Stellaris Influence Guide (4.5): How to Get More and What to Spend It On

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Influence in Stellaris is the political resource that pays for new systems, and you raise it through a short list of sources: a flat +3 a month, up to +2 from Power Projection once your navy is big enough for your empire, +0.5 for every rival, and later your ethics, council traits and the Will to Power decree.

Two extra corvettes, even without weapons, will push Power Projection toward its +2, three rivals add +1.5 a month, and every first contact with another empire will pay a one-off 40 to 100 influence, or 60 to 150 with the Proactive first contact policy. Later on, traditions, ascension perks and decrees will take you from about +4 a month on day 1 to around +15 to +25.

You are going to spend it on outposts, claims for your wars, the monthly upkeep of your pacts and the Galactic Community. Factions will not help you here, since they have produced unity instead of influence ever since patch 3.3, and no job makes influence for your own empire either.

Most income values and prices below were read out of the 4.5.3 ‘Cygnus’ files of the PC game, the older changes are dated by Paradox’s own patch notes, and the sources that need a DLC are marked.

Chart of the fastest ways to raise influence in Stellaris 4.5.3 for a normal organic empire, in three stages, with the gain a month unless it is one-off. Early game, years 1-20: 1. Build unarmed corvettes until Naval Coverage reaches 100%, for about +0.8 a month right away. 2. Declare 3 rivals, ideally distant or already hostile empires, for +1.5 a month. 3. Finish first contacts peacefully with the Proactive policy, for a one-off of at least 60 influence per empire. 4. Pick Authoritarian or Fanatic Authoritarian at empire creation, for +0.5 or +1 a month. 5. Put an Official with Deep Connections or a Commander with Intimidator on the council, for +0.5 to +1. 6. With Imperial authority, level up the Ruler for +0.25 Max Power Projection per level, which pays in full only at full Naval Coverage. Mid game: 7. Take Colonial Viceroys from Domination, for +0.5 a month. 8. Take Galactic Force Projection for +2 Max Power Projection, which also needs full Naval Coverage. 9. Join the Galactic Community before its first resolution, for 100 once and another 100 when the Galactic Market is founded. 10. Adopt Enmity for a 4th rival, then finish it for the Antagonistic stance and 6 rivals, for +0.5 and then +1.5 more. 11. Take Protectorates for +0.25 each and Ministry of Truth holdings, with the Overlord DLC, for about +0.3 each. Late game: 12. Enact Decree: Will to Power for +5 a month, at 75 unity a month or more, rising with your Empire Size. 13. Become Galactic Custodian for +5 or Galactic Emperor for +6, with the Nemesis DLC. 14. With Politics traditions, assign Officials to the Galactic Community for +0.1 per skill level each. 15. As Custodian, pass Introduce Galactic Standard for +1 a month, at -2% energy. Bottom strip: a Hive Mind gets +1 from Gestalt Consciousness, +1 from Autonomous Agents and +0.1 per level from the Legion Node. A Machine Intelligence has the same income as a Hive Mind, and cheap corvettes matter just as much. A MegaCorp uses the regular income sources, then Corporate Sovereign for +6 or the Galatron.
How to raise influence fast in Stellaris 4.5.3, stage by stage, with what each step adds to your influence.

Contents

Influence sources

Your monthly influence is a handful of flat bonuses plus one that depends on your fleet. Hover the influence income in the top bar, and the tooltip will break it down line by line, with Power Projection as its own entry.

SourceInfluence a monthHow to get it
Base income+3Every regular empire except the Nomadic Purger origin
Power ProjectionUp to +2, scaled by Naval CoverageNavy Size at half of Empire Size, unarmed ships count
Authoritarian / Fanatic Authoritarian+0.5 / +1Ethic at empire creation
Gestalt Consciousness+1Hive Mind or Machine Intelligence
Imperial Ruler+0.25 Max Power Projection per Ruler levelImperial authority, level up the Ruler
Rivals+0.5 each3 rivals, 4 with Enmity, 6 with Antagonistic stance
First contactsOne-off, 40-100 per empireFinish first contacts, 60-150 with the Proactive policy
Council traits (Deep Connections, Herald)+0.5 / +0.75 / +1, Herald +1Leader on the council (tier III, Herald: Galactic Paragons)
Colonial Viceroys+0.5Domination tradition
Autonomous Agents+1Technology, gestalt only
Protectorates+0.25 eachProtectorate subjects
Ministry of TruthAbout +0.3 per holdingHolding on a subject’s capital (Overlord)
Galactic Force Projection+2 Max Power ProjectionAscension perk (2 perks taken)
Galactic Community goalsOne-off 100 eachMember: first resolution, Galactic Market, some crisis goals
Officials in the Galactic Community+0.1 per skill level eachPolitics traditions and an assigned Official
Decree: Will to Power+5Ascension Theory, then 75 unity a month and up
Galactic Custodian / Galactic Emperor+5 / +6Custodian by election, or Galactic Emperor (Nemesis)
Max Power Projection bonuses pay in full only at 100% Naval Coverage. Factions and jobs give no influence to your own empire.

