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Influence

Numbers from Siege v2 rules.

Every real player in a ranked battle sends influence to their own faction, on the hex the battle was for:

Influence
Win 3
Draw 2
Loss 1
Each side capture point your team holds at the end +1
The Centre, if your team holds it at the end +2

Losing still helps your faction: a hard-fought loss that ends holding the Centre sends 3.

Then, in this order:

Then
The province’s multiplier some provinces are worth more (the war table shows “×1.5”)
Hand-entered rolls × 0.5 , unless both teams rolled with electronic Cores
The same opponents again today × 0.5 for each earlier ranked battle today against any of them
Beside a season fault × 0.5
Most one player can send in a day 30

A battle sends nothing if it was practice, if it was cancelled, or if someone disputes the result.

A 1v1 on a hex in a ×1 province. Ash (Magma) wins and ends holding the Centre and the East point. Bea (Void) loses and ends holding the West point. Both rolled with electronic Cores, and it is their first battle against each other today.

  • Ash sends 3 + 2 + 1 = 6 to Magma.
  • Bea sends 1 + 1 = 2 to Void.

If they had typed their rolls in by hand, each would send half: 3 and 1 .

Influence doesn’t land straight away. It waits in the hex’s pending pot, and once an hour (at five past) it settles in:

Biome Settles in each hour To take the hex
Tundra all of it more influence than the holder
Volcanic all of it more influence than the holder
Mountains all of it more than 1.25 times the holder’s
Frozen lakes 80% (the rest next hour) more influence than the holder

An unclaimed hex goes to the faction with the most influence there. A capital never changes hands, whatever influence is on it.

Next: Provinces and winning.