Plots

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Plots/plans serve as an information system for the player to have more insight and understanding of events in-game. They do this by showing the player in advance when a war, rebellion, etc is being planned with a icon above a certain leader or special unit. All of the units who make plots are always clan members and most likely village leaders or kings.

File:ArtPlots4xC.png

Information[edit]

Looking at Plots[edit]

Plot icons can be turned off by the player if they would like to not view them on the map with the "Plans and Plots Icons" power in the civilizations tab. Players can learn more about on-going plots by clicking on the "Plans and Plots" button in the same tab. Once the player does this a menu will pop up informing the player about who is planning the plot, when they started planning, how old the plan is, how many people are involved, and a progress bar showing how close the plan is to completion. This is also how players unlock plots they can force onto units. Players can also get a sense of how close a plan is to being completed without viewing the menu by looking at how close an plot icon is to being in full color. Plots are carried out by kings, leaders, and clan members (sometimes plots are limited to only kings or leaders).

Canceling Plots[edit]

Plots can be interrupted/canceled under certain conditions such as a war starting before a rebellion plot is able to finish or when a unit plotting dies. Players can also cancel plots by either killing the unit plotting or by using the divine light power on the plotting unit.

Unlocking Plots[edit]

You can view unlocked plots through units that have plots directly or indirectly accessible to them, these units will always be members of clans. Currently there are 28 plots for the player to discover and they are all unlocked by first finding them naturally and them opening up the plot window. Sometimes the player may not be able to force plots onto units if certain conditions are not fulfilled. When forcing a unit to start a plot units will receive the File:IconVoicesInMyHead10x.png"Voices in My Head" status for 170 seconds that subtracts their diplomacy and opinion of other kingdoms by 5.

Starting Plots (Important)[edit]

  • Plots require their initiators to have at least 2 of each civil stat unless stated otherwise for a specific stat (warfare, diplomacy, stewardship, intelligence)
  • Sometimes plots will show up as force-able even though they aren't (when plots are in full color the player may be able to initiate them but they will cancel instantly if all conditions aren't met in some cases)
  • "Initiator" means the unit that starts and finishes a plot
  • Supreme Kingdom and Power: The kingdom with the highest amount of power among all kingdoms is a supreme kingdom. Power is calculated by, (Soldiers x 2) + (Cities x 5) + 1
  • File:IconLevels10x2.png= Minimum unit level needed, File:IconMoney10x.png= Money cost, = Minimum kingdom renown needed, "(main force condition)" = The main condition required to force a unit to start a plot,File:IconClock10x.png= Progress needed to complete the plot

Diplomacy Plot List[edit]

Diplomacy[edit]

Can only be used when diplomacy world law is enabled.File:IconClock10x.png= 60 progress needed for each plot.

Icon Plot Effect Basic Conditions Advanced Conditions File:IconLevels10x2.png File:IconMoney10x.png Descriptions
Form an Alliance Creates an alliance between kingdoms Is King (with ≥2 of all civil stats)
Not already in an alliance (main force condition)
Not at war
Not the world's supreme kingdom
Has been at least 3 years since being in an alliance

Plot cancels if initiator kingdom:
  • Is destroyed
  • Goes to war
  • Loses good opinion of allying kingdoms
Will not try to form an alliance with the supreme kingdom, kingdoms at war, or kingdoms without a king
Will try to form an alliance with kingdoms when:
  • They have at least 60 renown
  • The initiator kingdom has good opinion (0 or greater) toward them
  • The initiator and other kingdom(s) have 2 or less cities and don't have any close neighboring kingdoms (including each other) OR The initiator and other kingdom(s) are close to each other
5 20 60 Forge diplomatic bonds between powers
[initiator unit name] is planning to create a new alliance
File:Plot alliance destroy.png Destroy an Alliance Dissolve an alliance between kingdoms A single king of any kingdom in an alliance can dissolve the entire alliance

