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(New page: == General information to honour == Your conduct in regard to other players determines the value of your honour. Your honour is shown in the header and in the ranking. The starting and st...)
 
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== General information to honour ==
<small>Version 4.1</small>


Your conduct in regard to other players determines the value of your honour. Your honour is shown in the header and in the ranking.
__TOC__
The starting and standard value of the honour is 1000. If honour is below 1000, the honour regenerates by one point every two ticks until the standard value is restored.


'''The honour drops when players attack other players with marked lower score (below 70% of the attacker's score). Honour is also reduced when players with large realms (more than 714,000 score) still continue to attack neutral fields (which count as players with a score of 500,000); this is done to provide neutral fields for smaller realms that need neutral fields as a way to expand.'''
== General information about honor ==
'''However, if a player starts a war against a player with a higher score, he can even gain honour when conquering castles.'''


The amount of honour lost with conquering fields of another player is displayed under "Diplomacy". Negative values define a loss of honour; positive values a gain of honour. Honour can only be gained by conquering castles. In a war that costs honour, castles cost three times as much honour as regular fields.
Your behavior towards other players determines the value of your honor. Your honor is shown in the header and in the ranking.
The amount of honour lost when conquering neutral fields is also shown under "Diplomacy". The score of alliance members has no influence on the honour value for neutral fields.
The base value of honor is 1000. If your honor falls below 1000, it regenerates by one point every two turns until the base value is restored.


In the section "Train Army", players can define how much honour they want to lose at most when conquering a field. If the conquer of a field would cost more honour than the value entered here, the army stops and doesn't attack the field. When attacking castles, the attack will only take place if the honourloss after conuering the castle would be at most 3 times the value entered here.
'''hHnor drops when players attack other players with markedly lower score.''' As in an alliance, the liege alone is responsible for the diplomacy, for honor calculations an alliance is seen as a single player (this means the scores of all players in an alliance are added together). Independent of whether an alliance is the aggressor of defender in a war: the alliance member with the highest score counts as 100%, the second highest as 75% and the lowest as 50% in terms of honor calculation.
This was introduced to prevent an accidental loss of honour when conquering fields with higher costs of honour then thought.


Under diplomacy, each war is defined by a little symbol which identifies the attacker in that particular war; only the aggressor, which may be both parties if both accept the declaration of war, can lose or gain honour.
Additional wars or declarations of war against the defender are counted to the score of the attacker in the same was (wars against individual players as 100%, wars against another alliance according to the 100-75-50 % rule).
In the course of a war the score of the losing parties is dropping, of course. However, if the war was honourable at the beginning, the attacker will not lose any honour even if the hostile party is defeated completely. The defender never loses honour, independent of his score.


When a war becomes active, the honour status of the war is calculated. The total score of each combatant is calculated based on the score of the combatant and his or her alliance partners. For this, the status of allied players towards the enemy is assessed. 50 % of the score of those allies that are at war with that same enemy, and 5 % of the score of the remaining allies are added towards the score of the combatant. This total score is the basis for the calculation of the honour gain or loss in the war. If the total score of the defendant is more than 70 % of the attacker's score, the attacker does not lose any honour in the war. If the defender is larger than the attacker, the attacker might gain honour when conquering castles.
'''Example 1'''
The honour calculation of the first turn of the war defines the '''maximum possible loss''' or gain of honour. When a declaration of war becomes active, a message is sent to the combatants that includes a note about the maximum possible honour loss. But the '''actual honour loss''' or gain when conquering a field is calculated directly after the conquest with the current score of the involved parties; the current values are shown under "Diplomacy". The actual honour loss can be lower than the maximum possible honour loss, but never higher. The same counts for gaining honour when conquering castles - if the enemy loses points in the course of the war, one may gain less or no honour at all when conquering the enemy's castles. Gaining honour by conquering a castle is also possible for the defendant, if gaining honour is displayed in the diplomacy menu. In a honourable war the aggressor will always gain as much honour for the last castle of his enemy as was displayed in diplomacy menu in the first tick of war. This does not count for a player who only returned a declaration of war from an enemy and became aggressor by himself.