Your ethics matter as well. Authoritarian will give you +0.5 a month and Fanatic Authoritarian +1, while Hive Minds and Machine Intelligences get +1 from Gestalt Consciousness. No other ethic adds any influence income.

Power Projection

Power Projection is the influence your navy earns you simply by existing, and the game’s own databank lists it as one of the two ways to raise influence, next to rivals. It is worth up to +2 a month, and how much of that you will actually get depends on your Naval Coverage, a percentage that compares your Navy Size with your Empire Size.

Navy Size is the sum of your ships’ sizes: a corvette counts 5, a frigate 8, a destroyer 10, a cruiser 20 and a battleship 40. Empire Size is the number that grows with every system, colony, district and pop you own (a colony adds a lot more than a system).

Every empire also has a +100% Naval Coverage Bonus. This should mean that your coverage will hit 100% once your Navy Size is half of your Empire Size, and that is where Power Projection pays out its maximum. Below that point it shrinks in a straight line, and 50% coverage will give you +1. Going past 100% adds nothing.

At an Empire Size of 100, for example, you will want a Navy Size of 50, or 10 corvettes. Before you build, check the Naval Coverage line in the Power Projection tooltip, because it will show you the real ratio for your empire.

Mind that the in-game databank entry talks about Naval Capacity, which is misleading. Naval Capacity only decides how many ships you can run before their upkeep goes up, and filling it or going over it will do nothing for your influence. The formula and the tooltip both use Navy Size against Empire Size.

Ships without weapons count exactly as much as armed ones, and corvettes and frigates give you far more Navy Size per alloy than destroyers. A corvette’s hull section costs 40 alloys for 5 Navy Size, about 8 alloys per point, and a frigate’s costs 60 alloys for 8 once you can build frigates, while the two sections of a destroyer cost 240 alloys for 10 Navy Size, about 24 per point. Leave the weapon slots empty, check the final price in the ship designer and keep these ships out of fights, since they have no combat value.

You will start the game with three corvettes. That is a Navy Size of 15 against a starting Empire Size of about 50, or a bit over half coverage, and it will give you about +1 from Power Projection. Together with the base +3, a normal empire starts at about +4 a month on day 1, with 100 influence in the stockpile. Two more corvettes, even empty ones, will lift Power Projection to about +2 until your first new colony raises your Empire Size.

A few things raise the maximum above +2. The Galactic Force Projection ascension perk adds +2 along with 150 Naval Capacity, a Ruler under Imperial authority adds +0.25 per level, which is +1 at level 4, and Decree: A Grand Fleet adds +0.25. On your council, a Commander with Intimidator adds +0.5 or +0.75, and one with Military Overseer adds +2. Both traits need Galactic Paragons. All of these only raise the ceiling, though, and you will only collect every bit of it at 100% Naval Coverage.

Rivals

Every rival you declare will give you +0.5 influence a month. You can have three rivals at the start, four after adopting Enmity and six with the Antagonistic diplomatic stance that finishing Enmity unlocks, which adds up to +3 a month from rivals alone.

A rivalry will hurt your relations with that empire, so pick empires that are far away or already dislike you. If you go to war with a rival later, your claims on it will also cost 20% less. With Galactic Paragons, the Rightful Claims council agenda additionally raises the influence you get from rivals by 20% while it runs and by 50% with its finishing bonus.

First contacts

Finishing a first contact with another empire will pay a one-off of 10 months of your influence income, at least 40 and at most 100. With the Proactive first contact policy, that becomes 15 months, at least 60 and at most 150, and the policy also makes first contacts 10% faster.