Is King (with ≥2 of all civil stats)
Currently in an alliance (main force condition)
Not at war
Alliance was not created by the player ("Forced Alliance")
Has been at least 10 years since joining their alliance
Must be the supreme or second most powerful kingdom
Total alliance power is more than half of total power of all other kingdoms

Plot cancels if alliance is destroyed
- 5 15 - Sow discord to fracture an existing alliance
[initiator unit name] from [initiator kingdom] is planning to end [target alliance]
Join an Alliance Kingdom joins an existing alliance Is King (with ≥5 diplomacy and ≥2 of other civil stats)
Not supreme kingdom
Not at war
Not part of an alliance (main force condition)
Has been at least 3 years since being in an alliance
Alliances exist in the world

Plot cancels if:
  • Alliance the kingdom is joining is destroyed
  • Alliance the kingdom is joining goes to war
  • Initiator kingdom goes to war
  • Becomes part of an alliance
Will not try to join an alliance if it is at war
The rest of the conditions will be skipped if the joining is forced:
Will not try to join an alliance with the supreme kingdom or if their opinion of the founding kingdom of an alliance is below 0
Will try to join an alliance when:
  • Initiator kingdom has 2 or less cities and is not near any other kingdoms OR Initiator kingdom is near any kingdom of the target alliance
  • The Initiator kingdom has good opinion (0 or greater) toward them
  • The initiator and other kingdom have 2 or less cities and don't have any close neighboring kingdoms (including each other) OR The initiator and other kingdom are close to each other
2 5 50 Negotiate entry into an existing alliance
[initiator unit name] from [initiator kingdom] is planning to join [target alliance]
File:Plot stop war.png Peace Talks Ends war by peace resulting in groups on both sides continuing to exist Is King (with ≥8 diplomacy and ≥2 of other civil stats)
Is at war (main force condition)

Cancels if war ends
War has lasted longer than 10 years
War has not been forced by the player (whisper or spite)
Kingdom planning is the attacker
Attackers or Defenders have equal to or less than 100 warriors
Total warriors of the attackers is less than half of the defenders or vice versa
The following is not happening:
  • Defender or Attacker village being captured
  • Defenders or Attackers are attacking a village
4 20 - Try to stop needless bloodshed
[initiator unit name] is planning to end [target war]
Planning War Starts a war between two kingdoms and possibly alliances Is King (with ≥6 warfare and ≥2 of other civil stats)
Kingdom has a city, capital, and at least 10 warriors
At least 5 years since last war
Not already at war
Culture does not have "Serenity Now" trait
King does not have "Pacifist" trait
Other kings in alliance are not planning war (does not apply if kingdom is not in an alliance)
If Kingdom has less than 4 cities:
  • Has no where to expand to for new villages OR the conditions below are satisfied
  • Does not have more than 200 available zones to expand existing villages
  • Current population is not less than 60% of max

Cancels if:

  • Target kingdom is destroyed
  • Attacker become part of the same alliance
  • Original basic conditions are not satisfied
Will go to war with kingdoms when:
  • They have a city and a capital
  • It has been at least 5 years since the kingdom was last attacked
  • Attacker has to have more than or equal warriors to target kingdom (if kingdoms are in alliances other kingdoms count toward warrior count)
  • Target kingdom's capital is reachable (land or ocean) from attacker's capital
  • Attacker has a bad opinion of the target kingdom (less than 0)
3 20 50 Instigate a new conflict
[initiator unit name] is planning a war against [target kingdom]
Planning Rebellion Splits a kingdom into two and instantly starts a war between the two with the original kingdom as the attacker Is Village Leader of a non-capital village (with ≥6 stewardship, ≥5 warfare, and ≥2 of other civil stats) (main force condition)
Rebellion world law enabled
Is not a king (main force condition)
Kingdom has more than 1 city (main force condition)
Kingdom has a capital
Has been more than 15 years since the last rebellion
Leader does not have the "Pacifist" trait
Village is unhappy (loyalty is less than 0) and has at least 10 warriors

