bjg wrote:zolobolo wrote:Haven't seen Marauders bribe needing influence yet, but if it is not in the game, it should be
This is what he wants to start trading with me (I don't have 50 influence at the moment):
SiS_bribe_marauder.PNG
Developers (or the publisher?) called the difficulty levels the way it is to don't scare away casual players. The real "normal" is called "hard" (or even "brutal") here, and the "normal" here is "into" at best. Don't let it full you - play on
real "normal", and don't expect the full experience playing on "intro".
Seems cool but think you actually only need to do this if you have a bad relationship with the Marauder faction as I haven't seen it and can still do business just fine if wanted to:
https://www.dropbox.com/s/nlsyv73gw4uo1eg/Spend_dad_Influence.jpg?dl=0Having paid them the 150 change when meeting the faction the first time has put us into a good start relationship wise which seems to have developed over time although I haven't done anything to deserve it.
Slave pop does seem to cost 10 Influence on Normal as well but as you can see this is by far not an issue and we are only looking at a medium sized map here, if I put in more factions, my Influence income skyrockets.
Regarding the difficulty: It was my understanding that "Normal" difficulty is the level in which the AI scripts are not held back and do not get ANY additional benefits. If this is not the case, I shall change to Hard immediately and sob on the fact that I have wasted most of my playtime on training mode
The reason why this is important even if a lot of people don't mention it is the way bonuses affect the game mechanics. With each bonus to the AI, or negative bonus to the player, the relevant mechanics are distorted. Take for example Total War games. Most have a nifty agents system with spies, diplomats and whatnot lurking around - pretty atmospheric as they allow the player to influence the world around him/her via non military means. Well on harder difficulty, the whole mechanic becomes useless as the chance of success drastically drops, and even if an agent manages to decrease the approval rating of the enemy city by 10%, the fact that the AI has started the game with a +25% bonus to happiness practically nullifies any agent activity as well as the play value with that mechanic. The player will thus feel like the game is a puzzle as only a handful of strategies and tactics will provide enough loopholes to beat the AI and usage of these becomes obligatory while such weaknesses of the AI would normally be avoided to not break immersion.
In case of SiS it would be the same thing. Signing a trade charter is only working as a game mechanic as long as it effects both parties in fundamentally the same way under the same circumstances. If the enemy AI has buck loads of income, the effect is negligible and the mechanic degrades to a point where it doesn't matter if the player uses it or not. Seen this effect or research on the harder difficulties, where the lover levels of the tech-tree have practically become useless and was only rushing through them to catch up to the current enemy sporting late-game tech.
This is mostly the reason why I wish more developers would chose the AI is always the same and you can adjust the benefits per category individually if you want an artificially increased challenge approach.