Stellaris

Stellaris

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Influence Rebates for Expansion
   
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28 Nov, 2020 @ 3:42am
1 Dec, 2020 @ 2:26pm
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Influence Rebates for Expansion

Description
Take back part of the outpost influence costs for balanced expansion.

### Overview ###
This mod introduces a gameplay mechanic where the player is rewarded for expanding their borders in an organic way. Whenever an outpost is complete, you are refunded part of the influence cost, based on how many neighboring systems you already own vs. the total number of neighboring systems, up to 70% of the initial costs when you expand to a system that you completely surround.

This is not intended to penalize “snaking”, which is still just as viable, but to offer an incentive for other expansion strategies.

### Mechanics ###
-Variable outpost costs cannot be modded, so rebates are the only moddable option
-Base influence cost for outposts has been increased to 100, to balance out the new gains.
-Influence costs for distance from borders have remained the same (75 per system)
-The rebate formula is Rebate = (Initial cost) * 0.7 * (number of owned neighboring systems) / (number of total neighboring systems)
-The mod takes into account vanilla cost reductions, like the expansionist trait or xenophobe ethics. If you use mods that change those values, or add new ones, they will not be taken into account when calculating the rebate, resulting in more influence gains than intended
-For systems directly neighboring your home system, you are guaranteed a minimum 50% rebate. This is to counter the fact that those systems will always have only one owned neighboring system when you start a new game.
-There is currently no adjustments to the AI to take this mechanic into account when expanding, but it seems that its current strategy works ok with it

### Balance ###
This is the first version, and the numbers are probably not balanced yet. Empire builds that optimize for cheap outposts will see little gains from this mod. Alloy costs have remained the same for realism reasons, the intention is to calibrate everything around influence.

### Contributing ###
https://github.com/Rexides/influence_rebates
Feel free to open a PR. When making changes to the numbers, make sure to look around the code for parts that make assumptions about them, I have documented them.
8 Comments
Rexides  [author] 2 Aug, 2021 @ 1:19pm 
@Joexer Yeah, of course. I was away from the game for a while, I need to get the new feel of it first.
Joexer 2 Jun, 2021 @ 12:37pm 
I really liked this concept, would you consider updating in a slightly weaker form for recent versions?
Rexides  [author] 3 Dec, 2020 @ 3:06am 
There are no changes to the AI in this version (I think I would probably just mess things up and conflict with other mods to be honest). However, the AI does benefit from this bonus, and since they tend to avoid snaking, they do make good use of it.
ckoldmail 2 Dec, 2020 @ 2:01pm 
Does the AI make use of this?
Rexides  [author] 1 Dec, 2020 @ 2:27pm 
aaaaaaaaaaaand the mod should now be working as intended.
Rexides  [author] 1 Dec, 2020 @ 12:54pm 
I am also looking forward to seeing it at work, because I just double checked and it seems that I uploaded a broken version (this is my first mod, be kind). Will upload a fix soon

I don't know how the checksumming works in Stellaris, but I am willing to bet that it's not achievement compatible given that it affects the gameplay.
Atlantethan 30 Nov, 2020 @ 8:41pm 
This sounds awesome! Is it achievement compatible?
Joexer 30 Nov, 2020 @ 8:25pm 
Great Concept, Looking forward to seeing it at work!