World Laws

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File:IconWorldLaws.png

World laws are a feature in Worldbox that can effect your world in many ways, such as beings needing to eat food or dying from old age.

List of World Laws

Icon Rule Name Type Description Default Version of Introduction
File:DiplomacyStat10x.png Diplomacy - Random Events Civilizations Kingdoms can declare war and treaties Enabled 0.5.157
File:Icon rebellion scaled 10x pngcrushed.png Rebellions Civilizations Cities can rebel when they have low loyalty. Only works if Diplomacy is enabled Enabled 0.5.155
File:Icon kingdomexpansion10x.png Kingdom Expansion Civilizations Kingdoms will send settlers to establish new villages Enabled ?
File:Icon borderstealing10x.png Stealing Borders Civilizations Allows the stealing of borders between kingdoms at war Enabled 0.9.0
File:Icon lastofus10x.png Civ Babies Civilizations Babies will be born in villages Enabled 0.14.0
File:-Army Training 3-.png Armies Civilizations Civilizations have armies Enabled 0.14.0
File:IconPopulation100.png 100 Population Civilizations Limit maximum population of settlements to 100 Disabled 0.14.0
File:Icon angryvillagers10x.png Angry Villagers Civilizations Villagers will also participate in same-race wars Disabled 0.9.0
File:Icon Hunger.png Hunger Units Everyone needs food to live Enabled 0.4.129
File:IconClock10x.png Old Age Units Creatures can die from old age Enabled 0.4.141
File:-Nature Lovers-.png Peaceful Monsters Mobs Animals and other creatures won't attack anyone Disabled 0.4.129
File:Icon Animalspawn.png Animal Spawn Mobs Animals can randomly appear in your world Enabled 0.5.155
File:IconChicken scaled 10x.png Animal Babies Mobs Baby animals would be born Enabled 0.14.0
File:Icon Growgrass.png Grow Grass Nature Grass will grow by itself Enabled 0.4.129
File:Icon biomeovergrowth.png Biomes Overgrowth Nature Biome Grass will try to overgrow each other Enabled 0.12.02
File:Icon growtrees.png Random Seeds Nature Trees and plants will appear randomly in biomes Enabled 0.14.0
File:Icon Spreadvegatation.png Seeds Nature Trees and plants will spread seeds, growing more trees and plants around them Enabled 0.14.0
File:IconStone scaled 10x pngcrushed.png Minerals Nature Minerals will spawn in biomes randomly from the underground Enabled 0.14.0
File:Icon Eternallava.png Eternal Lava Nature Lava would stay forever and not cool off into rock Disabled 0.9.0
File:IconTumor scaled 10x.png Forever Creep Mobs Creep tiles like tumor, pumpkin, biomass, etc - would stay even after base structure is gone Disabled 0.14.0
File:Icon Erosion.png Erosion Nature Tiles have a chance to turn into sand when near water Enabled 0.9.0
File:Icon naturaldiasters.png Natural Disasters Nature Natural disasters will happen randomly from time to time Enabled 0.9.0
File:IconEvilMage scaled 10x.png Other Disasters Nature Invasions and other fun stuff may happen randomly from time to time Enabled 0.9.0

More Details

Diplomacy - Random Events

  • When two kingdoms are at peace while the law is disabled, they will stay at peace forever unless the player uses the spite/whisper of war or inspiration powers.
  • Trivia: Used to called "Forever Peace" until version 0.5.148.

Rebellions

Kingdom Expansion

  • When disabled, new villages for an already existing kingdom cannot be established.

Stealing Borders

  • Border stealing happens between kingdoms at war with each other, allowing a village to take a neighboring enemy's zone if nothing is built on the zone.
  • Specifically, every time border steal occurs, the city makes 3 attempts at stealing zones. In each attempt, a random building in the city is chosen; if the zone which the building is in is adjacent to an enemy village's zone, and that adjacent zone has no buildings, then the zone is "stolen" from the enemy village.

Civ Babies

  • Civilizations can reproduce
  • Trivia: Called "icon_lastofus" in game files

Armies

  • If disabled civilizations won't create armies
  • If disabled in a world that already has armies the armies will disband

Angry Villagers

  • When disabled, civilians will not participate in same-race wars. (However, they will still participate in wars between races. E.g. Elf civilians will attack rival state's humans, but elf civilians will not attack rival state's elves.
  • When enabled, civilians of the same race will participate in combat.

Hunger

  • When enabled, units' hunger will decrease at a rate of 1 every 1.6 months. Once the hunger reaches 0%, units will start losing health.
  • For creatures that do not have hunger, such as bugs and undead, the law does not matter since they cannot starve.

Old Age

  • When enabled, only units with immortal trait won't die of old age.
  • When disabled, units won't die of old age even without immortal trait.

Peaceful Monsters

  • Animals and other creatures won't attack anyone, even when they are starving or have the madness trait.

Animal Spawn

  • You can find all the creatures that spawn naturally on biome pages and the disaster page.
  • When disabled, creatures only spawn at your intervention or reproduction of pre-existing creatures.

Animal Babies

  • If enabled animals can reproduce and create other animals.
  • May not work for some creatures if the world law "Hunger" isn't enabled.

Grow Grass

  • Grass will spread into nearby soil tiles and forest tiles over time.

Biome Overgrowth

  • Biomes will try to grow over each-other resulting in a more dynamic world.
  • Ages can have an effect on how fast certain biomes grow

Random Seeds

  • Trees and plants will randomly spawn in biomes.

Seeds

  • Trees and plants can spread seeds close to them resulting in a more natural growth of plants than the random seeds world law.

Eternal Lava

  • When enabled, lava will not cool down into a hill tile even when touching a water tile.
  • However, rain, geysers, and splashing water can still turn lava into hill.

Forever Creep

  • Creep tiles from spawner monsters (Tumors, Biomass, etc.) won't decay over time even if the spawner monster dies.

Erosion

  • Soil tiles and forest tiles that are touching a water tile will eventually turn into sand with time.
  • Every time the erosion behavior is updated, 5 tiles are randomly selected from each island; if the tile is adjacent to water, it is eroded into sand.

Natural Disasters

  • Natural Disasters can happen
  • No message is displayed when rainfall or storm happens (Age of Rain).

Other Disasters