The player's familial status -- rated on a scale of 1-8, with the vast majority of players falling between 6-8 -- is multiplied by 100 to derive an amount of influence. The familial status is also used as a multiplier for the rest of the status modifiers -- things like Disowned, Illustrious Heritage, Wealthy, and so on. The _positive_ status modifiers are added together and multiplied by the familial status number. The _negative_ status modifiers are added together, multiplied by the familial status number, _and_ divided in half. The three figures are added together: Familial statusx100+(positive modifiers added together)*Familial status+(negative modifiers added together)*familial status/2
This will produce your initial influence allotment out of CG. Many players will find themselves in the 600-800 range, while some may be as much as twice that.
Now, there's one more wrinkle: the modifiers after the familial status are also going to act as a bonus in relation to influence, meaning that when they gain a certain amount of points, they'll get an extra percentage on top of that due to their modifiers (alternatievely, if their modifiers are overall negative, they may lose a percentage). It might be easiest to illustrate:
Take a wealthy knight from a lesser lordly house with an illustrious heritage but a disadvantageous marriage. Lesser Lordly House is 6. We have not yet settled on figures for the other status modifiers may be in increments of 25 with assets/flaws that cost a maximum of 1 being worth +/-25, a maximum of 2 +/-50, and so on to +/-100. So using this in our theoretical example: Knight is worth +25. Wealthy is worth +50. Illustrious Heritage is worth +25. Disadvantageous marriage, which aren't flaws or assets, will likely be considered a -25 (things like heir, consort, and lord will also be considered -- probably with heir and consort worth 50, lord worth 100). This character will have (6*100)+(25+50+25-25)*6=1050 influence points to begin with. But they also gain an influence modifier. First, add the non-familial status modifierstogether and divide by ten: 25+50+25-25=75/10=7.5. Then add in the familial status directly: 7.5+6=13.5. This character will have a 13.5% modifier when influence is alloted to them -- they will gain influence slightly faster than someone without those modifiers.
So, that's how we're thinking it will work. What we need from players is some thoughts on whether it really makes sense, and any suggestions to improve the formula.
Edited by Linda, 21 May 2009 - 01:22 PM.