Negative Influence - Revisited

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TL;DR: Many policies and actions impact players with negative influence rather than positive influence. This alongside influence gaining 'nerfs' has created an imbalance.

Examples of negative influence contributors:
1. Policies: negative 1 influence per day.
1A) Trial by jury
1B) Lawspeakers
1C) Sacred Majesty
2. Raiding villages/castles of neutral factions: Between negative 200-400 influence one time deduction.
3. Passing policies with double costs: Rates vary

Examples that increase influence:
1. Being attached to an army: Rates vary, usually low.
1A) Giving food to an attached starving army: 0.8-2 influence per tick.
2. Policies mentioned above: (Almost impossible to attain early/mid game; especially as a vassal).
3. Donating troops: Nerfed hard recently; rates vary.

The problem with influence currently is that influence feels like student debt. You can not go bankrupt and make it go away. You need to repay influence no matter what, unless you leave the kingdom you're currently attached to and burn the bridges. Furthermore, negative influence prevents you from creating armies. Influence should not go lower than 0. Especially when gaining influence is stacked against the player early/mid game.

Thoughts?
 
I raided villages of "at war" factions, and fought enemy mercenary bands (usually low troop numbers) till my influence returned to 0
 
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