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Influence

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Mr. Horse 07/20/20
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The Influence Score System!

Hey Guys! I bet ya'll are all wondering, 'How can I expand my empire?' And Im here to tell you how! With system, war is no longer 'Annilate everything and become op'. Now were adding a new resource to the mix that may just be more valueable then gems or gold!

Influence

Influence are a new resource that stays mostly constant with any empire. No matter how big or small you are, these points will not be unrare or something you can trade off. These points are not like normal resourves, and cannot be traded for other things. These points are used in declaration of war, and ive expansion.

Each empire will start with a income of +6 Region points, with no starting base amount at the beginning of a empire. Each Region you own will decrease the amount of influence you make by 1. This includes your starting regions

ive Expansion Systems

ive City Expansion.

This is the very basic form of expansion, allowing you to build more cities on regions you already own on applicable regions. This costs resources however, and influence to do. But is a relitively cheaper option then always going for newer regions.

1st City: 5 Influence Cost, 1000 BM, 1000C,

2nd City: 10 Influence Cost, 2000BM, 2000C

3rd City: 15 Influence Cost, 3000BM, 3000C

4th City: 20 Influence Cost, 4000 BM, 4000C

5th City: 25 Influence Cost 5000BM, 5000C

6th City: ectra

Peaceful Region Expansion: This is the nice Way to expand to new regions, with a peaceful resolution to how you gained the local tribes favor. You gain the region, with cities intact, but your region score income goes to 0 for 3 weeks, and such a Expansion Costs 50 Influence.

Vassalization: This is a way to give the new region semi automy, making them a state in your empire. You gain 25% In the regions income, and they become a sub faction. Another player may take control of the vassal, and there region point income drops to zero unless the player decides to revolt. But your faction does not loose influence, or have to build the infrastucture. This costs 30 Influence.

War Like Expansion: War like expansion is where you fought the enemy, and won. The cities are decimated, and you loose half your region score income until all the cities are built. Each of The cities cost x2 there out put. This costs 30 Influence

Cleansing Expansion: You cleansed the populations, killing all within the region. You do not gain the region, but gain a straight amount of resources you pillaged. This cost 30 Influence, but grants you a straight 25k in All resources except gems.

Liberation Expansion: You chamged the regions culture or goverment more like your own. You gain +1 Influence Income, but get no resources from the liberated region. Liberated regions give this bonus until there taken over by ether other factions, if other goverments play this, or if a new player takes control of the region. This Costs 50 Influence.

War Declarations

War Has Changed. No longer is it instant win...or instantly getting bigger. You must now set demands for your wars. What do you want as a nation? Its now more realistic representation of war. Here is a list of demands to choose from. You may pick multiple demands. Just note, if you loose, the demands you choose becomes your enemies at no cost to them.

Humilate: The nation you fight must be humilated! The nation of choice looses all sitting Region score, and is given to the victor, with region score income dropping to 0 for 2 weeks. This cost 20 Influence Cost

Vassalize: The defeated nation becomes a vassal, and must participate in wars the victor nation chooses. He must give up 25% of all his income to the victor, and his region score income drops to 0 for 2 weeks. After the 2 week period, he may attempt rebellion. This cost 30 Influence Cost

Tributary: The Defeated nation must give up 15% of his resources for up to 5 Weeks. Other then this, he is automonus. This cost 5 Influence Cost

Cede Region: The defeated nation must give up the region of the victors choosing. This cost 20 Influence Cost.

Cleanse: The defeated nation must cleanse a region of its populace. This gives the victor +1 Region Score Income for 5 weeks. This cost 40 Influence Cost

Cede All Technology: All technology must be shared. 40 Influence Cost

Military Servitude: The Defeated faction must protect the victors and aid in all wars for 5 weeks. 5 Influence Cost

Cede Technology: 1 technology must be ceded to the victor. 10 Influence Cost

Market Share: 15% of gold income must be shared with the victor for 3 weeks. 5 Influence Cost

Industry Share: 15% of Building Material income must be shared with the victor for 3 weeks. 5 Influence Cost

Magic Share: 15% of Gem income must be shared with the victor for 3 weeks. 10 Influence Cost

Ration Share: 15% of Ration income must be shared with the victor for 3 weeks. 5 Influence Cost

Market Control: 35% of gold income must be shared with the victor for 3 weeks. 10 Influence Cost

Industry Control: 35% of Building Material income must be shared with the victor for 3 weeks. 10 Influence Cost

Magic Control: 35% of Gem income must be shared with the victor for 3 weeks. 20 Influence Cost

Ration Control: 35% of Ration income must be shared with the victor for 3 weeks. 10 Influence Cost

Market takeover: 50% of gold income must be shared with the victor for 3 weeks. 20 Influence Cost

Industry takeover: 50% of Building Material income must be shared with the victor for 3 weeks. 20 Influence Cost

Magic takeover: 50% of Gem income must be shared with the victor for 3 weeks. 30 Influence Cost

Ration takeover: 50% of Ration income must be shared with the victor for 3 weeks. 20 Influence Cost

Liberate: The defeated nation must change its ethics, goverment or culture to the victors taste. Victor receives no resources but +1 Region score income for 3 weeks. 40 Influence Cost

Market Plunder: Gold Storage is given to victor. 5 Influence Cost

Industry Plunder: Building Material Storage is given to victor. 5 Influence Cost

Magic Plunder: Gem storage given to the victor. 5 Influence Cost

Ration Plunder: Ration Storage Given to the Victor. 5 Influence Cost

Increasing your Influence Income.

Of course there is a way to increase ones Influence income. This can be done by replacing a city that produces resources, with a printing press. You can do this once per region with each printing press increasing your influence income by 2. These Printing presses cost around 2000 BMs, 2000C and 5 Influence. Printing presses may alls be known as as Grand Manors, or Great Huts for more medival and tribal factions.

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