If you meet anything that is not a regular empire, such as an enclave or space fauna, you will only get 6 months instead, at least 20 and at most 80 (30 to 120 with Proactive). A hostile first contact drops into that lower group as well, and xenophobe and homicidal empires cannot pick Proactive at all.

In the first years, that still means about 40 to 60 influence for every empire you meet without Proactive (at least 60 with it), which is more than half an outpost each time. Since the payout scales with your income, it will only reach the 100 cap once you make +10 a month.

Do factions still give influence?

No. Factions stopped producing influence in patch 3.3 ‘Libra’ on 23 February 2022, and they have produced unity ever since. Power Projection replaced them as an influence source in that same patch. Promoting or suppressing a faction does not cost any influence either.

Influential jobs

Influential Jobs is a job group in the game’s own terms, and despite the name, none of its jobs produce influence. It covers Elite jobs such as Politicians, Entertainers, Bio-Trophies, First Class Passengers and Maintenance Drones. The Charismatic species trait gives those jobs +20% workforce, and Repugnant takes 20% away.

No job produces influence for its own empire in 4.5. The only jobs that make any at all are the Overlord Propagandists of the Ministry of Truth, a holding you can build on a subject’s capital with the Overlord DLC. They send you 0.15 influence per 100 jobs, and with 200 jobs per holding that is about +0.3 a month once they are filled. Our vassals guide explains holdings and subject terms in more detail.

Officials are the closest thing to an influence job. Once you have adopted Politics traditions, every Official you assign to the Galactic Community will produce 0.1 influence per skill level, or +0.5 for a level 5 Official.

How to increase influence fast

The steps below follow a normal game for an organic empire, from the land grab to the late game. The first three are cheap, and together they can take a standard empire from about +4 a month to +6.5 within its first decade, before any ethic bonus.

Early game

These are the steps for roughly the first 20 years:

  • Build corvettes without weapons until your Naval Coverage reaches 100%. That is about +0.8 a month more, enough to bring Power Projection to +2, for two more corvettes at the starting Empire Size of about 50, or for 10 corvettes in total at Empire Size 100. They only cost a little alloy and energy upkeep, and they have no combat value.
  • Declare three rivals for +1.5 a month. Your relations with them will get worse, and you should pick empires that are far away or already hostile.
  • Finish your first contacts peacefully with the Proactive policy. That pays at least 60 influence per empire and up to 150 later on.
  • Pick Authoritarian for +0.5 or Fanatic Authoritarian for +1 when you create your empire.
  • Put an Official with Deep Connections or a Commander with Intimidator (Galactic Paragons) on your council for +0.5 to +1, depending on the traits your leaders roll.
  • Under Imperial authority, level up your Ruler for +0.25 maximum Power Projection per level. It needs full Naval Coverage to pay out.

Personally, I would build the corvettes first, because two empty hulls are a small price for most of a whole point of influence a month. Our beginner guide has the rest of the opening if this is one of your first games.

Mid game

From about year 20 to year 100, Domination’s Colonial Viceroys adds +0.5. Galactic Force Projection raises your maximum Power Projection by 2 and gives +150 Naval Capacity, but it will only cash in if your Navy Size stays at half of your Empire Size, which takes a lot more hulls by this point.

Join the Galactic Community before its first resolution passes. Every member gets 100 influence once when that first resolution passes and another 100 when the Galactic Market is founded, while joining after the community has formed costs 100.

Enmity gives you a fourth rival, and finishing it unlocks the Antagonistic stance with six, for +3 a month from rivals in total. If you have subjects, every Protectorate earns you +0.25 a month and every Ministry of Truth about +0.3 (Overlord).

Late game

Decree: Will to Power is the biggest single monthly source a normal empire can switch on, worth +5 a month with no time limit. It needs Ascension Theory and costs 75 unity up front plus 75 unity a month, and both costs go up as your Empire Size grows.

With Nemesis, the Galactic Custodian gets +5 a month and the Galactic Emperor +6, and as Custodian you can also pass Introduce Galactic Standard for another +1 at the price of -2% energy. Politics traditions also turn your Officials in the Galactic Community into a small source at +0.1 per skill level each.

How much influence is normal?