Kingdom internal power = Capital Warriors - (Capital Warriors - (Unhappy villages x 0.1))
If the imitator city's warrior count is greater than the kingdoms internal power than plot checks continue
Kingdom initiator city is trying to rebel from isn't rebelling itself
If the kingdom has 6 cities or less than if the kingdom is not above max cities then rebellions won't happen
Rebellion plot isn't already happening in the kingdom

Cancels if:
  • City is destroyed
  • Initiator unit stops being a city leader
  • Initiator unit's village becomes the capital
- 2 15 - Orchestrate a rebellion
[initiator unit name] from [initiator kingdom name] is planning a rebellion in [initiator city name]

Magical Rite List[edit]

When used these rites will expand biomes if the imitator kingdom's religion has transformation traits. Rites can only be used when "magic rites" world law is enabled. File:IconLevels10x2.png= Minimum unit level needed, File:IconMoney10x.png= Money cost, File:IconDice10x.png= Plot rate (determines how often the rite is selected)
Conditions:

  • Is a King or Leader (with ≥2 of all civil stats)
  • Kingdom is at war and enemy has a city (an enemy city is selected by random, if rebellion rite then it has to be a non-capital city) (can be forced when these conditions are met)
  • Religion has the trait needed to cast a rite
  • For Merciful Rites: Has a kingdom

Cancels if:

  • Initiator kingdom or target kingdom is destroyed
  • Initiator kingdom does not have a religion
  • Initiator kingdom is no longer at war with target kingdom
  • For Merciful Rites: Kingdom is not destroyed

Wrathful Rites[edit]

File:IconClock10x.png= Progress needed to complete the plot.

Icon Plot Effect Religion Trait File:IconLevels10x2.png File:IconMoney10x.png File:IconClock10x.png File:IconDice10x.png Descriptions
File:Plot big cast madness.png Cast Madness Randomly selects a city of the target kingdom and 5% chance for each unit in city to be inflicted with the madness trait File:Religion trait rite of fractured minds.pngRite of Fractured Minds 11 600 120 1 Corrupt minds with overwhelming chaos
[initiator unit name] attempts to open a door to the void, letting madness seep through
Cast Slowness Randomly selects a city of the target kingdom and applies the slowness status to all warriors that are citizens of the village Rite of Entanglement 11 150 70 3 Conduct ritual to entangle enemies in magical vines
[initiator unit name] channels their will into the earth, awakening slumbering roots to slow their enemies
File:Plot cause rebellion.png Cause Rebellion Starts a rebellion in a random city of the target kingdom that isn't a capital (only the target village will rebel) File:Religion trait rite of dissent.pngRite of Dissent 12 400 70 2 Spread venomous lies to incite rebellions
[initiator unit name] whispers poison into the ears of their enemies, unseen and unheard
Cast Earthquake Starts a small earthquake in a random city of the target kingdom Rite of Shattered Earth 13 600 200 2 Conduct ceremony to shake the very earth
The ground trembles in response to [initiator unit name]'s prayers
Summon Hellstorm Summons a 3 to 5 Hellclouds of size Rite of Infernal Wrath 13 300 100 4 Channel infernal powers to create chaos
As [initiator unit name] prays, the air grows heavy and the sky darkens
File:Plot summon meteor rain.png Summon Meteor Rain Summons 3 to 7 meteors in random places in a single random city of the target kingdom File:Religion trait rite of falling stars.pngRite of Falling Stars 13 1000 200 1 Perform ritual to call down celestial fire
[initiator unit name] commands the heavens to send fire and ruin upon the land
File:Plot summon stormfront.png Summon Stormfront Summons a 5 to 15 Lightning Cloud of size File:Religion trait rite of tempest call.pngRite of the Tempest Call 13 200 100 1 Pray to the sky to conjure devastating tempests
Dark clouds gather as [initiator unit name] lifts their hands to the sky in prayer
File:Plot summon thunderstorm.png Summon Thunderstorm Spawns one medium lightning strike at random tile in a random city of the target kingdom.
After, 5 to 12 more lighting strikes hit tiles within 10 tiles of the first hit tile
File:Religion trait rite of roaring skies.pngRite of Roaring Skies 13 500 200 4 Enact ritual to unleash sky's fury
A distant rumble echoes, answering [initiator unit name]'s call

Summoning Rites[edit]

File:IconClock10x.png= 100 progress needed for each plot.

