Stellaris Base Game
“Grand strategy” is a genre of games where players control a nation/government/empire over hundreds of in-game years and influence its success (or failure) through military, economic, political, and diplomatic means. Stellaris is a grand strategy game set in a massive space sandbox. “Players can look forward to an updated look to the Stellaris base game to add a little more awe to any shock and awe campaigns.” Get involved in the conversation by heading over to the. Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core. Advanced Diplomacy system worthy of a Grand Strategy Game. Ship Designer based on a vast array of technologies. Stunning space visuals.
Influence is an empire’s ability to persuade other empires and factions within their empire to support their causes. A few of its uses are supporting the political party of your choice during an election campaign and using it to make claims on territory outside your empire. Empire’s start out at a base rate of 3 influence per month. Once an empire has 1,000 in influence any additional influence gains are not saved. There is no way to bump up the ceiling for influence storage.
There are several methods for gaining influence. There are also ways to get more out of Influence by reducing the influence cost of items or making influence last longer for edicts. Technologies can be researched, declaring rivalries increases influence income, random events can give a lump sum increase, achieving war goals, ruler traits, traditions, ethics, faction support, helping subjects and completing mandates are all methods to gain influence. Making your factions happier will increase influence as well. Some anomalies will give a random bonus when researched.
The chart below compares the various things you can do to increase monthly influence.
One Technology that increases influence income per month is the Living State Technology (Autonomous Agents for empires with Gestalt ethics) by 1. Galactic Campaigns and Interstellar Campaigns reduce the cost of claiming systems by 10%, and the Proclamation Technology stretches out the duration of an edict by 10%.
Declaring another empire to be your rival gives you a boost of .5 influence per month and reduces claim costs against that rival by 20%. This closes the border between empires and lasts a minimum of 10 years. The number of rivals is limited to 3 but it can be increased through civics or ethics changes. Also, when declaring a rival, you can’t be overwhelming powerful to them or so weak when compared to them that you’re insignificant.
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Stellaris Base Game Crisis
Humiliating an empire as a wargoal gives 100 Influence if successful and winning the “Claim the Galatron” wargoal gives a lump sum of 100 Influence, plus 3 influence per month after taking possession of the relic.
Rulers are the individuals who make the high-level decisions that have empire wide consequences. A ruler can be a dictator or an elected official, or he or she can be a part of a monarchy to give just a few examples. They all have traits, or characteristics, that make them better, and sometime worse, at the things they do.
A ruler with Deep Connections gives 1 influence per month. This ruler has deep insights into the political workings of an empire.
The Chosen One adds 1 influence per month. The Ruler must be part of a species that has the Psionic trait for this to be available. A psychic leader (Psionic Ruler Trait) will provide .5% increase per month. This ruler must also be part of a species with psionic traits.
A ruler with an Expansionist trait reduces outpost build costs by 15%. One of the main focuses of this leader is expanding an empire’s borders and influence.
The Charismatic trait reduces edict cost by 10% and makes edicts last 20% longer. The ruler does this through the art of persuasion.
Relics are items that survived the disappearance of powerful empires that have vanished from the galaxy eons ago. Almost all of them require influence to activate but they provide powerful benefits for a relatively short duration of time in return.
Along with the Galatron relic, Khan’s Throne impacts an empire’s influence. Khan’s Throne, unlike the Galatron relic, does not provide a steady increase in influence but reduces claims cost by 20%. It costs 150 influence to activate.
Traditions are what defines an empire as it evolves and progresses. Unlocking tradition trees with the Unity resource provides unique abilities and bonuses to an empire, one of which is bonuses to influence or reductions in the cost of certain items when it comes to influence.
Completely unlocking the Domination Tradition Tree gives a “Finisher effect” of 1 additional influence per month. Reach for the Stars, part of the Expansion tradition tree, reduces the cost of starbases by 10%. And simply adopting the Diplomacy tradition reduces diplomatic costs by 50%.
