How to increase influence in Stellaris?
Our empire gains +1 influence each month, and need ~50 more.
It'll take ~50 months which is a lot of time.
So, what can one do to increase the monthly influence of an empire?
stellaris
add a comment |
Our empire gains +1 influence each month, and need ~50 more.
It'll take ~50 months which is a lot of time.
So, what can one do to increase the monthly influence of an empire?
stellaris
add a comment |
Our empire gains +1 influence each month, and need ~50 more.
It'll take ~50 months which is a lot of time.
So, what can one do to increase the monthly influence of an empire?
stellaris
Our empire gains +1 influence each month, and need ~50 more.
It'll take ~50 months which is a lot of time.
So, what can one do to increase the monthly influence of an empire?
stellaris
stellaris
edited May 30 '16 at 3:31
ShloEmi
asked May 14 '16 at 6:23
ShloEmiShloEmi
1,48442350
1,48442350
add a comment |
add a comment |
4 Answers
4
active
oldest
votes
Original post:
Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
month.
Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.
Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
build 4 mining stations), which will grant a significant influence
boost (lump sum of 80-200)
Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.
Some anomalies and events may also grant influence.
Update 2019:
Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.
Addendum to the old points:
Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.
Rivalries are still there, but only grant 0.5 influence per rivalry.
Mandates are still in the game, but now grant Unity, not influence.
Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.
remains unchanged
2
As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.
– Ben MS
May 17 '16 at 0:02
2
@BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.
– Player One
May 17 '16 at 4:01
1
Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O
– ELLIOTTCABLE
May 21 '16 at 0:41
(Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.
– ELLIOTTCABLE
May 21 '16 at 0:43
@ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.
– Player One
May 23 '16 at 2:00
|
show 6 more comments
One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness
That is indeed a good tip, 10x!
– ShloEmi
May 25 '17 at 18:16
add a comment |
I have found an additional way:
The building "Empire Capital-Complex" that can only be built once provides +1 influence.
But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.
So in short; conquer a planet with an "Empire Capital-Complex" on it.
I've found these to mostly occur on capital worlds.
1
Sounds like a bug that might get fixed in a future edition. But until then: nice one!
– Sjoerd
May 19 '16 at 0:23
add a comment |
If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.
add a comment |
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4 Answers
4
active
oldest
votes
4 Answers
4
active
oldest
votes
active
oldest
votes
active
oldest
votes
Original post:
Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
month.
Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.
Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
build 4 mining stations), which will grant a significant influence
boost (lump sum of 80-200)
Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.
Some anomalies and events may also grant influence.
Update 2019:
Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.
Addendum to the old points:
Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.
Rivalries are still there, but only grant 0.5 influence per rivalry.
Mandates are still in the game, but now grant Unity, not influence.
Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.
remains unchanged
2
As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.
– Ben MS
May 17 '16 at 0:02
2
@BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.
– Player One
May 17 '16 at 4:01
1
Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O
– ELLIOTTCABLE
May 21 '16 at 0:41
(Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.
– ELLIOTTCABLE
May 21 '16 at 0:43
@ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.
– Player One
May 23 '16 at 2:00
|
show 6 more comments
Original post:
Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
month.
Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.
Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
build 4 mining stations), which will grant a significant influence
boost (lump sum of 80-200)
Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.
Some anomalies and events may also grant influence.
Update 2019:
Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.
Addendum to the old points:
Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.
Rivalries are still there, but only grant 0.5 influence per rivalry.
Mandates are still in the game, but now grant Unity, not influence.
Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.
remains unchanged
2
As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.
– Ben MS
May 17 '16 at 0:02
2
@BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.
– Player One
May 17 '16 at 4:01
1
Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O
– ELLIOTTCABLE
May 21 '16 at 0:41
(Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.
– ELLIOTTCABLE
May 21 '16 at 0:43
@ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.
– Player One
May 23 '16 at 2:00
|
show 6 more comments
Original post:
Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
month.
Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.
Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
build 4 mining stations), which will grant a significant influence
boost (lump sum of 80-200)
Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.
Some anomalies and events may also grant influence.
Update 2019:
Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.
Addendum to the old points:
Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.
Rivalries are still there, but only grant 0.5 influence per rivalry.
Mandates are still in the game, but now grant Unity, not influence.
Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.
remains unchanged
Original post:
Tech. There are several social techs providing +1 influence/month. Additionally one of thsoe provides an empire unique building with +1 /
month.
Declare rivalries. You can have three rivalries, together they'll grant 2-3 influence per month.
Complete the mandate. If you play a democratic empire (elections every few years), your elected ruler will declare a mandate (e.g.
build 4 mining stations), which will grant a significant influence
boost (lump sum of 80-200)
Reduce expenses. Empire Edicts and frontier outposts cost 1 influence per month. There is also tech to reduce this cost.
Some anomalies and events may also grant influence.
Update 2019:
Since release the ways of generating influence significantly changed. The wiki provides a comprehensive list. Additionally, the factions in oyur mepire play a major part in generating influence for you.
Addendum to the old points:
Techs are severly reduced. Autonomous agents (for gestalt conciousness) grants +1 influence and living state (for all other races) grants +1 max influence from factions. Interstellar campaigns and galactic campaigns reduce the influence cost of claims. That's all influence related tech left. The mepire capital complex building also no longer exists.
Rivalries are still there, but only grant 0.5 influence per rivalry.
Mandates are still in the game, but now grant Unity, not influence.