Expect about +4 a month on day 1, about +4.5 as an Authoritarian empire and about +5 as Fanatic Authoritarian or as a gestalt. Around year 10, a strong start can reach +7.5 with the base +3, Power Projection at +2, three rivals and Fanatic Authoritarian, before pact upkeep. A mid-game empire will usually sit at about +7.5 to +8 and can climb to about +12 with Galactic Force Projection, an Imperial Ruler and Authoritarian, while a late-game empire with Will to Power, a Custodian or Emperor title, Officials and up to six rivals lands somewhere around +15 to +25. Every pact you sign takes 0.25 to 1 off those numbers.

Spending influence

Most of your influence will go into new systems, first as outposts and later as claims. Pacts, the Galactic Community, megastructure sites and planet decisions take the rest.

ActionInfluenceHow it scales
Outpost75 next to your space+75 per extra jump, cap 1,000 per outpost
Claim50, x2 as attacker in a war+25 per jump, upgraded starbase or colony, cap 1,000
Branch Office (MegaCorp)75 next door+5 per jump since 4.5 (was +75), plus 1,000 Trade
Branch office buildings10 / 20 / 25 / 30Doubled on a planet owned by another MegaCorp
Defensive Pact1 a monthEach side pays
Other pacts (Research, Commercial, Non-Aggression)0.25 a month eachEach side pays, free when federation-granted
Guarantee Independence0.5 a monthOnly the guarantor pays
Federation membership1 a monthOnce per empire
Envoys (stance-only)0.25 a month eachIsolationist, Belligerent, Supremacist, Cooperative stances
Galactic Community: join, resolutionsJoin 100, resolutions 100 / 150 / 200 / 250 / 300By resolution tier, leave 100-500 (0.5 x Empire Size)
Habitat200No scaling
Ring World, Quantum Catapult, Synaptic Lathe sites300 eachStellar Cannon and Behemoth Egg too (+150 to hatch)
Gateway / Hyper Relay75 / 25No scaling
Orbital Ring50, upgrades 100 and 150Habitation Module 25 each, up to 4 on tier 3
Planet decisionsMastery of Nature 100, Arcology Project 200Per planet, Galactic Market Hub nomination 150
Move capital25010-year cooldown
Policies, edicts except Inner Focus, leaders, colony shipsNo influenceFaction promote/suppress too, policies lock for 10 years
Both sides pay a pact’s monthly upkeep, whoever proposed it. Outposts also cost 100 alloys, or 150 for a Machine Intelligence.

Outposts

You will pay 75 influence for an outpost in a system next to your space, and every extra hyperlane jump beyond that adds 75 more, up to 1,000 per outpost. It also costs 100 alloys (150 for a Machine Intelligence) and 1 energy a month in upkeep. The tooltip will show you the exact price before you build.

Skipping systems does not save influence. A system three jumps out costs as much as the three outposts on the way would, and all you save are alloys and build time. Do it when you are racing a neighbor for a chokepoint, and build the chain otherwise.

AI empires will also build outposts outside their own space, so make sure to fill the gaps inside your borders before they do. If a system that appeared in the middle of the game shows a higher price than its distance should give it, save and reload before you pay.

Claims

A claim marks an enemy system you want to take in a war. Each claim will cost you 50 influence, +25 if the system has an upgraded starbase, +25 if it is colonized and +25 per jump of distance, up to 1,000.

Claims you make as the attacker during a war are going to cost double, while claims against a rival cost 20% less. A colonized system with an upgraded starbase and two jumps of distance will cost you 150 in peace, 300 once your war has started and 120 against a rival. Make your claims before you declare. The war declaration itself costs no influence.

Claim only the capital, chokepoints and good planets, or vassalize the empire instead, which needs no claims at all.

Pacts

Both sides pay the monthly upkeep of a pact, whoever proposed it, and accepting an AI’s research agreement will cost you 0.25 a month as well. A Defensive Pact costs 1 a month and most other pacts 0.25, while a guarantee of independence costs 0.5 and is paid only by the empire that gives it.

Federation membership will cost you 1 a month, but the pacts your federation grants its members are free. As federation president, you can also get +1 Federation Influence Gain from Sanctity of Office at level 3 or 4 of some federation types.

