Influence: Difference between revisions

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Latest revision as of 01:27, 14 April 2025

File:An example.png
An example of a kingdom with the maximum influence factor.

Influence is the amount of power or "popularity" a unit has, it affects a unit's ability of starting plots.

Info[edit]

Every unit in a clan has their own influence stat. The higher a unit's influence (with a max of 10,000), the more plans they can create for war/peace/rebellion. A leader of a city with a high influence can rebel against their kingdom, as long as village loyalty is low and meets rebellion plot requirements. Units will start out at 0 influence when born and gain further influence as they age.

How Influence Develops[edit]

Most of this info can be found in the game's code when analyzing "S.influence"

Max Influence 10,000
Minimum Influence 0

Influence Cost[edit]

Influence decreases once a unit (usually king or leader) starts a plot:

  • Conquest- 500 influence
  • Peace Talks - 100 influence
  • Create Alliance - 1000 influence
  • Join Alliance (after creation) - 500 influence
  • Dissolve Alliance - 1500 influence
  • Rebellion - 500 influence

Once a plot is started the plotting unit's influence is set to 1000 if the unit would have more than 1000 influence after starting the plot. So there is no benefit for a unit to have more than 2500 influence at any time. The scenario here is that the most expensive plot (alliance dissolution) costs 1500 influence and since a unit can only retain up to a 1000 influence after starting any plot any excess influence is used up regardless of the plot’s original cost (Source: PlotManager class under the newPlot method).

Influence Gain[edit]

All units that are members of clans (includes children) will gain 1 influence every month, but there are also other factors that can increase how fast a unit's influence can grow.