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".

File:LoyaltyMenu.png

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
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.

Absolute value of village zones - capital village's zones divided by 20.
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.

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:
Adds (max cities - amount of cities) * 25;

Superior Enemies If a kingdom has enemies

num2 += kingdom.power; for each enemy
result = (num2 - kingdom power)/2
If the result is less than 0 then 0
If not then the loyalty added is capped at 50

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
Tears, Moon, Wonders, Ice +0
Dark -5
Despair -10
Ash -25
Chaos -55

Loyalty Baby King If king is less than 18 years old then -50 loyalty