Envoys only cost influence under some stances: 0.25 each for improving relations under Isolationist, Belligerent or Supremacist, or for harming relations under Isolationist or Cooperative. Closing your borders is free, except under the Mercantile stance (0.25 a month for each closed border, rivals excepted).

Several things are free of influence in 4.5. Changing a policy costs nothing, although the new setting is then locked for 10 years. Leaders and almost every edict cost unity, colony ships cost no influence, and regular starbase upgrades do not either.

Cost reductions

Traditions, ascension perks, ethics and civics can make outposts, claims and pacts a lot cheaper. Discounts on the same cost add together. With Reach for the Stars at -10% and Interstellar Dominion at -20%, you get -30%, and a 75-influence outpost will then cost you about 52.

SourceCutsValue
Reach for the Stars (Expansion Traditions)Outpost influence-10%
Interstellar DominionOutpost and claim influence-20% each
Xenophobe / Fanatic XenophobeOutpost influence-20% / -40%
Devouring Swarm (Hive Mind civic)Outpost influence-50%
Determined Exterminator (Machine Intelligence civic)Outpost influence-30%
Expansionist trait (council scientist, III: Paragon)Outpost influence and alloys-5% / -7.5% / -10%
Slingshot to the Stars (Overlord)Distance part of outpost influence-75%
Militarist / Fanatic MilitaristClaim influence-10% / -20%
Nationalistic Zeal civicClaim influence-15%
Belligerent / Supremacist stanceClaim influence-10% each
Interstellar Campaigns, Galactic Campaigns (techs)Claim influence-10% each
Claims against a rivalClaim influence-20%
Diplomacy Traditions (adopt)Pact and federation upkeep / one-off diplomatic costs-50% / -25%
Federation Code (tech)Pact and federation upkeep-25% (since 4.5)
Charmer (Official on the council, III: Paragon)Pact and federation upkeep-10% / -20% / -30%
Gravitas (Politics Traditions)Galactic Community resolution cost-25%
Universal Transactions (MegaCorp)Commercial, Wayline Pact upkeep / Branch Office CostFree / -15%
Isolationist stanceAll diplomatic upkeep+100% (increase)
Expansionist stanceOutpost alloys only-10%
Discounts on the same cost add together: Reach for the Stars plus Interstellar Dominion is -30%. The 1,000 cap should still apply after them.

The 1,000 cap is most likely applied after the discounts. Very distant or off-lane systems will still cost 1,000, however many discounts you stack.

For outposts, the biggest cuts come with ethics and civics. As a Xenophobe you take 20% off, or 40% as Fanatic Xenophobe, while gestalts have Devouring Swarm with -50% and Determined Exterminator with -30%. Reach for the Stars from the Expansion tree and Interstellar Dominion work for every empire except nomads, who get a Waystation discount instead.

The Expansionist diplomatic stance makes outposts 10% cheaper in alloys only (90 instead of 100), and their influence price stays exactly the same.

The Slingshot to the Stars origin (Overlord) cuts only the distance part of the price, but it cuts it by 75%. For an empire like that, skipping systems really is cheaper in influence. The same goes for the Stargazers hive civic (First Contact) with 20% off the distance part and for the Entangled Relay relic with 50% off.

Claims have their own list. Militarist takes 10% off and Fanatic Militarist 20%, Nationalistic Zeal 15%, the Belligerent and Supremacist stances 10% each, and the Interstellar Campaigns and Galactic Campaigns technologies another 10% each. Interstellar Dominion cuts claims by 20% as well.

For pacts, adopting Diplomacy halves the influence upkeep of every pact, guarantee and envoy and of your federation membership, and it cuts one-off diplomatic costs such as subject term changes by 25%. Federation Code takes another 25% off that upkeep since 4.5, and a Charmer on your council 10% to 30%, although the top tier of that trait needs Galactic Paragons. Diplomacy does not touch claims, outposts, Galactic Community resolutions or subject integration, though.

Running short on influence

Influence usually runs short for one of two reasons. Either your income is still close to the starting level, or monthly costs are eating it. Check the income tooltip first, and if the number is lower than you expected, the drains below are the place to look.

