Influence cap

I was wondering about the design intent behind the influence cap and whether small modifications could make it less micro-demanding but still keep with the intent.

I suppose the cap is to stop people from being able to stockpile too much influence and release too many abilities in one go, which could pose balancing issues. And I suppose it increases the value if you can only ever have so much of it at any given time.

If that's correct, I wonder whether a small other bonus once you are at the cap overflow could be an option. Say, a small trickle of credits or other resources (think, passive selling to minor factions). That way, it would be a little less punishing if you forgot about that particular resource for a brief period while focusing on other things. Or indeed want to hold off just a bit before using it.

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Reply #1 Top

Hey there, you've hit the nail on the head for why Influence caps are there. The cap increases over the course of the match through player planning to allow for a pretty large amount of influence to be wielded. If there were no cap at all it could lead to some pretty wild instances of influence slinging. Minor Factions are meant to help the player gain an edge in battle or strategic planning, not win the game for them. Getting rid of the cap isn't on the table, but we are discussing allowing players to use influence in other ways, such as in the market. We're definitely open to other suggestions as well.

Reply #2 Top

Thanks for your reply. Good to know that I understood the rationale correctly. And it makes sense and I can see the issues if there was no cap.

Are there any plans on what happens with influence generated beyond the cap? Would be nice if it weren't completely "lost" and there should be some ways to soften that without undermining the cap. Like it generating some very small resources indirectly. Or maybe an automation that some minor item will be automatically purchases if influence hits the cap or stays there for more than x minutes.

Being able to use influence on the market sounds like a good idea to make the resource more flexible. I imagine it could also play a role in whatever the revamped diplomacy model will look like, eg as a trade-able resource (directly or to sweeten deals) or as a means to improve relations with AI. I wonder whether there are some internal uses as well, in the sense of it representing political capital. Maybe a boost to own or other planet cultural ownership. Although I appreciate that could get somewhat circular because those cultural ownerships are a big source of influence to begin with. Civ VII, Endless Legend, and Humankind all have an influence resource and may offer ideas what it could be used for.