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'''Loyalty''' is the measurement of how loyal a village is to its capital/kingdom. For example, if a village's loyalty is low it has a higher chance of starting a [[Rebellions|revolt]] against the kingdom. The higher the loyalty of a village, the less chance there is for the village to revolt against its kingdom. The capital village of a kingdom always has 100 loyalty. If a village is a capital, it will have a constant 100% loyalty and cannot rebel, except in a rare scenario; see "Capital Rebellions" section on the [[Rebellions]] page for more info. When a village revolts against its kingdom, they will form their own kingdom. Then the old kingdom will declare war on the rebelling kingdom. A village can also be forced into a rebellion if a player uses the inspiration power. This will label the war as "Inspiration" instead of "Rebellion". [[File:LoyaltyMenu.png|right|frameless]] Loyalty can be raised or lowered by these factors: * Is it the capital? * Who is the King/Ruler? * What is the population size? * How big is the village? * Is it a new or old village? * What traits does the village have? * How far is the village from the capital? * Who is the village leader? * Was the village captured in war? {| class="fandom-table" !Loyalty Factor !How is it claculated !Notes |- |King Diplomacy "King" |King's diplomacy + (stewardship times 2) | |- |Leader Diplomacy "Leader"? |Minus Leader's diplomacy + (stewardship times 2) | |- |Leader Loyalty |Leader's traits that affect loyalty + Opposite and same [[Traits|trait]] modifiers from comparing king and leader | |- |Population |If capital village, then 0.<br> Absolute value of the village population - the capital's population divided by 3<br> The result is capped at 30. If the village has more people than the capital, then the number subtracts from village loyalty. Otherwise, it is added. | |- |Zones "Area" |If capital village, then 0.<br> Absolute value of village zones - capital village's zones divided by 20.<br> The result is capped at 5. If the village has more people than the capital, then the number subtracts from village loyalty. Otherwise, it is added. | |- |Distance |If capital village, then 0.<br> Result equals minus the (distance from village center to capital city center) divided by 10. |Distance seems to calculated using Pythagorean theorem<br> return Mathf.Sqrt((float)((pT1.x - pT2.x) * (pT1.x - pT2.x) + (pT1.y - pT2.y) * (pT1.y - pT2.y))); |- |Capital "Is Capital" |If capital village, then +1000 loyalty. | |- |Mood |Adds loyalty mood of leader of the village (?) |Unsure where loyalty mood is determined |- |New Village "New Village" |Only used when a village is less than 15 years old.<br> Adds (15 years - how old village is) * 5 | |- |New Kingdom |If kingdom is not older than 5 years<br> Adds (5 years - age of kingdom) * 5 | |- |Villages |If capital village, then 0.<br> If a kingdom has more cities than max, then:<br> Adds (max cities - amount of cities) * 25; | |- |Superior Enemies |If a kingdom has enemies<br> num2 += kingdom.power; for each enemy<br> result = (num2 - kingdom power)/2<br> If the result is less than 0 then 0<br> If not then the loyalty added is capped at 50 |Kingdom Power Calculation<br> kingdom.power = kingdom.getArmy() * 2 + kingdom.cities.Count * 5 + 1; |- |Close to capital |If capital village, then 0.<br> If the village is nearby the capital then +20 |Nearby means borders are touching capital |- |Connected to capital |If capital village, then 0.<br> If borders are touching capital or villages that are connected to the capital then +45 if not -65 | |- |World Law |If rebellions are turned off, then +10000 for every village | |- |Culture "Culture/Different Culture" |If capital village, then 0.<br> If same culture as capital, then +5 otherwise -5 | |- |Clan "Same/Different Clan" |If the leader is in the same clan as the king, then +30; otherwise, -20. |For some reason there is a check that compares the races of the king and leader and would return 0 if they were different, even though this can never happen in normal gameplay. |- |New Conquest |If years since last conquest greater than 10, then +0 It results in (10 years - years since start of conquest) * 30 | |- |Part of Kingdom "Just joined kingdom" |If years since city founding are greater than 10, then +0 Adds (10 years - years since founding of city) * 10 | |- |Supreme Kingdom |Only if more than 1 kingdom in world If kingdom is supreme, then +100 loyalty |Power Calculation<br> kingdom.power = kingdom.getArmy() * 2 + kingdom.cities.Count * 5 + 1; |- |Second Best Kingdom "Strong Kingdom" |Only if more than 2 kingdoms in world<br> If kingdom is the second strongest, then +50 loyalty |Power Calculation<br> kingdom.power = kingdom.getArmy() * 2 + kingdom.cities.Count * 5 + 1; |- |King's Rule |If king has ruled for less than 5 years, then +0 For every year of king's rule, +1 loyalty, capped at 40 | |- |Loyalty World Era "World Age" |Bonus to loyalty based on world age |Hope +15<br> Sun +5<br> Tears, Moon, Wonders, Ice +0<br> Dark -5<br> Despair -10<br> Ash -25<br> Chaos -55 |- |Loyalty Baby King |If king is less than 18 years old then -50 loyalty | |} [[Category:Kingdoms]]
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