Factions: Difference between revisions
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*Warlord 3 (planned) (96) | *Warlord 3 (planned) (96) | ||
*The [[Group of Hope]] (unknown, but including several hundred soldiers) | *The [[Group of Hope]] (unknown, but including several hundred soldiers) | ||
*[[Cult of The Yellow Queen|The cult of The Yellow Queen]] (unknown) | |||
*[[The Children of Ser-huggah]] (unknown) | |||
*[[Karlshamn Raiders|The Karlshamn Raiders]] (unknown) | |||
*[[Locations (Ikaanos)#Raikan|Raikan]] District (47) | *[[Locations (Ikaanos)#Raikan|Raikan]] District (47) | ||
*[[Preacher's Hall]] (42) | *[[Preacher's Hall]] (42) |
Revision as of 05:00, 17 May 2024
A Faction in Masters of Raana is an interactable world entity with a Power Value than can be affected by various ways.
Factions play an important role in certain quests, in Investment opportunities and how Ikaanos evolves during the Political Event Phase (Conclude Day). The MC can interact with a faction through commerce, donations or battles.
Faction variables
- Soldiers/Fighters: The number of active, spendable members.
- Power value: A general value that expresses a Faction's influence over the world. If this reaches 0, the faction is permanently disabled.
- Treasury: A faction's spendable money.
- Focus: -
- Standing: Your (The MC's) standing toward the faction.
Governing variables ("Head of state" only)
- Corruption: Ikaanos' societal Corruption value indicates the Republic's general depravity and decadence.
- Control: The Control value indicates the general security of Ikaanos, as well as bandit/raider spawns and the willingness of merchants to make investments and develop their businesses.
- Prosperity: Ikaanos' Prosperity value shows the affluence and economic strength of its inhabitants, primarily affecting prices, and Fishing/Hunting actions.
See Political Events for more information...
The MC's Faction
Every organization can be regarded as a faction, and there can be factions within factions. Your own household is no exception. How to raise your Power Value.
You can also join and/or contribute to other factions, though some have conditions to entry or restricting who they will accept contributions from. You can do things to raise your Standing with these other factions, not always just limited to making contributions to them. There may be benefits to having higher Standing with them - plus if you reach 100 Standing, they become a Vassal to you, and 1/3 their Power Value contributes to your own Power Value, plus you may also gain daily money &/or Influence from the relationship.
Existing Factions (Starting Power)
- The Republic (22,000)
- The Church of The Two Moons (10,200)
- The cult of The Elder (8,200)
- Bandits (2,200)
- Redhaven District (1,520)
- The Academy (1,500)
- House Bellemme (1,200)
- The Rebels (1,200)
- House Cyker (900)
- The Order of The Red Tide (447)
- House Teresto (427)
- The Caliphate (400)
- The Kymanto Syndicate (350)
- The Carozza Family (347)
- Warlord 2 (planned) (277)
- Catholic Church (179)
- The Aesir Tribe (150)
- The Russians (127)
- Warlord 3 (planned) (96)
- The Group of Hope (unknown, but including several hundred soldiers)
- The cult of The Yellow Queen (unknown)
- The Children of Ser-huggah (unknown)
- The Karlshamn Raiders (unknown)
- Raikan District (47)
- Preacher's Hall (42)
- Fort Sera (25)
- House Halidor (1: you, the MC!)
Sub-factions
Certain minor factions might have a small effect on political events while not being integrated (read: fully affectable) in the faction system.