Influence Districts and Improvements

I am finding that most games I am able to completely ignore influence. Most of the time, the only thing that ever gets flipped is a few asteroids.

I feel like right now there is little incentive to build influence districts and improvements. This is probably because none of the tiles we are offered give any bonuses to influence, and very few of the buildings or districts give adjacency bonuses to influence either. At the same time, I rarely ever utilize the food bonus on my food tiles (and there are a lot of food tiles). Maybe some of the food tiles should be changed to influence tiles? In any case, we could use more improvements that boost influence.

Perhaps the other reason it feels so mediocre to build influence districts is that influence is no longer the basis for tourism. Rather, tourism has become an additional source of influence. In GC3, I could feel good about building influence improvements because I was building up my late game economy.

I really don't see the point of influence districts right now. Why sacrifice the extra research and production you could get?

I am curious if everyone else agrees with me, or if anyone has a different opinion.

3,363 views 8 replies
Reply #1 Top

Yeah kind of agree.  Maybe on core worlds that are on a border with another civ.  But culture flipping takes so long I don't even know if that's a good use case.

There is the ideology perk that flips all worlds and starbases in your sphere of influence but its the very last pick in that tree (I think individualism) so I could take a long time (if ever) to build up enough culture points for that to be a viable strategy.

 

Reply #2 Top

As of Beta .91, influence is pretty much a dead mechanic. As you say, culture-flipping doesn't really work and I don't have any ideas of what would fix it. I think it would be more than getting Brad to tweak a few magic numbers. In Civ VI, culture-flipping has a purpose – to prevent wanton forward-settling and to encourage an alternate play style for certain leaders. However, in Civ you have dozens of settling options. In GalCiv you only have a few so buffing the culture-flipping mechanic would make the game even more dependent on your starting position.

IDEA: Increase the radius of the telescope takeover so that you don't have to manually scout basically your entire sector. Maybe that would help reduce the "oh crap, I sent Theia right towards AI territory and now I'll never find any good planets before the AI grabs them all." If you did that, it might be easier to consolidate an empire and make influence stronger.

Reply #3 Top

Thank you for sharing your thoughts on how influence is working, or not, in the game. I'm going to forward this thread to the team and note influencer is not very useful right now.

Reply #4 Top

Influence is better done through Communications Starbases (for culture flipping). But you are right that Influence Districts are just generally weak. I'm going to boost their adjacency bonus, giving +2 to other Influence improvements and +1 to adjacent approval districts.

Reply #5 Top

Communications Starbases are more effective at enraging your neighbors (so they declare war on you) than culture-flipping them. You get an immediate -1 to diplomacy and a subsequent -1 when they ask you to remove it and you refuse. I haven't encountered a game where it was worth the effort.

Reply #6 Top

I love my communication starbases, but I do pick my targets carefully. I set some up along the Drengin border when the Dengin were the top player in the game. They did not like it and did exactly as you said. Declared war and took out the starbases quickly.

Fortunately, I love the Manti because of all their Survey Command ships and had gone heavy into them. I recalled all the Command ships before the Drengin started going after my planets and with some support from regular ships we had a command ship fleet vs command ship fleet that wiped the Drengin fleet out and left me a few survivors.

The big drop in the military might affected both of us. But I had tried to talk the YOR into declaring war with the Drengin (YOR were #2, I was #3) and they were unwilling to. Until, that big drop of military might for the Drengin. Suddenly the opportunistic YOR were open to the idea and I gave them a lot of techs to make it happen.

The YOR desended on the Drengin like an overcharged roomba on a bowl of spagetti. A few turns later the Drengin were begging me for peace, which I accepted so I could rebuild.

Then I began to realize my mistake. Between the techs from me and laying claim to the Drengin empire on this overloaded map the YOR will become the real threat I have no good way to deal with. And left out of the drama has allowed the Mimot to do their Mimot thing and I now have massive Mimot fleets flying around just looking for a ripe target.

Rather than try to beat the YOR to the Drengin resources that they are all over I decided to turn to the Navigators. They had a few good colonies that were swept up by my post-Drengin war fleets and I know have a transport ship laying siege to their homeworld. As long as the plan holds steady I'll have a good infrastructure of worlds in place by the time the YOR finishes off the Drengin.

But, the YOR won't have much influence on their newly taken worlds and the Drengin are going to hate the YOR for as long as the war lasts. It would honestly be a good time for me to replant my communications starbases and see if I can flip some of these worlds to me while YOR are occupied.

Reply #7 Top

This is a good improvement.  While I agree comms starbases are a more efficient way of spreading influence I still think it takes far too long for a planet to flip.

Reply #8 Top

Another nice buff to influence could be the ability to trade starbases in not matching control zones. We had it like all starbases could be traded and now no starbases can be traded. Maybe this concept could be a nice tradeoff and a motivator for influence.