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Founded in March of 2007, A World Power was once one of the largest regions in Nationstates, and is currently re-building to its former glory! We as a region hold no specific political ideology, but nations organise themselves into Great Houses of likeminded individuals. The leaders of the three largest Houses form a Triumvirate which is responsible for leading the region. We believe in open elections for all citizens of our region and operate a one of the major defender forces in the game, which protects regions across Nationstates from invasion.

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Influence Guide; NSPF Document
Topic Started: 7 Oct 2008, 12:58 (99 Views)
ROMENOCH
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GLOBAL INFLUENCE GUIDE

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 UN has no effect unless the nation gains endorsements, and the influence of the nations endorsing has no effect either.

At each UN 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 UN 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 UN 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 UN update it has no power. If the region was created since the last UN update all its member have ranking 'Hermit' until the next UN update.


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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 UN 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.

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.)

Other Changes

* Regions now have a "Regional Power" label. This reflects how much Influence that region's residents have in total, compared to other regions.
* Delegates and Founders can use Region Control to password-protect their region, and have that password automatically displayed on the region page to all residents. (It remains hidden from outsiders.) It costs less Influence to apply a password that is visible to residents than to apply one that will remain hidden.

Obsoleted Rules

As mentioned above, "Invasion Griefing" rules have been abolished. The forum rules sticky has been updated to reflect this, with the following old rules removed:

* Deleted: A distinction was drawn between "invaders" and "natives," and different rules applied to each.
* Deleted: "Invader Delegates" were prohibited from ejecting more than a certain number (usually 10%) of residents, and required to unban them immediately afterward.
* Deleted: If an "invader Delegate" password-protected the region, she was required to distribute that password to residents via telegram.
* Deleted: Delegates were prohibited from ejecting residents in order to re-Found a region.

These rules no longer apply.

Notes

* The "Regional Influence" label reflects how much Influence a nation has compared to others in its region only. A nation with few endorsements and a short residency in a small region may have a higher Regional Influence rank than one with many endorsements and a long residence in a large region.
* Influence cannot be transferred between regions. When a nation enters a new region for the first time, his Regional Influence there is zero.
* While Founders earn Influence like any other nation, they do not spend it. Thus they can continue to do whatever they like in their own regions—eject, ban, password-protect, and deny Delegate access to Region Control—as much as they please.
* All nations accumulate Influence, whether they are UN members or not.
* Nations have been invisibly accumulating Influence since the start of March 2006. Since we can't tell how long nations were resident in their region, or how many endorsements they had, before then, the amount of Influence nations have now is not affected by what they did prior to that date.
* The Region Control page, accessible by regional Delegates and Founders, will provide a useful estimate of the cost in Influence of performing any action. Thus, Delegates can get a rough idea of how much Influence they must spend to eject, ban, or password-protect.
* Delegates (and Founders, for that matter) are permitted to eject residents for any reason. That is, they can be good or evil, and moderators don't care which. If your regional Delegate is abusing his power, it's up to you to get her unelected. (Or, failing that, you could change regions.)
* The Influence system is the result of collaboration between admin, moderators, and players. A great many people contributed their time and ideas to the project, making this change a truly community-driven one. Thank you everyone!
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Nil Nici Clavis Deest
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greekamerican
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we have this already on the info center
Goneish%mh%-6190%mh%
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Neasmyrna
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yeah :P

Either you copied it from us or you copied it from the people I copied it from :P
The bestest guy you ever new about!!!

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The founder of 00000 A World Power! %mh%-91436%mh%
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ROMENOCH
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OR, I made it myself, and everyone else copied it from me... this would nto be the firs time people have challenged me to the origins of a document. Care to challenge?
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Neasmyrna
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I got it from swarmlandia :P

on the TGF forum :P

I'm not saying it's mine by any means :P
The bestest guy you ever new about!!!

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Numero Capitan
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Neasmyrna
Oct 10 2008, 06:36 PM
I got it from swarmlandia :P

on the TGF forum :P

I'm not saying it's mine by any means :P

Guess who helped restructure TGF on that forum when it was created...

*points*
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Hadisthe
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That's the most beautiful illustration of this concept ever.
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Neasmyrna
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i only steal the best :D
The bestest guy you ever new about!!!

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