Announcement Nation Influence Rework

IndeanaJones

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These influence changes and updates are something that has been in the works for a while now and with the content update in effect, it is ready to go live. A majority of this update involves tweaking the costs of things in the nation store whereas the second part is the addition of roleplay scenarios. These scenarios that can be seen below will be hosted periodically by the Event Team to allow nations to gain influence through roleplay efforts. Event Bandit Camps is something that will be particularly trialed to see how it goes and watched closely to determine its success or failure before any new scenarios are added or changed.

INFLUENCE GAIN
Tier 1: +5 Influence/week
Tier 2: +10 Influence/week
Tier 3: +15 Influence/week
Tier 4: +20 Influence/week
Tier 5: +25 Influence/week


PACTS
Non Aggression [-1 Influence Initial Cost | 0 Influence/week]
Travel Pact [Free | -1 Influence/week]
Alliance Pact [-6 Influence Initial Cost | -3 Influence/week]


RP SCENARIOS
Event Factions
Interactions with event factions around Enarion can yield a nation a certain amount of influence depending on the success and depth of the interaction. This can range from successfully helping the faction reach its goal or perhaps making an imperative action against or for them. Whether or not an interaction awards influence will depend on the overseeing ET and Administration team who will decide based on reviewing the roleplay.

Event Bandit Camps
Not solely limited to bandits however the concept is that periodically there will be encampments of bandits or other threats that take over roads near nations or nearby ruins. A nation would have to discover the encampment in-character and if they were able to successfully deal with the equipment they would award them influence. However if a nation were to be unsuccessful in their attempt then the encampment would grow and become more difficult. Events of this nature will be story-centric and not solely hack-and-slash type of events to allow for diplomacy and other interesting roleplay to occur.

World Events
Nation participation in world-events that are hosted will also yield an opportunity to earn influence.

NATION STORE
Raid Tokens: 10 Influence
Ender Chest: 20 Influence
Stablemaster: 20 Influence
Aviary: 10 Influence
Nation LC: 10 Gold
Farm 1: 40 Influence (Tier 2)
Fort 1: 50 Influence | 4 Influence/week (Tier 3)
Farm 2: 50 Influence ( Tier 2)
Fort 2: 50 Influence | 4 Influence/week (Tier 5)
Fruit Nodes (Apple, Grape, Honey, Strawberry, Orange): 25 Influence


STARTING NATION PERKS
When a new nation is created they will receive a wagonmaster, stablemaster and enderchest free of cost in order to help with players roleplaying in their nation. Additionally, new nations will receive 1 week of limited creative free of cost.
 

Cola4Ace

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how much is nation upkeep
in gold i mean
 

Kotuhi

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I had a whole two paragraphs written up about why Ender Chest and Stablemaster should be free for new nations... only then did I read the final paragraph..

Very pog! May seem like a small thing, but it's really not. The rest of it's cool too I guess.. free E-Chest, Sablemaster, and Wagonmaster kinda overshadow the rest though.
 

Cola4Ace

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What do you mean? Like to buy a nation or keep a nation? It doesn't cost to keep a nation active and alive
heard they were implementing a money based system just thought id ask
 

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