BIGGER Kentucky James XXL 说:
The difference between influence and renown is that you can't "spend" renown. The very fact that you can "expend" influence means that the game isn't going to treat them like an actual milestone of progress, because even the king could spend all his influence in one go theoretically. They'll also have to cap influence somehow using another system, probably something renown, to prevent a literal nobody from having more bargaining power than the king himself.
The reason people call it mana is because it is a nebulous currency that you spend on actions. I have a lot of fundamental problems with any such mechanic but this isn't an EU4 rant so I'll leave it there.
The biggest problem I have isn't that it's not going to work as a mechanic, but that it forces me to think outside the logic of the game while playing, which I want to avoid in an RPG. Renown is something I can make sense of as a player because i only lose renown by losing battles, and only gain it by doing things worthy of renown. It goes up or down quite slowly. Same wuith honour or right to rule. The difference with influence is that, since you can spend it, the value will go up and down constantly and doesn't represent anything meaningful in the game's world. It's like a weird, self contained minigame completely divorced from the rest of the mechanics.
They had influence in the last few total war games and it amounts to little more than an action cooldown. I really dislike it in that. EU4 also has lots of systems which resemble this and they're just as nonsensical in the game's logic.
The difference between Renown and Influence is also that they perform different functions. Renown is a score based on how famous your clan is becoming across the entire gameworld and allows you to physically expand its military and trading capacities. Influence is tied specifically to your ability to affect the politics of the faction to which you belong (if you aren't aligned to a Faction, Influence doesn't come into play at all). For a start, I think it's definitely sensible to separate the two. But I also don't see a problem with Influence operating as an active currency rather than as a passive score - you may have to suspend your disbelief when using it, but in principle I don't really think you have to suspend it any less for your Renown score or your Honour or Relations scores.
If you need a real-world equivalent to rationalise it, I think the best way of looking at Influence is that it represents "Political Capital". That's an abstract concept anyway and a difficult thing to nail down in real terms, but in the game it's certainly necessary to represent it in a concrete form so that you can make use of it. From what I understand, it's the extent to which you are taken seriously by your peers in the Faction, and the extent to which you can lead or shape events - ie. to control what the Faction does in practice. (This is why I think it may well have replaced "Right to Rule", which I have not seen mention of anywhere in a devblog or screenshot). Apparently, "there will certainly be times when some powerful lords will have more influence and money than their liege", and I guess that's how regime change comes about (which wasn't even a thing in Warband).
According to the blogs, you gain Influence points from doing things that directly benefit the Faction (fulfilling your end of the 'feudal contract'), and you then spend them on furthering your own interests within the Faction, such as proposing law changes, trying to wrest Fiefs from other Lords, expelling rival clans from the faction or leading armies on campaign. In that sense, I think the 'spending mana' aspect of them is probably necessary, or else there'd be no limit to how often you could do those things once you got up to a certain level. It may well be like an "action cooldown" timer if you want to put it like that, but I don't honestly see why that's a bad thing. Anyway, if the army you're leading succeeds, you'll get the spent points back with interest so it's more like gambling on future outcomes (or staking your reputation on a course of action) than buying actual 'things' with it, as if it were a cash currency.
If you're a 'nobody', you have to just follow the orders of your King and the other Lords, while if you are very 'Influential', you can take a more leading role. So having Influence spent and earned more quickly is probably intended to allow the in-game Politics to be more dynamic and fast-moving than if it was a more gradual "milestone of progress" like Renown is. It also enables more immediate risk/reward decision-making and allows the Lords to actively jostle for position within the Faction.
At the risk of sounding even more like I'm writing a marketing spiel on behalf of Taleworlds (which I wasn't intending!), I actually think it looks like a really promising system. Warband was pretty much devoid of internal Kingdom politics, so I think Bannerlord demands new methods of representing it.