Icon Plot Effect Religion Trait File:IconLevels10x2.png File:IconMoney10x.png File:IconDice10x.png Descriptions
Summon Angles Spawns 3 to 7 angles in target city
Angles will join the kingdom that summoned them
Rite of Infinite Edges 12 200 2 Perform a holy trigonometry to summon a higher powers
[initiator unit name] prays, extolling the sacred perfection of geometric forms
File:Plot summon demons.png Summon Demons Spawns 5 to 10 demons in target city
0.0666% chance the imitator spawns demons in their own city
File:Religion trait rite of the abyss.pngRite of the Abyss 13 300 1 Tear the veil between worlds to call forth demons
A dreadful presence gathers, drawn by [initiator unit name]'s call
File:Plot summon living plants.png Summon Living Plants Makes plants on field tiles come to life in target city File:Religion trait rite of living harvest.pngRite of Living Harvest 13 400 2 Awaken flora with sentient consciousness
[initiator unit name] calls upon nature’s fury to crush his enemies
Summon Skeletons Summons 6 to 13 skeletons in target city
Skeletons will join the kingdom that summoned them
Rite of Restless Undead 13 150 2 Raise the dead to serve your purposes
[initiator unit name] calls upon the restless dead to serve

Merciful Rites[edit]

Kingdoms use these on themselves.

Icon Plot Effect Religion Trait File:IconLevels10x2.png File:IconMoney10x.png File:IconClock10x.png File:IconDice10x.png Descriptions
Cast Bubble Shield Adds shielded status for all warriors that are citizens of the target village Rite of Unbroken Shield 11 200 50 3 Perform ceremony to create bubble shields
[initiator unit name] prays for divine protection
File:Plot big cast coffee.png Cast Coffee Adds caffeinated status for all citizens of the target village File:Religion trait rite of eternal brew.pngRite of Eternal Brew 9 100 60 2 Prepare aromatic energizing brew for all to enjoy
[initiator unit name] prepares the sacred and darkest roast, a brew of legends

Other Plots List[edit]

Cultures[edit]

File:IconClock10x.png= 60 progress needed for each plot (except for New Book which is 200)

Icon Plot Effect Condtions File:IconLevels10x2.png File:IconMoney10x.png Descriptions
New Culture Creates a new culture Is a King or Leader (with ≥2 intelligence and ≥2 of other civil stats)
Does not have a culture
Subspecies has Advanced Hippocampus (main force condition)

Cancels if:
  • Initiator unit joins a culture
  • Loses Advanced Hippocampus
1 0 Cultivate distinct traditions and customs
[initiator unit name] from [initiator kingdom] seeks to spark a new cultural movement
File:Plot culture divide.png Cultural Divide Creates a new culture that splits from an existing one that will have evolved onomastics and similar traits Is a Leader (with ≥6 intelligence)
Has a city, culture, and language (main force condition)

Subspecies has Advanced Hippocampus (main force condition)
Kingdom isn't made up of only one village
At least 1000 units in the current culture
Culture is at least 500 years old
Current culture is the kingdom's culture
Initiator unit doesn't have the legacy keepers culture trait
Kingdom that the culture was founded in isn't the same as the imitator unit's kingdom
Clan that the culture was founded by isn't the same as the initiator unit's clan

Cancels if:

  • Initiator loses its current culture
  • Loses Advanced Hippocampus
5 20 Split a culture into divergent paths
A new culture is being shaped by the [initiator unit name]’s vision