Empire edicts no lnoger cost influence per month, but a lump sum to activate for a 10 year period (baseline), outposts are now needed much more frequently than in the release version, they also cost a lump sum of influence based on the distance to your territory and have no influence upkeep.
remains unchanged
edited 2 mins ago
answered May 14 '16 at 7:58
DulkanDulkan
12.5k13371
12.5k13371
2
As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.
– Ben MS
May 17 '16 at 0:02
2
@BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.
– Player One
May 17 '16 at 4:01
1
Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O
– ELLIOTTCABLE
May 21 '16 at 0:41
(Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.
– ELLIOTTCABLE
May 21 '16 at 0:43
@ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.
– Player One
May 23 '16 at 2:00
|
show 6 more comments
2
As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.
– Ben MS
May 17 '16 at 0:02
2
@BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.
– Player One
May 17 '16 at 4:01
1
Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O
– ELLIOTTCABLE
May 21 '16 at 0:41
(Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.
– ELLIOTTCABLE
May 21 '16 at 0:43
@ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.
– Player One
May 23 '16 at 2:00
2
2
As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.
– Ben MS
May 17 '16 at 0:02
As an adjunct to this, are you able to scuttle frontier outposts? I have a few I had to build to increase my borders, but now that I have colonies past them it seems like they are no longer needed.
– Ben MS
May 17 '16 at 0:02
2
2
@BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.
– Player One
May 17 '16 at 4:01
@BenMS you can scuttle them with the "disband fleet" button, or you can add them to a sector, in which case they also stop costing you influence for upkeep.
– Player One
May 17 '16 at 4:01
1
1
Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O
– ELLIOTTCABLE
May 21 '16 at 0:41
Holy shit, @PlayerOne, that must be a bug. Otherwise, you could expand your empire a crazy amount, at no continuous cost. O_O
– ELLIOTTCABLE
May 21 '16 at 0:41
(Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.
– ELLIOTTCABLE
May 21 '16 at 0:43
(Also, of note, enough that you should probably add it to the answer: rivalries scale with both their relative strength (superior, pathetic, whatever), and their distance from you. The best approach seems to be to hunt down a big, powerful empire, but that is across an impassable middle-man, so they have a hard time sending armies at you if they declare war, and make them your rival. Boom, instant ~+3.0 influence/month.
– ELLIOTTCABLE
May 21 '16 at 0:43
@ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.
– Player One
May 23 '16 at 2:00
@ELLIOTTCABLE I've read that it sectors have their own influence income/pool and the outpost upkeep is transferred to that, but I can't think why you'd care or what a sector would use influence for.
– Player One
May 23 '16 at 2:00
|
show 6 more comments
One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness
That is indeed a good tip, 10x!
– ShloEmi
May 25 '17 at 18:16
add a comment |
One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness
That is indeed a good tip, 10x!
– ShloEmi
May 25 '17 at 18:16
add a comment |
One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness
One thing no one else has mentioned is at least in the updated versions you can gain influence by getting factions over 60% happiness
answered May 25 '17 at 5:49
shlamalamshlamalam
10112
10112
That is indeed a good tip, 10x!
– ShloEmi
May 25 '17 at 18:16
add a comment |
That is indeed a good tip, 10x!
– ShloEmi
May 25 '17 at 18:16
That is indeed a good tip, 10x!
– ShloEmi
May 25 '17 at 18:16
That is indeed a good tip, 10x!
– ShloEmi
May 25 '17 at 18:16
add a comment |
I have found an additional way:
The building "Empire Capital-Complex" that can only be built once provides +1 influence.
But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.
So in short; conquer a planet with an "Empire Capital-Complex" on it.
I've found these to mostly occur on capital worlds.
1
Sounds like a bug that might get fixed in a future edition. But until then: nice one!
– Sjoerd
May 19 '16 at 0:23
add a comment |
I have found an additional way:
The building "Empire Capital-Complex" that can only be built once provides +1 influence.
But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.
So in short; conquer a planet with an "Empire Capital-Complex" on it.
I've found these to mostly occur on capital worlds.
1
Sounds like a bug that might get fixed in a future edition. But until then: nice one!
– Sjoerd
May 19 '16 at 0:23
add a comment |
I have found an additional way:
The building "Empire Capital-Complex" that can only be built once provides +1 influence.
But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.
So in short; conquer a planet with an "Empire Capital-Complex" on it.
I've found these to mostly occur on capital worlds.
I have found an additional way:
The building "Empire Capital-Complex" that can only be built once provides +1 influence.
But! If you conquer a planet which already has one, it doesn't get destroyed, and you also get +1 influence from it.
So in short; conquer a planet with an "Empire Capital-Complex" on it.
I've found these to mostly occur on capital worlds.
answered May 18 '16 at 15:52
Jorn VerneeJorn Vernee
307311
307311
1
Sounds like a bug that might get fixed in a future edition. But until then: nice one!
– Sjoerd
May 19 '16 at 0:23
add a comment |
1
Sounds like a bug that might get fixed in a future edition. But until then: nice one!
– Sjoerd
May 19 '16 at 0:23
1
1
Sounds like a bug that might get fixed in a future edition. But until then: nice one!
– Sjoerd
May 19 '16 at 0:23
Sounds like a bug that might get fixed in a future edition. But until then: nice one!
– Sjoerd
May 19 '16 at 0:23
add a comment |
If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.
add a comment |
If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.
add a comment |
If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.
If you're running low on influence try removing border stations (or however they're called in english) the ones you use to expand your empire without colonization.
answered Sep 24 '17 at 18:15
A. Matías QuezadaA. Matías Quezada
1111
1111
add a comment |
add a comment |
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