Difference between revisions of "Regional Influence"
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==How it works== | ==How it works== | ||
− | While this is not required for founders, Delegates may only do certain actions if they have enough influence. Even though changing the [[World Factbook entry]] is free, [[banlist|ejection]] and password protection are not. The cost of ejecting a nation depends on its influence, and it is more costly to ban | + | While this is not required for founders, Delegates may only do certain actions if they have enough influence. Even though changing the [[World Factbook entry]] is free, [[banlist|ejection]] and password protection are not. The cost of ejecting a nation depends on its influence, and it is more costly to ban the nation. In order to password a region but with the password displayed to residents, the Delegate must have a minimum rank of Auxiliary. |
− | + | Aditionally, Regions have a "Regional Power" label. This simply reflects how much Influence that region's residents have in total, compared to other regions. | |
== Getting influence == | == Getting influence == | ||
− | Your influence in a region is increased every day you are in that region. It | + | Your influence in a region is increased every day you are in that region. It is increased faster the more endorsements you have. |
Revision as of 11:52, 15 July 2007
Regional Influence is a gameplay feature created in 2006 to stop griefing. 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.
Contents
How it works
While this is not required for founders, Delegates may only do certain actions if they have enough influence. Even though changing the World Factbook entry is free, ejection and password protection are not. The cost of ejecting a nation depends on its influence, and it is more costly to ban the nation. In order to password a region but with the password displayed to residents, the Delegate must have a minimum rank of Auxiliary.
Aditionally, Regions have a "Regional Power" label. This simply reflects how much Influence that region's residents have in total, compared to other regions.
Getting influence
Your influence in a region is increased every day you are in that region. It is increased faster the more endorsements you have.
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
The rankings, from highest to lowest, are as follows:
- Hermit
- Hegemony
- Dominator
- Superpower
- Power
- Powerbroker
- Eminence Grise
- Enforcer
- Dealmaker
- Instigator
- Contender
- Negotiator
- Auxiliary
- Ambassador
- Diplomat
- Envoy
- Duckspeaker
- Handshaker
- Truckler
- Vassal
- Minnow