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{{Character|aliases=King, Queen|gender=Male, Female|species=Human, Elf, Dwarf, Orc|image=Kings.png|name=Kings}} == Kings == The '''king/queen''' are the leaders of kingdoms. There can only be one per kingdom. Kings will always become citizens of their kingdom's capital but may sometimes be seen elsewhere. When a kingdom reaches a population of 3, it'll generate a king. Kings are usually given the strongest [[items]] the kingdom can forge/craft, making them one of the strongest units for their respective kingdoms without player intervention. Kings can also affect kingdom opinion through their [[mood]] and [[traits]]. == Effect on the kingdom == After [[0.8.0 - Civilization Update|version 0.8]], a kingdom can be affected by a king's diplomacy, warfare, and stewardship [[Unit Stats|stats]] and [[mood]]. {| class="fandom-table" !Property of Kings !Effect on Kingdom |- |[[Traits]] |Village loyalty (Number of Cities, etc) |- |[[Mood]] |Loyalty and [[Kingdom Opinions|kingdom opinions]] |- |Diplomacy (stat) | Rate at which [[influence]] is gained |- |Warfare (stat) |[[Armies|Army]] size (used by leaders) |- | Stewardship (stat) |Village limit (+1 every 6) (+1 for king existing) |- |Intelligence (stat) |Culture experience gain (used by leaders) |} ==King Related Event Messages== {| class="fandom-table" |"All hail the king [king name] of [kingdom name]!" This message is shown when a new king is crowned. This happens when the kingdom first crowns their king or when the new king is chosen after the previous king dies. |"The king [king name] of [kingdom name] is dead!" This message is shown when the king dies of natural causes or player intervention. | "The king [king name] of [kingdom name] was slain by [unit name]" This message is shown when the king is killed by someone. |"King [king name] of [kingdom name] has been killed by [unit name]" This message is shown when the king is killed by someone. |"King [king name] has abandoned [kingdom name]" Happens when a king is leaves a kingdom. This can happen when a king is isolated from their kingdom, [[Second Life "Options" (Undead)|turn into another species]], or they recieve the [[madness]] [[Traits|trait]]. |} == King / Leader Expressions == The icons of kings and leaders will display various expressions, based on their current situation. These expressions are NOT related to their mood. The expression of kings is determined as follows: *If the king is engaged in combat, it shows the "angry" expression. If not, *If the king currently has a plot, it shows the "surprised" expression. If not, * If the king's kingdom currently has enemies, it shows the "normal" expression. If not, *If all the above conditions are not satisfied, it shows the "happy" expression *Kings will not show the "sad" expression (although the king's sad expression is present in game files) *Kings will not show the "sad" expression (although the king's sad expression is present in game files). The expression of leaders is determined as follows: * If the leader is engaged in combat, it shows the "angry" expression. If not, * If the leader currently has a plot, it shows the "surprised" expression. If not, * If the leader's kingdom currently has enemies, it shows the "normal" expression. If not, * If the leader's village loyalty is below zero, it shows the "sad" expression. If not, * If all the above conditions are not satisfied, it shows the "happy" expression <gallery> File:KingFrame10x.png|King Unit Frame File:Minimap king happy10x.png|King Happy (peace) File:Minimap king normal10x.png|King Normal (war) File:Minimap king sad10x.png|King Sad File:Minimap king angry10x.png|King Angry (fighting) File:Minimap king surprised10x.png|King Surprised (planning) </gallery> <gallery> File:LeaderFrame10x.png|Leader Unit Frame File:Minimap leader happy10x.png|Leader Happy (peace) File:Minimap leader normal10x.png|Leader Normal (war) File:Minimap leader sad10x.png|Leader Sad (<0 loyalty) File:Minimap leader angry10x.png|Leader Angry (fighting) File:Minimap leader surprised10x.png|Leader Surprised (planning rebellion) </gallery> {{Character|aliases=Leader|gender=Male, Female|species=Human, Elf, Dwarf, Orc|image=Leaders.png|name=Leaders}} ==Leaders == '''Leaders''' are individuals who rule a specific village. Leaders are crowned once a kingdom reaches a population of 3. Similarly to [[King|kings]], they appear as a head on the map even when zoomed out but have a silver crown instead of a golden crown and a less flashy robe. Only [[Race|civilized creatures]] can be leaders as they are the only ones capable of forming villages and kingdoms. Leaders manage diplomacy inside their respective villages instead of the entire kingdom like kings. Depending on the leader's mood and stats (and king's), the village may be more or less loyal to the kingdom possibly leading to [[rebellions]]. It could also impact the village's relationship with other villages within their same kingdom. Leader's [[Unit Stats|stats]] can also impact how fast a village [[Trading Mechanics|shares resources]] (supply timer stat), and the speed of [[Culture Development|culture development]] inside their village (intelligence stat). Leaders are usually given the