Languages[edit]

Icon Plot Effect Condtions File:IconLevels10x2.png File:IconMoney10x.png Descriptions
File:Plot new language.png Invent new Language Creates a new language Is a King or Leader (with ≥3 intelligence and ≥2 of other civil stats)
Does not have a language
Subspecies has Wernicke's Area (main force condition)

Cancels if:
  • Initiator unit joins a language
  • Loses Wernicke's Area
1 0 Develop a better system of communication
[initiator unit name] from [initiator kingdom] is developing a new linguistic system
Linguistic Divergence Creates a new language that splits from an existing one that will have similar traits Is a Leader (with ≥8 intelligence and Ambitious trait or Inspired status)
Has a city, culture, language, and religion (main force condition)

Subspecies has Wernicke's Area (main force condition)
Kingdom isn't made up of only one village
At least 1000 units in the current language
Language is at least 500 years old
Current language is the kingdom's language
Initiator unit doesn't have the Legacy Keepers culture trait
Kingdom that the language was founded in isn't the same as the imitator unit's kingdom
Clan that the language was founded by isn't the same as the initiator unit's clan

Cancels if:
  • Initiator loses its current language
  • Loses Wernicke's Area
5 15 Develop a new dialect
[initiator unit name] talks funny, birthing a new dialect

Religions[edit]

Icon Plot Effect Condtions File:IconLevels10x2.png File:IconMoney10x.png Descriptions
Create new Religion Creates a new religion Is a King or Leader (with ≥8 intelligence, ≥2 of other civil stats, and Ambitious trait or Inspired status)
Does not have a religion

Has a culture (of at least 50 members) and a language
Subspecies has Advanced Hippocampus (main force condition)

Cancels if:
  • Initiator unit joins a religion
  • Loses Advanced Hippocampus
5 25 Establish new beliefs and spiritual practices
[initiator unit name] from [initiator kingdom] has begun preaching a new faith
File:Plot religion schism.png Schism Creates a new religion that splits from an existing one that will have similar traits Is a Leader (with ≥6 intelligence and ≥2 of other civil stats)
Has a city, culture, language, and religion (main force condition)

Subspecies has Advanced Hippocampus (main force condition)
Kingdom isn't made up of only one village
At least 1000 units in the current religion
Religion is at least 500 years old
Current religion is the kingdom's language
Initiator unit doesn't have the legacy keepers culture trait
Kingdom that the religion was founded in isn't the same as the imitator unit's kingdom
Clan that the religion was founded by isn't the same as the initiator unit's clan

Cancels if:
  • Initiator loses its current language
  • Loses Advanced Hippocampus
5 15 Create a doctrinal split within a faith
[initiator unit name]'s lucid dreams of the cosmos are tearing the religion apart

Various Rites[edit]

Icon Plot Effect Condtions File:IconLevels10x2.png File:IconMoney10x.png File:IconDice10x.png File:IconClock10x.png Descriptions
File:Plot clan ascension.png Rite of Ascension Evolves units of a subspecies and puts Mark of Becoming on clans. All units with the initiator unit's clan transition into the evolved subspecies (see Evolution page for more info) Is a king and clan chief (with ≥5 intelligence , ≥2 of other civil stats, and the Evil trait)
Has a religion with Rite of Change trait and a clan
Clan does not have the Mark of Becoming trait
Subspecies does not have the Pure trait
Kingdom population is at least 500
Cancels if the initiator unit leaves their clan
7 100 - 60 Guide a clan to become something more
[initiator unit name] offers blood and soul to the void, seeking ascension through forbidden power
File:Plot new book.png New Book Creates a new book for the initiator unit's city to be read Is a King, Leader, or clan member (with ≥3 intelligence and ≥2 of other civil stats)
Has a culture, language, and city with book space available (cancels if any of these are lost)
10 200 5 200 Write a new book and spread knowledge
[initiator unit name] from [initiator kingdom] is writing an important book