Influence

## Influence uses

Influence is a resource that can be used for voting at the council (incl. governor win condition), creating and breaking treaties, and events.

## Influence production

There are seven sources that increases influence production:

* Listening post: A building in a village that generates +1 influence per day, when neighboring an enemy region.
* Completing a two-district slot with blue buildings: +5 intel per day and +2 influence per day.
* Placing an agent on Landsraad +1 influence per day and +1 intel per day.
* Discover point of interests on the map.
* Some village traits provide extra blue influence production in that village
* Political agreement (treaty) provides +2 influence per day, -20% treaty upkeep costs and -10% authority per day.
* Developments such as insider trading: +20% CHOAM share selling price and selling CHOAM shares grant +1 influence per share.

There is one source that increases influence capacity:

* Blue Headquarter building (blue) Landsraad Quarters provides +200 max influence capacity and -50% cost to support a Charter Priority.

There is one source that increases influence production and influence capacity:

* Completing a three-district slot with blue buildings: +100 max influence and +4 influence per day.

### Faction specific

Smugglers:

* Foot in the door (Tier 1 blue tech): -20% Underworld Headquarters installation costs within territories of factions in Truce. +1 influence and intel production per faction hosting at least one Underworld Headquarters. +100 agent recruitment.
* Activist Quarter (blue village Underground Network extension): Gain +5 influence if the host support of a Bounty.
* Activist Headquarters (blue Headquarters Underground Network extension): +40 influence per level of this main base's biggest completed statecraft district.

Corrino

* Development Absolute Power: Proposing a Non-aggression pact has no cost if no Truce is active. Gain 5 Landsraad Standing on Council opening if at least one Truce is active. Unlocks the Landsraad Quarters Building in Corrino Headquarters.
* Development Diplomatic Spying: +2 influence production per agents assigned on a faction with a Truce. +2 intel production per agents assigned on a faction with a Conflict. Unlocks the Political agreement Treaty.
* Faction ability: Others factions have to spend +100% influence to cancel a Non-aggression Pact with Corrino.

Harkonnen:

* Development Cruel Reputation: Using an operation on a faction in Conflict grants 25% of its Solari cost as Influence. Unlocks the Political agreement Treaty.

Fremen:

* Al-Gaib Temple (blue Headquarter district): Each allied Sietch grants +50 max influence. - 50% received resources when trading with Sietch.

Ecaz:

* Development Manichean Propoganda: +1 militia slot. Other factions lose 5 influence when killing an Ecazi militia.
* Development Political Art: Gain 15 influence upon building a Masterpiece. Any charter currently claimed by Ecaz cannot be proposed to vote.
* Development Influential Plots: When out of intel and/or influence is used in its stead for mission preparation, assassination upkeep and assassination recruitment. +1 max infiltration cells in each's faction's territory.

Atreides:

* Development Atreides Symphathizers: +5 Landsraad standing per Landsraad Infiltration level on Council opening. +2 influence production.
* Development Small Council: +1 influence per agent assigned to Counter intelligence. +2 intel per agent assigned to Counter intelligence. Unlocks the Council Chamber Building at Headquarters.
* Development Cultural Assimilation: -20% authority and influence cost to use Peaceful Annexation. Unlocks the Concord Chamber village building. +1 agent.