The maximum loss of honour for a field can not be more than 50 points; castles may cost up to 150 points of honour or bring 100 points. A non-castle field never brings any honour. If allied troops are involved in a combat, the honour gain or loss are always attributed to the player that conquered the attacked field.
{| class="wikitable" border=1 cellpadding=5 cellspacing=0


== Re-calculation of maximum possible gain and loss of honour when a new member enters an alliance ==
|-
!Attacker!!Score!!Defender!!Score
|-
|Player A1 (liege)||110000||Player B||100000
|-
|Player A2 (vassal)||100000|| ||
|-
|'''Total Score'''||185000|| ||100000
|}


*When a new member joins an alliance, the honour values of every war that involves any member of that alliance is being re-calculated.
The liege of alliance A declares war on player B. The vassal of player A1 automatically joins his liege in the war. The scores of players A1 and A2 are counted together. Therefore, the attackers have a score of 185000 (110000 + 75% of 100000) and the defender of 100000.
*If a member of that alliance is the aggressor in a war, his maximum possible honour loss is re-calculated and changed accordingly. This means that the maximum possible loss of honour for a running war can increase, if a new member joins the alliance - even if that new member does not participate in the war!
*If a member of that alliance is the defender in a war, the maximum loss of honour for the enemy (the aggressor of that war) is re-calculated. If this newly calculated loss of honour is lower than the former loss of value, the new, lower value replaces the old value. If the new value is higher than the old one, the old value remains as the maximum possible loss of honour. This means that the situation for the aggressor can only improve if the alliance of his enemy gets a new member!


The new honour values are re-calculated identical to all other honour calculations, with consideration of the new alliance member. Therefore 50 % of the score of alliance-partners that have the same enemy and 5 % of the remaining alliance partners are added towards the score of a given player for the honour calculations.
'''Example 2'''


Appropriate warnings are shown when offering an alliance membership to a new player or joining an alliance.
{| class="wikitable" border=1 cellpadding=5 cellspacing=0
Honour values are not re-calculated if a player leaves an alliance.
The re-calculation affects solely the maximum possible loss or gain of honour. The actual loss or gain of honour is calculated upon conquer of a field with the current score of all involved players and their current alliance partners, as usual. The actual loss or gain of honour can be lower than the maximum possible loss or gain of honour, but never higher.
Any player entering an alliance has no influence on the honour value for loot fields (after annihilation of a player).


== Effects of honour ==
|-
!Attacker!!Score!!Defender!!Score
|-
|Player A||100000||Player B||150000
|-
|Player C||100000|| ||
|-
|'''Total Score'''||200000|| ||150000
|}


The lower the honour of a player, the more the people of the realm become corrupt and avoides taxes. The percentage of taxes / production ending up in your stock is displayed under "Events".
Player A declares war on B. Player A can wage a raid, blitzkrieg of campaign (if player A is a "warrior") against B without losing honor.


If the honour is below 1000 a malus is placed upon the following things:
If player C now also declares war on B, the calculation is different:


*'''Trade agreement:''' The value of a trade agreement modified by the honour is shown under "Diplomacy".
#In this case the score of player A (who is already waging war against player B) are added to the score of player C. Thus player C has a total score of 200000 for the honor calculation and will loose honor when waging war against player B.  
*'''Research collaboration:''' The value of a research collaboration modified by the honour is shown under "Diplomacy".
*'''Bureaucracy:''' Low honour increases the bureaucracy.
*'''Production:''' Low honour decreases the production.
*'''Taxes:''' Low honour decreases the income due to taxes.
*'''Militia:''' Lower numbers of militia can be recruited. Players with an honour of 0 can not recruit any militia.
*'''Marketplace:''' Low honour increases the costs for buying resources and decreases the gain when selling.
If the honour is above 1000 a bonus is placed upon the following things:


*'''Trade agreement:''' The value of a trade agreement modified by the honour is shown under "Diplomacy".
 
*'''Research collaboration:''' The value of a research collaboration modified by the honour is shown under "Diplomacy".
'''Example 3'''
*'''Bureaucracy:''' High honour decreases the bureaucracy.
 
