Influence

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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

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

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

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

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.