Villages

From Worldbox Wiki
(Redirected from City)
File:IconCityZones10x.png

Villages are what make up kingdoms. They can grow, shrink, burn, be captured, destroyed and more, helping to form some of the most appealing features of Worldbox. Villages are also called "cities" or "towns".

If you want some more info on other specifics see the Village Creation, Construction, and Expansion page

Village Components[edit]

Villages serve as a part of kingdoms and are each led by there own village leader. These leaders will usually be in some way related to the king of the kingdom that the village is a part of. Leaders will take control of/have an affect on certain civilized aspects such as culture and rebellions within villages.

Capital Villages[edit]

Every kingdom has a capital village. A capital is decided one of three ways, first village of a kingdom, village that led a rebellion, or the village with the most buildings. Capitals get a loyalty boost and cannot not rebel (except in a rare case, see rebellions page). Kings will live in the capital, the capital village will still have a village leader alongside the king. Capitals will receive resources from other villages and redistribute them to other villages in the kingdom (for more info see Trading page).

Village Loyalty and Kingdom Village Limits[edit]

Villages with loyalty below zero will usually rebel as soon as they get the chance. One of the main cases of a dip in village loyalty is when kingdoms over expand and go past their village limit (which you can see in a kingdoms menu with a File:IconVillages10x.pngicon). Village limit depends on a variety of factors:

Featured Village Stats[edit]

Villages have various stats you can view within their respective village menus. You can find these stats at the top section of the menu. You may notice that the village age stat is not noted, this is due to its self-explanation. You are able to view the exact founding date of a village in the lower section of the village's menu.

Population[edit]

File:IconPopulation10x.png

Village population is affected by the amount of intelligent species that are citizens of the village (this includes children). Villages will display a max population that is effected by how many people the village can house. Units will not attempt to reproduce if the max population has been reached but in certain situations the population can exceed this limit. These situations can be player action, such as spawning units of the same race in a village, or disasters in which houses are destroyed leaving units homeless.

Further down in the village menu you can view more information about village population:

Houses[edit]

File:-House Tier 2-.png

Similar to population this stat tracks how many homes are inside the village. The amount of houses that can be built in a village is effected by the size of the village and the race's building pattern. For example dwarves need more space to build homes because they build in a grid like pattern. The amount of houses in a village affect the max population of villages which is why allowing CityUnlimitedHouses (debug option) can greatly increase the population because the limit is raised. Only houses count towards this stat (does not include town halls).

Army[edit]

File:DamageStat10x.png

Every village has its own army which is limited by how many people are citizens of a village. The amount of warriors in a village will never come close to exceeding how many people are in a village for obvious reasons. Armies will commonly venture away from their villages when the villages kingdoms enters a war. In some cases villages will not form armies, such as the armies world law being disabled, the culture of the village has not yet unlocked weapon production, or the village does not have a blacksmith and at least 15 citizens among other things.

Other Village Stats[edit]

Area[edit]

File:IconTileSoil10x.png

Village areas are made of zones. These zones are made up of an 8x8 area of tiles. All maps have enough tiles to ensure that all tiles make up a whole zone. While not related to villages there are larger tile regions called chunks which make up a 2x2 area of zones or 16x16 area of tiles. The limit of a village's zones can be affected by various factors such as knowledges, buildings, and leaders. Villages can expand almost indefinitely if the CityUnlimitedZoneRange debug option is enabled. If you want more info see the Village Creation, Construction, and Expansion page

Loyalty[edit]

File:IconCityList10x.png

All villages have a loyalty stat that communicates a village's support of the kingdom it is a part of and can signal to the player possible upcoming rebellions, which can only happen if village goes below 0 loyalty. It can also be affected by various stats such as a leader's traits or distance of the village from the capital.

Village Inventory[edit]

Villages can store large amounts of items to keep its populations supplied and supported. When a unit dies on village grounds, its items are taken into village storage. If the village storage for that specific item type is full, when the dead unit's item value is greater than the value of the first item of the same type in storage, the village will replace the first item with the dead unit's item (see the items page for more info). Kingdoms themselves do not hold items directly.

General Storage[edit]

Item Storage[edit]

Villages can hold up to 3 of each of these at a time but that can be increased all the way up to 6 by Armory knowledges

Trivia[edit]

  • There are two icons on top of the village menu that are either humans, elves, dwarves, or orcs are based on whatever the race of village is