VILLAGE INFLUENCE - Lusternia Online Help


Just as one person can influence individuals (see INFLUENCE), so too can 
cities and communes influence villages. In Lusternia, military conquest 
is of little value in a universe with vast magical currents. However, 
conquering the minds and hearts of others reaps huge benefits to the 
nexuses of power. In other words, influencing an entire village is 
converting the denizens of that village to the cause, way of thinking and 
spiritual inclinations of a nexus of power. Every Lusternian month, the 
power in the nexus will grow based on the number of denizens in that 
village (however, if denizens are killed during that month, the amount of 
power received will be reduced). Further, the village will tithe a 
percentage of their commodity production directly to the city or commune 
they have chosen to follow. 

For purposes of prestige, the city or commune with the highest cultural rating 
(called the "Cultural Center") is weighted politically as though it has 
another village influenced.

For a list of villages that can be influenced and whether they are under 
a city or commune's sphere of control, enter the command POLITICS. If a 
village is not under a sphere of control, it is considered to be "in-play".

In order to influence a village, there are special influence skills which 
are gained solely by virtue of city or commune rank. By succesfully 
using these special influence skills upon denizens of a village, the 
village will slowly be swayed toward your nexus. Note that these 
special influence skills may only be used on denizens of villages 
that can be influenced and only when they are "in-play" (i.e., not 
influenced by a nexus). Also, performing commodity quests for the village 
will slowly shift the opinion of its denizens towards your nexus. 

If more than one nexus is competing for a village (which is likely), the 
villagers will have a hard time deciding which nexus to follow and 
competition can become very fierce for that village. Once a village is 
firmly under a city or commune's sphere of influence, it is considered 
loyal to that city or commune and the village influence skills can no 
longer be used upon its denizens.

How much power it generates and how much of its commodities it will 
tithe depends upon the governmental structure of the city or commune. To 
see the political structure of any particular city or commune, enter the 
command POLITICS <city/commune>.

When a village decides to leave the sphere of influence of a city or commune,
all guards in that village will leave and all statues in that village will be

The difficulty of influencing a village depends on now a particular 
village feels about a city or commune. Village feelings depend largely on 
a government's style.

  -Stewartsville and Delport are competitors in the rope trade.
  -Angkrag and Dairuchi are competitors in the silk trade.

  -Acknor and Estelbar are hostile to each other.
  -Southgard and Rockholm are hostile to each other.
  -Shanthmark and Paavik are hostile to each other.

  -Southgard and Rockholm both refuse to be influenced by anyone who is a 
   a member of the city or commune that controls Angkrag.

For example, Stewartsville resists being influenced by a city that controls 
Delport (and vice versa), Acknor resists being influenced by a city that 
controls Estelbar (and vice versa), etc. Both dwarven villages are enemies 
of Angkrag, i.e., Rockholm will refuse being influenced by a city that
controls Angkrag.

Peaceful Influencing
At times, the villages themselves may cast the Eroee Ritual of Peace over 
their village, preventing all hostile actions while the village is in play. 
The likelihood of this happening is as follows:

  Always Peaceful: Delport, Estelbar, and Talthos.
  Always Combat:   Acknor and Angkrag.

All other villages will only cast this ritual when Eroee is conjunct or 
trine the Sun at the time the village goes into play.