*'''Production:''' High honour increases the production.
{| class="wikitable" border=1 cellpadding=5 cellspacing=0
*'''Taxes:''' High honour increases the income due to taxes.
 
|-
!Attacker!!Score!!Defender!!Score
|-
|Player A||100000||Player B1 (liege)||110000
|-
| || ||Player B2 (vassal)||100000
|-
|'''Total Score'''||100000|| ||185000
|}
 
Player A attacks the liege of alliance B. The attacker has a score of 100000, the defending ally has a score of 185000 (110000 + 75% of 100000). Player A can wage a raid, blitzkrieg of campaign (if player A is a "warrior") against B without losing honor.
 
However if there is another ongoing war (or declaration of war) between alliance B and player C (who, for example, has a score of 200000), the calculation changes as follows:
 
#Player C wages war against alliance B: in this case, the full score of player C is added to the attacker (Player A). Therefore, the attacker now has 300000 points and the defenders 185000.
#Alliance B wages war against player C: also in this case, the score of player C is added to the attacker (player A). Again, the attacker now has 300000 points and the defender has also 200000 points.
Thus, in both cases player A will loose honor when waging war against player B.
 
'''In this example you can see that it doesn't matter whether your opponent is aggressor or defender in other ongoing wars (or declarations of wars). In both cased the score of the other opponents will be added to your score when you declare war on somoebody.'''
 
'''Example 4'''
 
{| class="wikitable" border=1 cellpadding=5 cellspacing=0
 
|-
!Attacker!!Score!!Defender!!Score
|-
|-
|Player B1 (liege)||110000||Player A||200000
|-
|Player B2 (vassal)||100000|| ||
|-
|'''Total Score'''||185000|| ||200000
|}
 
Alliance B attacks player A.  The attackers have a score of 185000, the defender 200000. Therefore, alliance B can wage war on A without losing honor.
 
If player C (who for example has 100000 score) now wants to engage into this war, the calculation will be as follows:
 
#Player C attacks player A: in this case, the score of the attackers (alliance B) will be added to player C. Therefore the attacker now has a score of 285000 and the defender 200000. Thus, player C can declare a raid, Blitzkrieg or campaign (if he is a "warrior") on A without losing honor. 
#Player C attacks alliance B: in this case, the score of the defender (player A) is added to player C. Thus, the attacker now has a score of 300000 and the defender 185000. Therefore, player C will lose honor when attacking alliance B.
 
'''These examples demonstrate that it may be an advantage to first form an alliance before attacking, if more than 1 players want to wage war against another player.'''
 
== When is a war honorable? ==
 
In general, whether a war is honorable or not depends on the score difference between attacker and defender and the type of war declaration:
 
* A raid is honorable if the defender has at least 70% of the score of the attacker.
* A blitzkrieg is honorable if the defender has at least 80% of the score of the attacker.
* A campaign is honorable if the defender has at least 90% of the score of the attacker.
 
 
If the difference in score is too high, conquering fields or castles will cost honour. '''However, if a war is honorable, you can even gain honour when conquering castles.''' How much honour conquering fields from another player (independent whether they are empty or they house buildings) will cost you can be seen in the "diplomacy" menu. Two (settlers) or three (warriors) values are displayed, corresponding to the honour loss for raid/blitzkrieg/campaing (1). Negative values always indicate a loss of honour. When you send out a declaration of war, a popup will appear, stating the loss or gain in honour for conquering fields or castles (2). Positive values indicate a gain of honour. In a war where you lose honour, conquering castles will cost you thrice the amount of honour as conquering fields. Once a declaration of war has been sent, you can always see the curren honor loss for fields (3) or the gain or loss of honour for castles (4).
 
 
[[File:diplo3.jpg]]
 
 
== Conquering neutral fields ==
Warriors can conquer up to 1500 field without losing honour, Settlers up to 2000. '''When conquering neutral fields, only the number of youe own fields will be used for the calculation. Your ally members don't count in this case!'''
 
For each additional 150 (warriors) or 200 (settlers) fields above this limit, 1 point of honour is lost per conquered field. The current honour loss for conquering neutral fields can also been seen in the "diplomacy" menu.
 
