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Isolated systems (no hyperlanes) always cost 1000 influence so unless you have 1000 influence and still can't build a starbase that's when you have a problem
 
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Should I then betray my ally in the Federation to gain their vassals for more influence?
Some ways of gaining additional influence:

* Build more ships if you don't have Power Projection at max
* Declare rivalries
* Become a patron of the Artisan Troupe, they will give you chunks of influence from time to time
* Some anomalies give influence, so if you have some left behind it is a good time to investigate them
* Some council traits increase influence per month as well
 

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I just realized I need to get the First Contact dlc alongside a few others now or after my current playthrough.
The First Contact DLC is one of those mixed nuts sort of things. Some of them are good and some are bad. Overall I like it and make constant use of the Eager Explorer/Exploration Protocols civic.
 
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I mean, you can always just wait it out. Conquering claimed systems isnt worth it anyway. By that time you have jump drive, there shouldnt be any free space left.
 
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The First Contact DLC is one of those mixed nuts sort of things. Some of them are good and some are bad. Overall I like it and make constant use of the Eager Explorer/Exploration Protocols civic.
It also completely changes the math on pre-FTLs

Without it, there's no real reason not to conquer every pre-FTL you see because they're basically free pops and the benefit for not conquering them is just a handful of society research, while with it, there's basically no reason to conquer/infiltrate them, at least until you've rolled every insight tech or they're about to go FTL themselves

And related, the Shrouded Regions mod makes Eager Explorers much more powerful than vanilla since there's about a tenth of the galaxy that's off limits to everyone else for a large chunk of the game (no hyperlanes) and you can pre-explore it and do all the anomalies yourself.
 
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It also completely changes the math on pre-FTLs

Without it, there's no real reason not to conquer every pre-FTL you see because they're basically free pops and the benefit for not conquering them is just a handful of society research, while with it, there's basically no reason to conquer/infiltrate them, at least until you've rolled every insight tech or they're about to go FTL themselves

And related, the Shrouded Regions mod makes Eager Explorers much more powerful than vanilla since there's about a tenth of the galaxy that's off limits to everyone else for a large chunk of the game (no hyperlanes) and you can pre-explore it and do all the anomalies yourself.
Actually if you use Eager Explorers (or their Gestalt variants) it gives nice bonuses and insight technologies, but yeah if you're not using them it's usually better to conquer the pre-FTL planets
 
Actually if you use Eager Explorers (or their Gestalt variants) it gives nice bonuses and insight technologies, but yeah if you're not using them it's usually better to conquer the pre-FTL planets
Eager Explorers is also First Contact only, and without First Contact, there are no insight technologies.
 
Influence generation is not hard to get. Base of 3 and can gain the following: Up to +1 from Ethics(Authoritarian), +2 from Power Projection(aka Military), can be increased via Galactic Force Projection(+2), Intimidator(Commander Strategist Trait) grants up to +0.75 to Power Projection cap, Deep Connections(Official Ambassador Trait) grants up to +1, Rivalries(0.5 each), Colonial Viceroys(Domination Tradition) yields 0.50, +5 from Will to Power(Ambition) and becoming Galactic Custodian(+5) that has a bonus +1 via Galactic Standard resolution.

All told, you can easily get upwards of 12(if not more). Unfortunately, claiming that system will always cost 1k Influence. You can bypass that by taking Archivism Tradition that permits accessing Dig Sites in unowned systems. If only Discovery granted that for Astral Rifts... but I digress.
 
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