most amount of resources and best [[Weapons, Tools and Accessories|weapons and equipment]] in their village, unless they are the leader of a capital village in which the king will receive the best [[Weapons, Tools and Accessories|items]] instead. A leader will be chosen from a random person once a new village is found or by [[Clans|clan]] if the village is from an already existing kingdom. Once a leader dies, the heir of the leader's [[Clans|clan]] will become the new leader of the village. If the leader does not have any heirs, a random person will become the new leader of the village. Unlike kings, if their respective villages is taken by an opposing kingdom in a war and they survive, they will still be the leader of that village. ==Attribute Dice and the Crowning of New Kings and Leaders== A unit's max "'''attribute dice''' roll" is a sum of all their leadership stats (diplomacy, warfare, and stewardship). === Appointing Leaders=== For a new leader to be crowned these conditions must be met: *At least 3 people in the village *No current leader in the village *Village is not in the process of being captured Then the game tries to get the "clan leader" usually those at the top of [[clans]] are already kings or leaders so the game will move past them to the next uncrowned clan member. === Attribute Dice - Clan Creation=== Sometimes this can lead to new clans being created if there are no available clan members to fill the role. This is where the '''attribute dice''' comes in. *First the game will search for units that are at least 18 years old * Then the game will "roll" the units attribute dice once and then add the results together (results can be 0 to leadership stat sum (mentioned at the top)) *The dice will be rolled 3 times if the unit has been favorited by the player The unit with the highest sum of their dice rolls will become the founder of a new clan. ===Crowning Kings === For a new king to be crowned these conditions must be met: *Must be at least 1 village leader alive *No current king If their are more than 1 village leader then a '''attribute dice''' will be rolled twice for each leader. Their will be two rolls for each leader instead of one and they will be added together and the leader with the highest sum is crowned king. ===Bug when Crowning Kings === So what's supposed to happen is the eldest member of the king's clan is supposed to inherit the throne but because of a mis-input in the code the game will use the "attribute dice" instead. This will factor in all leaders of a kingdom including ones not in the king's clan possibly leading to another clan taking the throne. == Personalities and Influence== All kings and leaders have special "[[Unit Stats|stats]]" called personality and [[influence]]. At the moment, the stats personalities give '''don't seem to have any actual effects''' except for the "aggression" stat which can increase chances of a king declaring war. === Personalities*=== ''<small>This is not exactly how this is determined scroll down to "Personality Determination" for more detailed</small>'' *[[File:DiplomacyStat10x.png|frameless|28x28px]]Diplomat (High Diplomacy) *[[File:WarfareStatFIX.png|frameless|28x28px]]Militarist (High Warfare) *[[File:Stewardship10x.png|frameless|28x28px]]Administrator (High Stewardship) *[[File:IconHonest10x.png|frameless|28x28px]]Balanced (Equal leadership stats) ===Personality Values=== <small>''from PersonalityLibrary File''</small> *[[File:DiplomacyStat10x.png|frameless|28x28px]]Diplomat Personality Values: **diplomatic = 0.5 **aggression = 0.05 **administration = 0.2 * [[File:WarfareStatFIX.png|frameless|28x28px]]Militarist Personality Values: **diplomatic = 0.05 **administration = 0.1 **aggression = 0.5 * [[File:Stewardship10x.png|frameless|28x28px]]Administrator Personality Values: **diplomatic = 0.1 **administration = 0.5 **aggression = 0.1 * [[File:IconHonest10x.png|frameless|28x28px]]Balanced Personality Values: **administration = 0.1 **diplomatic = 0.1 **aggression = 0.1 ===Personality Determination=== [[File:DiplomacyStat10x.png|frameless|28x28px]]Diplomacy > Stewardship = Diplomat [[File:WarfareStatFIX.png|frameless|28x28px]]Warfare > Diplomacy = Militarist [[File:Stewardship10x.png|frameless|28x28px]]Stewardship > Diplomacy > Warfare = Administrator [[File:IconHonest10x.png|frameless|28x28px]]If none of these are true = Balanced ==King and Leader Variants== [[File:KingsAndLeadersVariants.png|frameless|1145x1145px]] ==Trivia== *Children can be leaders and kings (usually happens as a result of player action) *You can have a non-leader unit with leader robes if you use [[madness]] power on a leader. *For a split second as the first king of a newly established kingdom is being crowned they will appear as a leader. *There is a hidden personality called "wildcard". Wildcard Personality Value: rationality = -1 *The elf king's headpiece is supposed to resemble a flower (confirmed by [https://www.reddit.com/r/Worldbox/comments/1cwm5ec/comment/l4zcjxz/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button Maxim]) *Kings and leaders also get a passive xp allowing them to [[Unit Levels|level]] up much easier than other units [[Category:Kingdoms]]
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