Politics And Influence



While Intelligence, Military or Production are abstractions that can be clearly understood and implemented, there is a final category of power a nation-state can wield. Influence is the power that makes people listen to you, gets you whats you want and generally represents how respected (or feared) you are as a nation.

Influence is very much unlike the other assets however, in that it is consumable. That is, if you use influence, your total available influence goes down accordingly.

Gaining/Losing Influence

Influence is also very much unlike other assets, in that it can be gained or lost in several ways.

Base Influence

Each turn, a nation gets influence equal to how many uncontested star systems it controls. This represents your Senators and Diplomatic Corps currying favor for your nation, both in the Manifold Senate and on the minor worlds of the realm. This influence does not 'stack', meaning that each turn you have a set number of influence that comes form your worlds. If it is not used, it is discarded and the next turn, you get the same number back.

Extra Influence

Roleplay on the Forums. Admin-Staff reads the boards and will increase/decrease your influence total if they see a noteworthy bit of RP. This Influence -does- carry over from turn to turn and can be stockpiled. Once used, it is removed from your total influence.


A nation may spend its influence, in any amount it likes, to influence a vote in a given direction. Influence need not be all spent in one direction and indeed, a player may choose to split his influence and vote in multiple directions.

Calling a Vote

Calling a vote requires the expenditure of political capitol, influence, to overcome the bureaucracy of your fellow players and get your vote to the floor. Voting topics include but are not limited to:

  • New Elections
  • Administrative redistricting
  • Resource allocation
  • Taxation
  • Military deployment
  • New republican policies
  • ‘International law’, both calling for new and repealing old.
  • Issuing statements of condemnation or approval.
  • Appointment of powerful positions such as sector governors or military command.

Influencing Minor Factions

Influence can be used to bring minor nations under your sway, to smooth over annoyed feelings when you violate their sovereignty, to curry favor with your neighbors or to buy them off when you need favors from them. Sometimes those nations will want favors that you will need to carry out for them with your superior influence.

Using Influence (Actions)

Like other Actions, Influence has actions associated with it. These actions may be undertaken like any other action.


The Influence action allows a player to try to directly affect another faction through the use of influence.


The Counter-Influence action allows a player to limit the effectiveness of another factions attempt to influence or absorb through the use of their own influence. Points of Influence spent on Counter-Influence are only removed from point totals if there is a conflict between influences. Should another faction not attempt to influence the target, no points are spent.


The Absorb action allows a player to take control of various aspects of the game, be it a star system or a persona boon, through the use of influence.


The Obfuscate action allows a player to conceal the nature or source of the influence being wielded, allowing for covert actions in the political arena, such as backchannel dealings.


The Vote action is used to affect the outcome of a Senatorial vote. A nation may vote on as many open votes it likes each session of Senate, using its current base influence. Previously spent base influence is unavailable for voting. Any extra influence spent in a vote action above the base, consumes influence as per any other action.


The Stall action allows a player to delay, via bureaucratic policy, a vote until the next year. A stall action is defended against by ‘Support’ actions.


The quash action allows a player or coalition of players to stop a senatorial vote entirely. This is a more powerful version of Stall but has a higher level of success required. Quashed bills may not be resubmitted for at least 3 years. A Quash action is defended against by ‘Support’ actions.


The support action allows a player to defend a bill in the Senate from Stall or Quash actions.


The Grant action allows a player to give portions of their own influence to other players or factions.

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