Plots/Plans

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Plots, also known as "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 red icon above a certain leader or unit.

Information[edit]

Plan 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. Players can also get a sense of how close a plan is to being completed without viewing the menu by viewing the rate at which the red plot icon above the unit's head pulsates.

Plans can be interrupted/canceled under certain conditions such as a war starting before a rebellion plot is able to finish or the unit plotting dies. Most plots take about 3 years to complete. Players can also cancel plots by either killing the unit plotting or by using the divine light power on the plotting unit. Some plots can be completed by non-kings if a king's village is destroyed mid-planning (kings are demoted when their capital is destroyed but will continue their plot). Kings and village leaders will not start a plot if they are actively fighting. Kings will attempt plots in this order: Join Alliance -> Create Alliance -> Dissolve Alliance -> War -> Peace Talks.

List of Plots[edit]

Icon Plot Intent Notes
File:PlotWar10x.png War Starts a war between two kingdoms (more if kingdoms are allied) Only kings can plan war

Kingdoms will not plan:
if kingdom does not have at least 1 city
if currently at war
if last war was less than 5 years ago
if they do not have more than 10 warriors
if ally is already planning a war

Costs 800 influence

Has less than 4 cities:
will not if there are more than 200 zones available
will if no zones to expand to
will not Populations is less than 60% of max

Canceled if kingdom targeted joins same alliance or king dies

Plot Power: Warfare

File:PlotStopWar10x.png Peace Talks Causes a war to end without the destruction of another kingdom Only kings can engage in peace talks

Kingdoms will not plan:
Is not at war
War has not been going for more than 10 years

If a kingdom is not currently taking over a village, is not physically fighting with their enemy, and is the attacker: if their army is more than twice as big as the defender's then they will start a peace plot.
If a kingdom is not currently taking over a village, is not physically fighting with their enemy, and is the defender: if their army is more than twice as big as the attacker's then they will start a peace plot.

Costs 100 influence

Plot Power: Diplomacy

File:PlotAlliance10x.png Create/Join Alliance Create an alliance between 2 or more kingdoms or join an existing alliance Only kings can plan to form and join alliances

Kingdoms will not plan:
Currently at war
Has zero cities
Already has an alliance
created an alliance less than 3 years ago
if engaged in other plots

Creating costs 1000 influence (any joining kingdoms during the initial creation do not suffer any influence cost)
Joining costs 500 influence

Allies will usually be close to each other
If the alliance loses all supporters or founder enters a war then the plan cancels
If opinion of founder kingdom changes to 0 or below supporters will leave the plan. Other kingdoms also will not join if their opinion is the same.

Plot Power: Diplomacy

File:PlotDissolution10x.png Dissolve Alliance

"Dissolution"

To break up/end an alliance for all members Only kings of member kingdoms in an alliance can plan a dissolution of said alliance

Kingdoms will not plan:
Currently at war
Has not been in the alliance for more than 10 years
Is not supreme kingdom in the alliance and is not supreme or second best kingdom overall (see loyalty)
Alliance power is less than (power of all kingdoms not in same alliance)x2. So only if alliance is stronger against everyone else.

Costs 1500 influence

Power Calculation
Kingdom Power = (Army Size) * 2 + (Total Cities) * 5 + 1

Plot Power: Warfare + 50% of Diplomacy

File:PlotRebellion10x.png Rebellion Start a revolt inside of a kingdom. Results in a new kingdom being formed Only leaders of non-capital villages can plan rebellions.

Rebellions cannot happen:
until a kingdom is older than 15 years old
if village loyalty is greater than 0
if the village has less than 10 warriors
if kingdom is main defender during a rebellion
if there is already another rebellion being planned in the kingdom

Costs 500 influence

result = capital's army - (capital's army x (Amount of unhappy cities (loyalty <= 0) x 0.1))
If the result is not greater than the amount of warriors in a city then that city will not revolt
If kingdom quantity of cities is less than or equal to 6 then cities will not revolt as long as the kingdom has not past max villages.
After all of those conditions have been past a city will start planning a rebellion.

Plot Power: Warfare + 50% of Intelligence

File:RiteAscension10x.png Rite of Ascension (or possibly 'Clan Ascension') Evolves clan members to a new subspecies, if possible.

This new subspecies will have an "Ascentus" postfix

Can happen when:

Unit must be chief of a clan
must have a religion
must have the trait 'Evil'
must not have the trait 'Mark of Becoming' or 'Pure'.
the kingdom the chief belongs to must have at least 1000 people
The plot has a minimum level of 5

File:PlotKillKing10x.png Kill King Kill the king of a specific kingdom Not used in game.
File:PlotKillLeader10x.png Kill Leader Kill the leader of a specific village Not used in game
File:PlotCultureSplit10x.png Culture split Split a culture in two Not used in game
File:PlotGeneric10x.png Generic Possible placeholder Not used in game

Trivia[edit]

  • Plots were added in version 0.21.0.
  • The changelogs mention poisoning kings despite this feature not being implemented yet: "added: new plots/plans mechanic. Clan members could have plans to start wars, poison their kings, create alliances, etc. But their plans and plots could also be broken when they die"