== Aggressor of defender ==
In the "Diplomacy" menu, for each war a symbo is displayed, indicating which of the players is the aggressor. Only the aggressor can lose honour. During the course of a war, the score of the losing player will be going down. However, if the war was honourable from the beginning, you will not lose honour, even if you completely annihilate your opponents.
 
The defender, of course, never will lose honour, independent of his score.
 
== Setting limits for honour loss ==
In the section "Train Army", players can set a limit how much honour loss they woule accept when conquering a field. If conquering a field would cost more honour than the value entered here, the army won't attack the field. When attacking castles, the attack will only take place if the honour loss after conquering the castle would be at most 3 times the value entered here. This was introduced to prevent an accidental loss of honour when conquering fields with higher costs of honour then thought.
 
A similar setting can be found in the "espionage" menu, as spy actions can also cause loss of honour (more details under [[espionage]]).
 
== Maximal possible honor loss ==
The honour calculation at the time of a declaration of war defines the '''maximum possible loss''' or gain of honour. At the beginning of a new war, a message is sent to the combatants that includes a note about the maximum possible honour loss. But the '''actual honour loss''' or gain when conquering a field/castle is calculated directly after the conquest with the current score of the involved parties; the current values are shown under "Diplomacy". The actual honour loss can be lower than the maximum possible honour loss, but never higher. The same counts for gaining honour when conquering castles - if the enemy loses points in the course of the war, one may gain less or no honour at all when conquering the enemy's castles. Gaining honour by conquering a castle is also possible for the defendant, if gaining honour is displayed in the diplomacy menu. In a honourable war the aggressor will always gain as much honour for the last castle of his enemy as was displayed in diplomacy menu in the first tick of war. This does not count for a player who only returned a declaration of war from an enemy and became aggressor by himself.
 
The maximum loss of honour for a field can never exceed 50 points; castles may cost up to 150 points of honour or gain 100 points. A non-castle field never gains any honour. If allied troops are involved in a combat, the honour gain or loss are always attributed to the player who conquered the attacked field.
 
== Effects of honor ==
The lower the honor of a player, the more the people of the realm become corrupt and avoid taxes. The percentage of taxes/production ending up in your stock is displayed under "Events".
 
If the honor is below 1000 a malus is placed upon the following things:
 
*'''Trade agreement:''' The value of a trade agreement modified by the honor is shown under "Diplomacy".
*'''Research collaboration:''' The value of a research collaboration modified by the honor is shown under "Diplomacy".
In both cases the bonus is multiplied with the honor value divided by 1000.
*'''Bureaucracy:''' Low honor increases the bureaucracy.
*'''Production:''' Low honor decreases the production. Every point of honor below 1000 will decrease your productivity by 0.1%.
*'''Taxes:''' Low honor decreases the income due to taxes.
*'''Militia:''' Lower numbers of militia can be recruited. Players with an honor of 0 can not recruit any militia.
*'''Marketplace:''' Low honor increases the costs for buying resources and decreases the gain when selling.
 
If the honor is above 1000 a bonus is placed upon the following things:
 
*'''Trade agreement:''' The value of a trade agreement modified by the honor is shown under "Diplomacy".
*'''Research collaboration:''' The value of a research collaboration modified by the honor is shown under "Diplomacy".
In both cases the bonus is multiplied with the honor value divided by 1000.
*'''Bureaucracy:''' High honor decreases the bureaucracy.
*'''Production:''' High honor increases the production. Your production will be multiplied by the following factor: 1+SQRT(honor-1000)/25;
*'''Taxes:''' High honor increases the income due to taxes.
*'''Militia:''' Higher numbers of militia can be recruited.
*'''Militia:''' Higher numbers of militia can be recruited.

