedot, reply 3
Maiden666, what is Tech Inflation?

I had never heard this term before.

Tech inflation is the term coined to describe how the costs of technologies double over time in Twilight. It affects weapons and other military techs the worst.

Reply #6 Top

Is there a good analysis of Tech Inflation somewhere?  I'm particularly interested in whether traded techs will trigger it.

Reply #7 Top

0) Traded techs DO trigger tech inflation.  Whether they trigger it on the turn they're obtained, I don't remember, but at the very least by the next turn.

1) Tech inflation occurs in DA as well (I think even DL but it's been so long I can't remember), but functions differently: You get a certain amount of "free" techs (that is, not inflated)-somewhere between 30 and 50 if memory serves.  After that, individual techs increase it by 1 or 2%, in general, whereas completing a tree or sub-tree adds another 4 to 6%.  However, DA inflation caps at ~270% (starting from a base of 100%), again assuming I'm remembering correctly.

2) In TA, your first ~15-20 techs are inflation-free, then there is a roughly 40% increase for non-military techs, and about a 100% increase for military techs (military techs being weapons and invasions, but, suspiciously, not defenses).  Then after another 10 or so techs (25-30 total), it jumps from the previous 1.4x/2.0x to 2.1x/4.5x.  The last jump is between 50 and 60 total techs, taking us to roughly 2.8x/6x, where inflation stops.

The above is taken largely from Jacklv's own work on tech inflation, with several tests to confirm ranges rather than absolutes, as absolutes are much more difficult to nail down.  But any errors are my own.

3) Techs with the same XML cost in TA cost more than in DA, even if they're the same galaxy size and tech rate, although I don't have the numbers on hand.  What this means is that (for example), if the XML files and Galactopedia report that a tech costs, say, 1000, in DA/Gigantic it will take ~600 research to get on very fast, whereas it'll cost somewhere north of 900 research to get in TA/Gigantic or somewhere north of 1000 in TA/Immense, also on very fast.

Also note that all of the above doesn't even take into consideration the extra 50% ingame tech cost of "military" techs (weapons and invasions, but not defenses) in TA.

Reply #8 Top

So, just to confirm, inflation is based on the number of techs, not the RP cost spent?  If so, that means that one should prefer to dive deep into the tree, and not try to mop up seemingly cheap techs.

Reply #9 Top

Quoting Elestan, reply 8
So, just to confirm, inflation is based on the number of techs, not the RP cost spent?  If so, that means that one should prefer to dive deep into the tree, and not try to mop up seemingly cheap techs.

There may be a modifier to it based upon cost, which could account for the variation-numbers aren't exactly the same in all games, for instance-but yes, it's generally valid, for a ~95%+ confidence range of the above stated figures, that number of techs matters rather than tech rp/value.