Once the Ascension Theory research is completed the Ambitions Edicts become available. The Will to Power Edict is one of those and it gives 5 additional Influence points per month for 12months.You can have up to 3 Rivals that will give you a total of 1.5 Influence income per month. You must have either Terrible or Tense relations with them and their power, when compared to yours, cannot be Overwhelming or Pathetic. Declaring a Rivalry is considered a Diplomatic Action.Becoming the President of a Federation can give you additional Influence, depending on the type of Federation it is. For a Galactic Union and Trade League the Federation President gains 1 Influence per month at for a Federation level of 3. For a Hegemony Federation the President gains 1 Influence point per month at level 4 for the Federation. A Martial Alliance Federation does not provide any monthly Influence but it does reduce Claims Influence cost by 10% at level 2. The Research Cooperative Federation doesn’t provide any Influence perks.
You are watching: How to gain influence in stellaris
Uplifting a Species gives a onetime bonus of 500 Influence.Establishing Communications with another civilization will give a lump sum of 40 Influence if you’re first to communicate.Enclaves (Spaceborne Aliens) are neutral empires that do not own planets. You can become a patron of the Curators which allows you to exchange 500 Energy or Minerals for 50 Influence.If you manage to Humiliate a Rival you gain 100 Influence.Anomalies have the possibility of giving you between 50 to 200 Influence.The National Purity Ruler Agenda gives a 10% increase in Influence.
Influence UsesOne of the biggest uses of Influence early in the game is building Outposts to expand your empire with. An Outpost is how you lay claim to a new system and it costs 75 Influence for every hyperlane away from your borders. For example, a system next to your borders costs 75 Influence but a system that is 2 hyperlanes away costs 150, but there are ways to reduce the cost.The Determined Exterminator Civic pays 30% less for outposts but this Civic can never be changed. The Terravore Civic and The Devouring Swarm Civic both reduce Outpost costs by 50% and these can never be changed as well. The difference in requirements for these is that you cannot be a Lithoid to take advantage of the Devouring Swarm Civic and only a Lithoid can use the Terravore Civic.
Federations is another way to use Influence and falls into the category of Diplomatic Actions. Inviting someone to a Federation, Forming a Federation, and asking to join a Federation all cost 2 Influence points unless the Diplomacy Tradition has been adopted, which in that case they only cost 1 Influence point.Read More: Learn more about Stellaris Federations at this page on my website.You can Guarantee Independence for someone at the cost that .5 Influence per month. What this means is that if the empire is attacked you will come to its defense. You can Guarantee Independence for up to 3 empires.Non-Aggression Pacts, Research Agreements, Commercial Pacts and Migration Treaties will each cost you .25 per month for each type. It takes a minimum of positive relations to enter into one of these agreements. One way to get an agreement is to offer one through the Contacts screen. If your relations need improving send an envoy. You can also do a quick scan at the Contact screen to see how many of each type of agreement you have and with whom.A Defensive Pact will cost you 1 Influence point per month. You need to have Excellent relations with another empire before you can propose one.Many Edicts cost influence to implement that have many useful benefits. There are 32 Edicts that require Influence to activate them. The most expensive one is Greater than Ourselves and costs 240 Influence. This Edict gives unemployed workers and drones an incentive to look for jobs and housing at other planets in your empire. The Edict stays in effect until cancelled.There are two edicts with the lowest cost of 40 Influence. These are both Sacrifice Edicts, one is Sacrifice: Togetherness which kills all Mortal Initiates, each pop killed increases the chances of making gains in Unity, up to 35%. It also boosts monthly Unity by 10% and Pop Growth speed is increased by 5%. Sacrifice: Harmony also kills all Mortal Initiates but for each sacrifice it increases the chances of gaining pop happiness, up to 50%. It gives a boost of 10% happiness and pop growth speed of 5%. Both Edicts last 6 years and 3 months.Below is a list of all edicts costing Influence, sorted in ascending order by cost. This list does not include Edicts that are activated by using other resources.