Latest revision as of 15:08, 2 February 2024

Version 4.1

General information about honor

Your behavior towards other players determines the value of your honor. Your honor is shown in the header and in the ranking. The base value of honor is 1000. If your honor falls below 1000, it regenerates by one point every two turns until the base value is restored.

hHnor drops when players attack other players with markedly lower score. As in an alliance, the liege alone is responsible for the diplomacy, for honor calculations an alliance is seen as a single player (this means the scores of all players in an alliance are added together). Independent of whether an alliance is the aggressor of defender in a war: the alliance member with the highest score counts as 100%, the second highest as 75% and the lowest as 50% in terms of honor calculation.

Additional wars or declarations of war against the defender are counted to the score of the attacker in the same was (wars against individual players as 100%, wars against another alliance according to the 100-75-50 % rule).

Example 1

Attacker Score Defender Score
Player A1 (liege) 110000 Player B 100000
Player A2 (vassal) 100000
Total Score 185000 100000

The liege of alliance A declares war on player B. The vassal of player A1 automatically joins his liege in the war. The scores of players A1 and A2 are counted together. Therefore, the attackers have a score of 185000 (110000 + 75% of 100000) and the defender of 100000.

Example 2

Attacker Score Defender Score
Player A 100000 Player B 150000
Player C 100000
Total Score 200000 150000

Player A declares war on B. Player A can wage a raid, blitzkrieg of campaign (if player A is a "warrior") against B without losing honor.

If player C now also declares war on B, the calculation is different:

  1. In this case the score of player A (who is already waging war against player B) are added to the score of player C. Thus player C has a total score of 200000 for the honor calculation and will loose honor when waging war against player B.


Example 3

Attacker Score Defender Score
Player A 100000 Player B1 (liege) 110000
Player B2 (vassal) 100000
Total Score 100000 185000

Player A attacks the liege of alliance B. The attacker has a score of 100000, the defending ally has a score of 185000 (110000 + 75% of 100000). Player A can wage a raid, blitzkrieg of campaign (if player A is a "warrior") against B without losing honor.

However if there is another ongoing war (or declaration of war) between alliance B and player C (who, for example, has a score of 200000), the calculation changes as follows:

  1. Player C wages war against alliance B: in this case, the full score of player C is added to the attacker (Player A). Therefore, the attacker now has 300000 points and the defenders 185000.
  2. Alliance B wages war against player C: also in this case, the score of player C is added to the attacker (player A). Again, the attacker now has 300000 points and the defender has also 200000 points.

Thus, in both cases player A will loose honor when waging war against player B.

In this example you can see that it doesn't matter whether your opponent is aggressor or defender in other ongoing wars (or declarations of wars). In both cased the score of the other opponents will be added to your score when you declare war on somoebody.

Example 4

Attacker Score Defender Score
Player B1 (liege) 110000 Player A 200000
Player B2 (vassal) 100000
Total Score 185000 200000

Alliance B attacks player A. The attackers have a score of 185000, the defender 200000. Therefore, alliance B can wage war on A without losing honor.

If player C (who for example has 100000 score) now wants to engage into this war, the calculation will be as follows:

  1. Player C attacks player A: in this case, the score of the attackers (alliance B) will be added to player C. Therefore the attacker now has a score of 285000 and the defender 200000. Thus, player C can declare a raid, Blitzkrieg or campaign (if he is a "warrior") on A without losing honor.
  2. Player C attacks alliance B: in this case, the score of the defender (player A) is added to player C. Thus, the attacker now has a score of 300000 and the defender 185000. Therefore, player C will lose honor when attacking alliance B.

These examples demonstrate that it may be an advantage to first form an alliance before attacking, if more than 1 players want to wage war against another player.

When is a war honorable?

In general, whether a war is honorable or not depends on the score difference between attacker and defender and the type of war declaration:

  • A raid is honorable if the defender has at least 70% of the score of the attacker.
  • A blitzkrieg is honorable if the defender has at least 80% of the score of the attacker.
  • A campaign is honorable if the defender has at least 90% of the score of the attacker.