Ethics are the principles an empire lives by and will determine how an empire deals with other empires and with a crisis.
The Xeophile ethic reduces diplomatic costs by 25%, while a Fanatic Xenophile ethic reduces diplomacy costs by 50%. Gestalt Consciousness and Fanatic Authoritarian each raises the base influence points by 1 per month while an Authoritarian ethic raises it by .5 per month. A Fanatic Xenophobe ethic reduces stabase influence cost by 40% while a Xenophobe reduces starbase cost by 20%. Militarists reduce Claim costs by 10% and Fanatic Milirarists reduce the cost of making a claim by 20%.
The Spiritualist ethic reduces edict cost by 5% and the Fanatic Spiritualist reduces edict cost by 10%.
All factions together can give a boost of 2 influence per month. Researching the Living State Technology increases that value to 3. Faction influence can further be increased with the Egalitarian Ethic (25%), Fanatic Egalitarian Ethic (50%), and the Parliamentary System Ethic (25%).
A subject is an empire that is diplomatically in contact with you and is inferior in strength. Uplifting a Pre-Sapient species provides 500 Influence when completed.
Stellaris Base Game Guide
Special projects, like the Communication Project or Colossus Project, will also give bonuses in Influence. For example, completing the Colossus project allows you to declare war without spending any influence on claims. The Communications Project, which establishes communications with new empire, provides an influence gain as well.
While democratic rulers have mandates (which give rewards in Unity, not Influence) Oligarchic, Corporate, and Imperial rulers have agendas. The National Purity Agenda increases Influence by 10% and Expansionist Overtures reduces Claims cost by 10%.
Offer protection to another empire in exchange for some influence over their internal affairs. The gain is .25 influence per month if they agree to become a Protectorate.
Researching Ascension Theory Technology unlocks Ambition edicts, the most powerful edicts in the game. The Will to Power edict lasts 12 years and 6 months when issued and gives a high monthly influence gain of 5.
Ascension Perks are granted when an entire tradition tree has been completed. The Interstellar Dominion Ascension Perk reduces starbase influence cost by 20% and claims costs by 20%, the Executive Vigor Ascension Perk extends edict duration by 50%, and the Universal Transaction Ascension Perk reduces commercial pact cost to zero.
This is a place of pure psionic energy where beings with immense psionic powers can be contacted. Contacting the Shroud gives a monthly influence gain of 5 for 600 months.
Does your ruler want to be treated like a god? The Imperial Cult State Religion civic will do exactly that, plus it increases edict duration by 25%, which gives an empire longer results when spending the 150 influence to issue it.
Stellaris Base Game Ships
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Solaris Video Game
- Removing a planet from a sector costs 25
- Removing a sector costs 100
- Promoting a faction costs 2 influence
- Suppressing a faction costs 1
- Making claims.
- During an offensive war claims cost is increased 100%.
- Embracing a faction cost 500
- Non-aggression pact costs .25 per month
- Research agreements cost .25 per month
- Commercial Pacts .25 per month
- Defensive Pacts cost 1 influence per month.
- Issuing edicts typically costs 150 influence (most but not all)
- Civic OTA Updates (Machine empires) reduces edict cost by 20%
- Subsumed Will for Hiveminds provides a 20% reduction
- Cutthroat Politics (unless empire is a corporation) provides a 20% edict cost reduction
- During democratic elections supporting a candidate costs 50 influence. A candidate can be supported multiple times
- For an Oligarchic election it costs 200 influence to select a candidate instantly
- Unless you’re an Imperial government the Shadow Council civic reduces that to 50
- For Oligarchic governments it costs 250 influence to hold an emergency election.
- It costs 250 Influence to reform a government
- Outposts costs a lump sum. The further away it is from your empire borders the higher the cost in influence.
- Xenophobe reduces cost by 20%
- Fanatic xenophobe reduces outpost costs by 40% Influence
- Subject integration
- Being a member of a federation costs 2 influence per month
- Dealing with factions (previously covered)
- Activating decisions