Monthly drains

  • Defensive Pacts cost 1 a month each.
  • Federation membership costs 1 a month.
  • A specialist subject conversion costs 3 a month while it runs.
  • Guarantees of independence cost 0.5 a month each.
  • Non-aggression pacts, migration treaties, research agreements, commercial pacts and wayline pacts cost 0.25 each, and both sides pay.
  • Envoys improving relations under the Isolationist, Belligerent or Supremacist stance, or harming relations under Isolationist or Cooperative, cost 0.25 each. Switch the stance or recall them.
  • Closed borders under the Mercantile stance cost 0.25 each.
  • Pre-FTL enlightenment and pre-FTL trade cost 0.1 each. Rarer extras are the Inner Focus edict of Sovereign Guardianship empires at 3 a month and the Overdrive approach of Commodities Consolidation, a Machine Age situation, at 1 a month.

Once the list is short, the Diplomacy tradition, Federation Code and a Charmer on your council will cut what is left of the pact, envoy and federation upkeep.

Negative influence

Monthly upkeep can drag your influence below zero. While it is negative, every pop in your empire gets -20% happiness from the Influence Shortage modifier. Influence has no default or deficit situation the way energy does, but the happiness hit alone is reason enough to cancel a pact or two.

What to spend on first

In years 1 to 20, outposts come first, at 75 each next to your space. Push toward chokepoints and habitable systems, fill the gaps the AI can reach and sign only the pacts you need, because each one bills both sides every month. Only skip ahead to win a race for a chokepoint, since it costs the same influence and simply saves alloys and time.

Once you run out of free space, claims are next. Make them before you declare war, when they cost half of what they will during the war, and claim only what you really want to keep.

In the mid game, the Galactic Community starts to compete for your influence, at 100 to join late and 100 to 300 per resolution, along with Habitats at 200, Gateways at 75, Hyper Relays at 25, Mastery of Nature at 100 per planet and the Arcology Project at 200. MegaCorps should put Branch Offices first, at 75 plus 5 per jump, and then their buildings, which cost 10 to 30 and double on another MegaCorp’s planet.

In the late game, Orbital Rings take over at 300 for a fully upgraded ring plus 25 per Habitation Module, together with Ring World sites at 300, subject term changes and integration, and espionage at 20 to 320.

The 1,000 influence cap

Influence stops at 1,000, and nothing in the game raises that cap, no tradition, perk or technology. Any income past it is wasted, and the game will even warn you with an alert once your stockpile is full. A one-off reward from an event should not push you past 1,000 either.

The answer is to spend before you get there. Good uses for spare influence, roughly in this order:

  • Claims on the neighbor you plan to fight next. A click on the influence icon in the top bar opens the claims view.
  • Any system that is still open, including far chokepoints. Off-lane systems cost 1,000 flat.
  • The Galactic Community, either to join or to propose the resolutions you want.
  • Habitats, Ring World sites, Gateways, Hyper Relays and Orbital Rings.
  • Planet decisions such as Mastery of Nature, the Arcology Project, Restore Ecumenopolis for 200 and a Galactic Market Hub nomination for 150.
  • Better terms for your subjects, at 50 plus 5 per point of loyalty change, or their integration.
  • Espionage operations and, for MegaCorps, more Branch Offices and their buildings.

Empire types

Hive Minds

As a Hive Mind, you get the same +3 base as every other empire, +1 from Gestalt Consciousness from day 1, and later +1 from the Autonomous Agents technology, which only gestalts can research. That is where the “+5 base” you may have read about comes from: 3 + 1 + 1 once the tech is in. The Legion Node councilor adds another +0.1 per councilor level.

Power Projection, rivals and first contacts work exactly the same, while Authoritarian and factions are out of the picture. For outposts, Devouring Swarm takes 50% off the influence price, and the Stargazers civic (First Contact) takes 20% off the distance part.

Machine Intelligence

As a Machine Intelligence, you get the same influence income as a Hive Mind: +3 base, +1 from Gestalt Consciousness, +1 from Autonomous Agents and the Legion Node. Cheap corvettes for Power Projection matter just as much here. Your outposts cost 150 alloys instead of 100, but the influence price is the same as for everyone else, and as a Determined Exterminator you get 30% off it.

MegaCorps

As a MegaCorp, you earn influence from the same sources as a regular empire, the Galatron included. Nothing corporate-only adds to it, and as Galactic Emperor your Corporate Sovereign civic gives the same +6 as the regular version. The difference is on the spending side. Since 4.5, a Branch Office costs 75 influence next door plus 5 per jump, along with 1,000 Trade, and its buildings cost 10 to 30 influence each, doubled on a planet owned by another MegaCorp.

