Difference between revisions of "Regional Influence"
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#. Hermit | #. Hermit |
Revision as of 17:35, 19 June 2006
Regional Influence is a gameplay feature created in 2006 to stop greifing. It depends on how long a nation has been in its region, and how many endorsments it has if it is in the UN. It affects what a delegate can or cannot do.
How it works
While this is not required for founders, Delegates may only do certain actions if they have enough influence. Even though changeing the world factbook is free, ejection and password protection are not. The cost of ejecting a nation depends onits influence, and it costs more if the you choose to ban the nation
Examples
- Nation A has been a resident of her region for two months, then becomes Delegate. She is likely to have a large pool of Influence to spend.
- Nation B is the Delegate of a region that is suddenly invaded. As the invaders have no Influence, B can easily afford to eject all of them.
- Nation C is part of an invasion force that crashes into a region. The invaders all endorse C and he becomes Delegate. C will have no or very little Influence, and be unable to immediately eject any native residents. (However, he will be gaining Influence faster than anyone else in the region, as he now has the most endorsements.)
- Nation D is a long-time regional resident. She leaves the region for a few days, then returns. D will have slightly less Influence in this region than when she departed. (She will also have accumulated a small amount of Influence in the region she temporarily visited.
list of Influence Rankings
Here are the rankings listed from highest to lowest:
- . Hermit
- . Hegemony
- . Dominator
- . Superpower
- . Power
- . Powerbroker
- . Eminence Grise
- . Enforcer
- . Dealmaker
- . Instigator
- . Contender
- . Negotiator
- . Auxiliary
- . Ambassador
- . Diplomat
- . Envoy
- . Duckspeaker
- . Handshaker
- . Truckler
- . Vassal
- . Minnow