Influence Gain Edicts

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Author: Serpentis

Last revision: 9 Apr, 2017 at 20:20 UTC

File size: 1.02 KB

On Steam Workshop

Description:

A mod that gives you influence gains through resources by way of edicts.

Current Build: Version 1.5.1

This mod is a straight forward addition to the game that enables specific edicts, available in the Policies and Edicts Section of the pull down menu at the top of the screen, to increase your total base influence you receive and enable you to trade both minerals, energy credits and research speed for additional increases.

Earlier on in development, right around the 1.2.1 patch, with added costs to colonization, ranged construction for both frontier outposts and colonies, as well as all of the diplomatic pacts now costing increased influence, I’ve found that the standard ways of adding influence (especially if you play a Pacifist Empire) have become wholly inadequate for trying to manage even the most basic influence costing items (especially edicts for both the empire as a whole and planetary based ones).

I have found this to be a hurdle in my games and created this mod for those who feel the same as I do.

Base Influence Boost – +8 Monthly Influence Gain

There are four edicts for converting Energy Credits into Influence and four for Minerals, each set scaling from 1 for 2% of your empire’s energy credits or minerals, up 2% for each added influence point. There are also now two more edicts for trading Research Speed for further Influence.

Energy For Influence 1 – Trade Energy Credits for Influence – 1 for 2%
Energy For Influence 2 – Trade Energy Credits for Influence – 2 for 4%
Energy For Influence 3 – Trade Energy Credits for Influence – 3 for 6%
Energy For Influence 4 – Trade Energy Credits for Influence – 4 for 8%

Minerals for Influence 1 – Trade Minerals for Influence – 1 for 2%
Minerals for Influence 2 – Trade Minerals for Influence – 2 for 4%
Minerals for Influence 3 – Trade Minerals for Influence – 3 for 6%
Minerals for Influence 4 – Trade Minerals for Influence – 4 for 8%

Minerals and Energy Credits for Influence 1 – Trade Minerals and Energy Credits for Influence – 1 for 1%/1%
Minerals and Energy Credits for Influence 2 – Trade Minerals and Energy Credits for Influence – 2 for 2%/2%
Minerals and Energy Credits for Influence 3 – Trade Minerals and Energy Credits for Influence – 3 for 3%/3%
Minerals and Energy Credits for Influence 4 – Trade Minerals and Energy Credits for Influence – 4 for 4%/4%

Research Speed for Influence 1 – Trade Research Speed for Influence – 2 for 5%
Research Speed for Influence 2 – Trade Research Speed for Influence – 4 for 10%

– AI Weighting on these edicts is 0. The AI will not use them.
– Localization on this Mod is in English only.
– The mod does not modify any files, as it simply adds new edicts to the game.
– I DO NOT know if this mod is Ironman and Achievement compatible, so please use at your own risk for achievement runs and Ironman games.

Enjoy the mod! If you run into any issues, please feel free to mention them, but I’ve tested this and it seems to work perfectly. Thank you for using the Influence Gain Edicts mod!

Check out my other mods in the Serpentis Mods collection link, located just under the Subscribe button!