| Influence | |
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| Tweet Topic Started: Jul 18 2010, 10:54 PM (76 Views) | |
| Tiberius Flavius Sulla | Jul 18 2010, 10:54 PM Post #1 |
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HOW INFLUENCE WORKS When a nation moves to a region, it has no influence within that region. Nations accrue influence in a region by remaining in the region, and by receiving endorsements from the region's members. Being a member of the WA has no effect unless the nation gains endorsements, and the influence of the nations endorsing has no effect either. At each WA update the each nation's influence is increased by a constant factor (to represent its remaining in the region) and a factor proportionate to the number of WA endorsements it has. The precise equivalence between these two factors (for example, whether having n endorsements is equivalent to remaining in a region for n days) is unclear. The regional power is equal to the sum of the national influence of all its members (updated each WA update), and is displayed as a ranking on a scale ranging from 'Backwater' to 'Extremely High'. The national influence ranking (ranging from 'Minnow' to 'Hermit') is determined by the ratio of national influence to total regional influence and the previous UN update. If the nation joined the region since the last WA update it has no power. If the region was created since the last WA update all its member have ranking 'Hermit' until the next WA update. ![]() *Courtesy of Romenoch* Introduction As of version 1.9, all nations have "Regional Influence," which is a measure of how important a nation is considered in its current region. Influence is determined by two factors: how much time the nation has spent in this region, and how many UN endorsements it has had over that time. Effect on Gameplay Although being boast-worthy in its own right, Influence serves an important gameplay purpose. The ability of WA Delegates to eject and ban nations from their region, and to password-protect it, is limited by their Influence. That is, the longer a Delegate has been a resident of the region, and the more endorsements he has held over that time, the more able he is to eject, ban, and password-protect. Delegates consume some of their Influence to exercise their power, so the more often he ejects, bans, and password-protects, the more difficult it is for him to wield those powers in the future. In relation to ejecting and banning, the exact amount of Influence consumed depends on the target's Influence. A newcomer to a region may be ejected for very little cost, while ejecting a well-supported, long-time resident is very expensive. Invasion Rules With the introduction of Regional Influence, our rules governing "Invasion Griefing" are abolished. That means we no longer have complicated rules dictating, for example, how many residents a Delegate can eject before the moderators consider it illegal "griefing." Delegates need not worry about whether they are allowed to eject, ban, or password-protect—instead, if the game lets you do them, they're legal. This removes a major source of angst and uncertainty for players and moderators alike. In the past, some players didn't even know there were rules about ejecting nations until after they'd broken them. Even experienced players (and moderators!) sometimes found it difficult to separate genuine invasions from region griefing. We're very glad to be able to put this situation behind us. |
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