Most Planetary Decisions cost influence and can cost other resources as well.Decisions costing 25 InfluenceLaunch Anti-Crime CampaignNegotiate with Crime LordsExpel Excess PopulationDeclare Population ControlsDiscourage Planetary GrowthCease Robot ProductionPlanetary Prospecting. Also costs 500 energy and takes 180 days to completeProject Corucopia, also uses 500 energy. Takes 180 days to completeDecisions costing 50 InfluenceDeclare Martial LawDeploy Hunter-Killer DronesActivate Compliance ProtocolsImplement Divine Algorithm, takes 360 days to finishConsecrate WorldDecisions costing 100 Influence, some have additional costsMastery of Nature, also costs 2,000 energy. Takes 360 days to complete.Create Penal ColonyCreate Resort WorldCreate Thrall WorldDecisions costing 200 InfluenceRestore Ecumenopolis additionally costs 20,000 minerals. Takes 3,600 days to completeArcology Project, also costs 20,000 minerals. Takes 3,600 days to complete.Galactic Market Hub Nomination costs 150 Influence and 1,000 energyBoost Nomination Bid costs 300 Influence plus 2,000 energy. It is used to increase the likelihood the planet will be chosen as the future home of the Galactic Market.Establishing a Branch Office (Megacorp) costs 50 Influence and 1,000 energy. The Universal Transactions Ascension perk reduces that cost by 15%. It also makes Commercial Pacts free (no influence).Influence can be used to sway elections. Supporting a Candidate during democratic elections will cost you 50 Influence each time support is added. Oligraphic governments, on the other hand, can use 200 influence to elect a Ruler instantly. Oligraphic and Corporate governments can also hold emergency elections at a cost of 250 Influence.Influence is used to construct Megastructures. Gateways cost 100 Influence and Habitats cost 150 Influence for the initial build. Although the rest of the Megastructures doesn’t require any Influence building the Megastructure Site does cost 300 Influence.
Things That Cost Influence In StellarisIf the majority of members in a Hegemony Federation can’t agree on where to build their monument the Federation President loses 50 Influence.If the majority of members in a Martial Alliance Federation can’t agree on a Fleet-wide exercise the President will lose 50 Influence.If you lose a war and are humiliated your Influence gain is reduced by 33% for 10 years. Even worse, you lose any Influence already have.
Relics Costing Influence to ActivateThe Relics in the table below all cost 150 Influence to activate, the Cybrex War Forge also costs 10,000 Minerals in addition to Influence. This is not an all-inclusive list, Relics that are activated with other resources are not included in this table.
How to Reduce Influence Costs In StellarisThe Nationalistic Zeal Civic will reduce Influence costs by 10%.The Devouring Swarms Civic reduces Starbase costs by 50%.The Civic of Cutthroat Politics will grant a 20% reduction in Edict costs.The Shadow Council civic reduces the cost of swaying elections by 75%.The Colossus Project gives you access to a special project which, when finished, allows construction of the Colossus ship. You can then declare a Total War without spending any influence.The Galactic Campaigns Technology reduces influence costs by 10%.The Interstellar Campaigns Technology reduces influence costs by 10%,The Militarist Ethic reduces the cost for Claims by 10%.The Fanatic Militarist Ethic reduces the cost for Claims by 20%.The Xenophobe Ethic reduces Starbase costs by 20%.The Fanatic Xenophobe Ethic reduces Starbase costs by 40%.The Spiritualist Ethic gives a 5% reduction in Edict cost, the Fanatic version of this ethic provides a 10% reduction.
See more: Address Of Stack Memory Associated With Local Variable Returned
Read More: Don’t like your Empire’s ethics? Learn about changing them here.The Expansion Tradition, Reach for the Stars, reduces Starbase Influence costs by 10%. In the same Tradition tree Galactic Ambition reduces Starbase upkeep by 20%. If you complete all 5 perks in the Domination Tradition tree you gain 1 in Monthly Influence and by simply adopting the Diplomacy Tradition you get a reduction of 50% for Diplomatic Influence costs.If your Leader has the Expansionist Trait it reduces Starbase Influence cost by 15%. If your Leader is in the Ruler Class Edict duration is increased by 5% per level, effectively making Influence more effective and thus less expensive to use.Agendas can reduce Influence costs. The Expansionist Overtures Agenda reduces Claims costs by 10%.Ascension Perks can be taken that reduce Influence costs. The Shared Destiny Ascension Perk reduces the Subject Integration cost by 50%. Another Ascension Perk, Interstellar Domination, reduces both Starbase and Claim Influence cost by 20%.The Interstellar Dominion Ascension perk reduces the cost of Claims by 20%. Declaring an empire a Rival will reduce claims on his sectors by 20% as well. During an offensive war claim costs are doubled.Although not a direct reduction is Influence costs, the Proclamation Technology extends Edict duration by 10%, effectively making the use of Influence more efficient and less expensive for Edicts with a set time limit.