Akio Kahoshi
Peace through Order
With the recent discussions, and the continuing discussion of the Rebellion rules that were nixed, I had an idea for a new set of rules that would help make the map more dynamic and factions in general more interesting.
Influence.
The basis of this are two types of influence. Influence of the State, and influence of the People. Not actually named that, but just to give a distinction. What we see on the map is the Influence of the State. The One Sith may own Coruscant, but do the people of Coruscant want them there? Probably not. On the same token, a criminal empire may buy the politicians of a planet, but they run it from the shadows. While the ADA controls Tantooine, we all know its the criminals that really run the show on that fun little planet.
So what does this mean? It means we need to start looking at things from more than one direction, not just the top down "which government claims this planet." This idea is for minor factions, factions that may have a Galaxy wide effect but never actually "own" a single planet.
Such factions include Rebel factions, merc factions, crime factions, religious factions, and more.
For it we add a new level of dominions and invasions. Influence missions of a sort. While Naboo belonged to the Galactic Republic, the Trade Federation blockaded it and established influence rule over the planet. The Republic (or rather a couple Jedi, a Queen, and some goofy aliens), did a counter and removed that influence. Okay maybe not the best example, but you get my point.
Influence would be a separately tracked sphere on the map. Minor factions can raise influence on free planets to establish themselves easily, and spread their influence. But they can also spread their influence within the territory of major factions. The further they push this influence, the stronger their influence becomes elsewhere. Eventually reaching the point where they can bypass the major faction completely on that planet.
For it to work I think we would need stages of influence:
This is just the simplest of ideas, but the question is if anyone finds it an idea worth developing further.
Influence.
The basis of this are two types of influence. Influence of the State, and influence of the People. Not actually named that, but just to give a distinction. What we see on the map is the Influence of the State. The One Sith may own Coruscant, but do the people of Coruscant want them there? Probably not. On the same token, a criminal empire may buy the politicians of a planet, but they run it from the shadows. While the ADA controls Tantooine, we all know its the criminals that really run the show on that fun little planet.
So what does this mean? It means we need to start looking at things from more than one direction, not just the top down "which government claims this planet." This idea is for minor factions, factions that may have a Galaxy wide effect but never actually "own" a single planet.
Such factions include Rebel factions, merc factions, crime factions, religious factions, and more.
For it we add a new level of dominions and invasions. Influence missions of a sort. While Naboo belonged to the Galactic Republic, the Trade Federation blockaded it and established influence rule over the planet. The Republic (or rather a couple Jedi, a Queen, and some goofy aliens), did a counter and removed that influence. Okay maybe not the best example, but you get my point.
Influence would be a separately tracked sphere on the map. Minor factions can raise influence on free planets to establish themselves easily, and spread their influence. But they can also spread their influence within the territory of major factions. The further they push this influence, the stronger their influence becomes elsewhere. Eventually reaching the point where they can bypass the major faction completely on that planet.
For it to work I think we would need stages of influence:
- Little influence - The faction has a minor presence, not really known by the major faction. The faction can move their people to and form this planet without to much effort, but have little effect on what happens on the planet.
- medium influence - The faction has a serious influence on the planet. Their presence may or may not be known, depending on how secretive the faction is (a major faction may not mind a major merc operation on one of their planets for instance). The minor faction can influence politics on the planet, but ultimately control is still with the major faction.
- Heavy influence - The major faction is control in name rather than practice. If the local politicians are loyal, they may alert the major faction that they've lost control. If they've been sufficiently bribed, only direct contact will alert the owners. The minor faction has complete political influence on the planet, and can control its actions (or inaction).
- Rebellion - A minor faction that chooses to go major can use their influence to take over a planet as their new capital. At this point the original owners are kicked out, and the planet has a new owner.
This is just the simplest of ideas, but the question is if anyone finds it an idea worth developing further.