Universal Transactions (MegaCorp) gives +1 official capacity, makes Branch Offices 15% cheaper and removes the influence upkeep of your Commercial Pacts, and of Wayline Pacts with Nomads. I would say Branch Offices are going to be your main influence sink once the land grab is over.

Outdated advice

Influence has changed a lot over the years, and quite a bit of the advice you will still find online was written for 3.x or older. These points no longer hold in 4.5.3:

  • Keeping factions happy will not raise your influence, because factions have given unity since 3.3.
  • Politicians and other jobs do not produce influence for your own empire.
  • The Expansionist stance no longer lowers the influence price of outposts, only their alloy price.
  • Destroyers are no better value for Power Projection than corvettes. Corvettes give you about three times the Navy Size per alloy of hull.
  • Changing a policy costs no influence. It only locks the new setting for 10 years.
  • You cannot raise the influence cap above 1,000.
  • Hive Minds do not start with +5 base. They start with +3 plus +1 from Gestalt Consciousness.
  • Skipping systems does not cost extra influence.

A handful of patches changed influence along the way:

  • 3.3 ‘Libra’ moved factions from influence to unity, added Power Projection and gave Imperial authority more influence from it.
  • 4.3 ‘Cetus’ cut the Genesis Guides colonization reward from 500 unity and 25 influence to 250 unity and 5 influence.
  • 4.4 ‘Pegasus’ capped the influence price of a Branch Office at 1,000, back when it cost 75 plus 75 per jump, and fixed the Expansion Regulated tithe that a subject pays per outpost, which could push an outpost past the 1,000 cap.
  • 4.5 ‘Cygnus’ cut the Branch Office distance cost from 75 to 5 per jump, and the Federation Code technology now takes 25% off diplomacy upkeep.

The 4.6 update

The Willpower DLC and the free 4.6 update come out on 23 November 2026, and the Willpower dev diaries announce three changes for influence. Adopting an Ideology will cost a monthly influence upkeep, reformulating its Tenets will cost influence and time, and Ideological Reach will lower the influence cost of claims and starbases outside your borders.

As of 11 November 2026, the patch notes for the free part of 4.6 were not out, and none of these features can be checked in the files. This guide will be updated once 4.6 is live.

Influence questions

Which events give influence?

A few one-off rewards are good to have in mind. Winning a war with the Humiliation war goal gives you 100 influence, while the loser is Humiliated for 10 years and loses 33% of its influence income. Finding the First League homeworld pays 24 months of your influence income once, at least 150 and at most 300, and killing the Ether Drake gives you 300.

The Artisan Troupe enclave’s Patron Newsletter event lets you donate 500 energy for 50 influence, one of the few ways to turn energy into influence at all. Its Broken Artistry event has 50 influence as one of its rewards. Uplifting a pre-sapient species also pays a one-off influence bonus when the uplift is done.

Is Genesis Guides good for influence?

Only a little bit. Since 4.3, the civic gives 250 unity and 5 influence each time one of its pre-sapient events fires, multiplied by the number of pre-sapient worlds you have already guided, up to 10 times. That tops out at 50 influence per event, a nice extra for a terraforming or uplift build and nowhere near an influence engine. It needs The Machine Age, and our civics tier list has it at B tier for exactly those builds.

Does colonizing cost influence?

No. Colony ships cost no influence, because you can only colonize planets inside your own borders, and you have already paid for that system with its outpost.

Does the Diplomacy tradition give influence?

Not as income. Diplomacy adds no monthly influence, and its value lies in cheaper pacts and diplomatic actions: it halves the upkeep of your agreements and takes 25% off one-off diplomatic costs. That makes it worth a look for an empire that wants many pacts or a federation, and a lot less useful for one that plans to sign only a few.

Conclusion

Influence is probably one of the slowest resources in Stellaris 4.5, and most of what raises it is decided early: your ethics, your rivals and a few cheap corvettes for Power Projection. For more of it in the first decade, two empty corvettes, three rivals and the Proactive policy will do the most for the least. After that, keep your pacts in check, spend before you hit 1,000 and switch on Will to Power once Ascension Theory is in.

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