C. Mechanics1. Regional Control - So why do people want to be the WA Delegate? It's simple. Unless the region has a Founder who has disabled this feature, Delegates can access a page called Regional Control. Regional Control allows you to set the World Factbook Entry (WFE), password-protect the region, and eject troublemakers.
1 However, because the game cannot tell the difference between troublemakers and any other nation, this allows the Delegate to eject almost anyone, regardless of whether they have done anything wrong. If this power is misused, the mods will not interfere:
FAQ wrote:My region's WA Delegate is an evil dictator who ejects nations for no reason! Make him stop!
Delegates are elected: if you don't like yours, it's up to you to get him/her unelected. While in power, Delegates can use or abuse their powers as they see fit.
This means that whoever can access Regional Control has absolute control over the region.
2. Influence - The Delegate's power is absolute, but not entirely limitless. Each WA Delegate has an amount of Influence to spend in order to use Regional Control. This amount is represented by the descriptive "Regional Influence"
label on his or her nation. Influence allows you to eject or banject (eject and ban) nations, and to institute or change the regional password. All nations gain Influence, but only WA Delegates can spend it in this way.
Influence is gained primarily by gathering endorsements, and secondarily by remaining in the same region for a long time. Nations gather Influence
much more slowly in a large region than in a small region. Furthermore, if you move to a new region, you will very quickly lose all of the Influence you had accumulated in your old region.
Influence costs are mysterious, but the following is generally known:
- It costs the Delegate more Influence to eject a nation the more Influence that nation has.
- It costs the Delegate more Influence to banject nations than simply to eject them.
- It costs more Influence to set an invisible password than to set one that is visible to nations in the region.
Once the Delegate runs out of Influence, he is out of Influence until after the next update. If an attack is launched on the region while the Delegate is out of Influence, the Delegate will not be able to eject the incoming nations, and therefore will not be able to do anything to stop the invasion.
3. Founders - Any region is safe so long as it has an active Founder. Founders can use Regional Control with no cost. They can also access Regional Control even if their nation is not actually in the region. In addition, the Founder of the region can block the WA Delegate's access to Regional Control. For as long as its Founder remains in existence and alert, then, no community is ever in danger of total annihilation.
4. Update - Rather than continually checking to see who has the most endorsements in each region, NS only checks to see who should become the WA Delegate at "update." At update, three things happen that are important for military purposes:
1) Nations that have been inactive for 28 days (or 60 days if they're on Vacation Mode) Cease to Exist (CTE)
2) Remaining nations gain Influence
3) Endorsement totals are checked and updated, and a new Delegate is installed if necessary
NS updates twice during the day. The updates start 12 hours apart, beginning at approximately 04:00 and 16:00 GMT. Since these are the only times when the WA Delegacy changes, all military activity leads up to these hours. Not all regions update at the same time, however, because it takes the server about an hour to get through the whole list of regions. If your nation has already updated in one region, it will not update again if you move to a region that hasn't gone through the update yet.
5. The Numbers Game - Who controls the WA Delegacy is determined only by who has the most endorsements at update. This is the biggest reason why WA multying (having more than one nation in the WA at a time) is illegal. Because WA multying is illegal, success in the military game depends upon cooperation, planning, and coordination. Well-developed military organizations have complete ranking systems, a chain of command, special awards and conditions of promotion, training materials, scheduling, and division of labor within the army itself. Even given these elements, the essential thing is, in the end, simply to outnumber your opponent.