
Originally Posted by
Tsarsies
You obviously thought this system out very well, so if any of my ideas have crossed your mind then ignore them, (unless they spark a different interest ofcourse :)
1. Major battle victory, winning a battle where you were outnumbered. or just base the points on the victory/defeat type. clear victory, draw, crushing defeat etc...
2. Not gaining ANY points for using the 'auto-resolve' button. or losing points for using that button.
3. I presume your faction leader would (should) have an effect on gaining/losing influence points. therefore the death of your faction leader could be a good thing or a bad thing. a faction leader who was poor in gaining such points could be seen as good that he finally died because now his heir can reforge the name of the empire...
4. A trait that could be gained (either through gameplay or inherited) that effects the influence gained from such actions. good or bad.
5. Building certain buildings. im sure this crossed your mind already. i was thinking more along the lines of building the last building in the queue (grand cathedral or what have you), gaining a new technological standard.
6. I presume this system would not be biased towards any single type of strategy. meaning if i wanted to be a tyrant leader i could still gain points via exterminating populace as to looting and such. or by assination. i personally love using my assassins to thin the family tree of my rivals, especially after i marry off my princess into there ranks. So i hope this influece system allows for both evil strategies and chivalrous strategies.
As for the Spending of influence points, although not exactly historically possible, gameplay wise im sure the following would be cool. as for the cost of the following, some would have to be rather high. Ofourse, i realise not all these may be possible due to hard coded limitations.
1. gain a level for a character (assasins/spies subtefurge, priests piety, generals piety/loyalty, merchants trade skill etc)
2. Hurry the building queue/training queue
3. Show an area of map
4. Immobolise a rivals character/army for 1 turn.
5. Refresh the movement points for a character/army.
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