Loyalty: Difference between revisions
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Latest revision as of 01:27, 14 April 2025
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 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".
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?
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 trait modifiers from comparing king and leader | |
Population | If capital village, then 0. Absolute value of the village population - the capital's population divided by 3 |
|
Zones
"Area" |
If capital village, then 0. Absolute value of village zones - capital village's zones divided by 20. |
|
Distance | If capital village, then 0. Result equals minus the (distance from village center to capital city center) divided by 10. |
Distance seems to calculated using Pythagorean theorem 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. Adds (15 years - how old village is) * 5 |
|
New Kingdom | If kingdom is not older than 5 years Adds (5 years - age of kingdom) * 5 |
|
Villages | If capital village, then 0. If a kingdom has more cities than max, then: |
|
Superior Enemies | If a kingdom has enemies num2 += kingdom.power; for each enemy |
Kingdom Power Calculation kingdom.power = kingdom.getArmy() * 2 + kingdom.cities.Count * 5 + 1; |
Close to capital | If capital village, then 0. If the village is nearby the capital then +20 |
Nearby means borders are touching capital |
Connected to capital | If capital village, then 0. 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. 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 kingdom.power = kingdom.getArmy() * 2 + kingdom.cities.Count * 5 + 1; |
Second Best Kingdom
"Strong Kingdom" |
Only if more than 2 kingdoms in world If kingdom is the second strongest, then +50 loyalty |
Power Calculation 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 Sun +5 |
Loyalty Baby King | If king is less than 18 years old then -50 loyalty |