Port Influence

Now I am not as well versed in game dynamics as the vets but I do have a suggestion.
Port influence.
Currently port influence can be affected positively in only 2 ways. A gold investment or Charity Donation Card.
I propose a third way.
A persons influence could be affected in a port by the hostility list of the ports controlling nation.
Examples:
• A PvP win against someone on a nations hostility list earns you X% of influence in a port controlled by that nation based on the total hostility that player has with controlling nation.
• The higher the hostility the higher the % of total influence gained.
• Inversely, attacking and beating a citizen of a controlling nation would affect your influence negatively based on similar formula.
Now why would we do this?
Currently the only way to build influence is gold and voodoo. These are both commodities newer players do not have a lot of. This would allow newer players a way to contribute other than gold coins and voodoo.
This would also bring a whole new dynamic to PvP battles. It would give some players more incentive to engage.
This could also be incorporated into coming diplomacy mechanics.
It should be a small enough percentage that still gold coins are main influence builders, but a large enough percentage to amount to more than a cursory and unnoticeable effect. Maybe a cap put in place.
As I said I am not as well versed as some in mechanics and dynamics of the game, so as far as how it would work, I am not entirely sure.
Curious for opinions and comments/ suggestions.
Plato
Port influence.
Currently port influence can be affected positively in only 2 ways. A gold investment or Charity Donation Card.
I propose a third way.
A persons influence could be affected in a port by the hostility list of the ports controlling nation.
Examples:
• A PvP win against someone on a nations hostility list earns you X% of influence in a port controlled by that nation based on the total hostility that player has with controlling nation.
• The higher the hostility the higher the % of total influence gained.
• Inversely, attacking and beating a citizen of a controlling nation would affect your influence negatively based on similar formula.
Now why would we do this?
Currently the only way to build influence is gold and voodoo. These are both commodities newer players do not have a lot of. This would allow newer players a way to contribute other than gold coins and voodoo.
This would also bring a whole new dynamic to PvP battles. It would give some players more incentive to engage.
This could also be incorporated into coming diplomacy mechanics.
It should be a small enough percentage that still gold coins are main influence builders, but a large enough percentage to amount to more than a cursory and unnoticeable effect. Maybe a cap put in place.
As I said I am not as well versed as some in mechanics and dynamics of the game, so as far as how it would work, I am not entirely sure.
Curious for opinions and comments/ suggestions.
Plato