Towers of Influence

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Author: NovaCameron

Last revision: 11 Jul, 2019 at 22:32 UTC (3)

File size: 18.43 KB

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Description:

Greetings! This is a mod that adds in a series of buildings for the purpose of generating influence. They are quiet expensive to build and maintain but as they can stack and be put on each planet once it adds up fast. I tried to make it so it wasn’t prohibitively expense but just enough that you have to think about how many you can maintain. Though once you reach a certain point you could maintain a lot of them. There is one very resource consuming job added.

This is for very, very large maps for the most part. Where you need extra influence to claim 100s of systems. It will hopefully help the AI in these situations too. Though I don’t know if I have to change the AI build orders for that.

There are four levels and hive civs only get up to level three.

Level One: Cost 400 minerals
Upkeep: 2 energy
One cultural worker
One influence generator (the name changes based on what civ is using it.)
Generates 2.5 Unity and 0.05 Influence for normal civs
Generates 1.5 Unity and 0.05 Influence for gestalt civs
These cost 10 consumer goods per job. (or 10 minerals or 20 energy)
Or 20 energy for robot workers and 10 energy and 10 food for hives.
It is a ruler type so it does benefit from traits, civics, perks, and techs.

Level Two: Cost 800 minerals
Upkeep: 4 energy
Two cultural workers
Two influence generators (0.1 Influence per planet)

Level Three: Cost 1200 minerals, 300 rare crystals
Upkeep: 8 energy, 2 rare crystals
Four cultural workers
Four influence generators (0.2 Influence per planet)

Level Four: Cost 1600 minerals, 400 rare crystals
Upkeep: 16 energy, 4 rare crystals
Eight cultural workers
Eight influence generators (0.4 Influence per planet)

In addition to the planet and habitat buildings there are two starbase buildings at Solarfortress and Citadel levels that give 0.15 influence each for 500 alloy build cost and 60 energy upkeep.

All this adds up to about 400 energy cost per monthly influence point increase. Which is not too bad and by mid-game easily dealt with. In the early game there aren’t enough planets and starbases to build too many of these.

Techs were added.
Buildings were added.
Five Jobs were added.
No vanilla files were harmed in the making of this mod.
Compatible with everything.

Though I do recommend a mod to have more buildings per planet.

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Revisions:

Old revisions of this mod are available below. Click the link to download.