If the difference in score is too high, conquering fields or castles will cost honour. However, if a war is honorable, you can even gain honour when conquering castles. How much honour conquering fields from another player (independent whether they are empty or they house buildings) will cost you can be seen in the "diplomacy" menu. Two (settlers) or three (warriors) values are displayed, corresponding to the honour loss for raid/blitzkrieg/campaing (1). Negative values always indicate a loss of honour. When you send out a declaration of war, a popup will appear, stating the loss or gain in honour for conquering fields or castles (2). Positive values indicate a gain of honour. In a war where you lose honour, conquering castles will cost you thrice the amount of honour as conquering fields. Once a declaration of war has been sent, you can always see the curren honor loss for fields (3) or the gain or loss of honour for castles (4).


Diplo3.jpg


Conquering neutral fields

Warriors can conquer up to 1500 field without losing honour, Settlers up to 2000. When conquering neutral fields, only the number of youe own fields will be used for the calculation. Your ally members don't count in this case!

For each additional 150 (warriors) or 200 (settlers) fields above this limit, 1 point of honour is lost per conquered field. The current honour loss for conquering neutral fields can also been seen in the "diplomacy" menu.

Aggressor of defender

In the "Diplomacy" menu, for each war a symbo is displayed, indicating which of the players is the aggressor. Only the aggressor can lose honour. During the course of a war, the score of the losing player will be going down. However, if the war was honourable from the beginning, you will not lose honour, even if you completely annihilate your opponents.

The defender, of course, never will lose honour, independent of his score.

Setting limits for honour loss

In the section "Train Army", players can set a limit how much honour loss they woule accept when conquering a field. If conquering a field would cost more honour than the value entered here, the army won't attack the field. When attacking castles, the attack will only take place if the honour loss after conquering the castle would be at most 3 times the value entered here. This was introduced to prevent an accidental loss of honour when conquering fields with higher costs of honour then thought.

A similar setting can be found in the "espionage" menu, as spy actions can also cause loss of honour (more details under espionage).

Maximal possible honor loss

The honour calculation at the time of a declaration of war defines the maximum possible loss or gain of honour. At the beginning of a new war, a message is sent to the combatants that includes a note about the maximum possible honour loss. But the actual honour loss or gain when conquering a field/castle is calculated directly after the conquest with the current score of the involved parties; the current values are shown under "Diplomacy". The actual honour loss can be lower than the maximum possible honour loss, but never higher. The same counts for gaining honour when conquering castles - if the enemy loses points in the course of the war, one may gain less or no honour at all when conquering the enemy's castles. Gaining honour by conquering a castle is also possible for the defendant, if gaining honour is displayed in the diplomacy menu. In a honourable war the aggressor will always gain as much honour for the last castle of his enemy as was displayed in diplomacy menu in the first tick of war. This does not count for a player who only returned a declaration of war from an enemy and became aggressor by himself.

The maximum loss of honour for a field can never exceed 50 points; castles may cost up to 150 points of honour or gain 100 points. A non-castle field never gains any honour. If allied troops are involved in a combat, the honour gain or loss are always attributed to the player who conquered the attacked field.

Effects of honor

The lower the honor of a player, the more the people of the realm become corrupt and avoid taxes. The percentage of taxes/production ending up in your stock is displayed under "Events".

If the honor is below 1000 a malus is placed upon the following things:

  • Trade agreement: The value of a trade agreement modified by the honor is shown under "Diplomacy".
  • Research collaboration: The value of a research collaboration modified by the honor is shown under "Diplomacy".

In both cases the bonus is multiplied with the honor value divided by 1000.

  • Bureaucracy: Low honor increases the bureaucracy.
  • Production: Low honor decreases the production. Every point of honor below 1000 will decrease your productivity by 0.1%.
  • Taxes: Low honor decreases the income due to taxes.
  • Militia: Lower numbers of militia can be recruited. Players with an honor of 0 can not recruit any militia.
  • Marketplace: Low honor increases the costs for buying resources and decreases the gain when selling.

If the honor is above 1000 a bonus is placed upon the following things:

  • Trade agreement: The value of a trade agreement modified by the honor is shown under "Diplomacy".
  • Research collaboration: The value of a research collaboration modified by the honor is shown under "Diplomacy".

In both cases the bonus is multiplied with the honor value divided by 1000.

  • Bureaucracy: High honor decreases the bureaucracy.
  • Production: High honor increases the production. Your production will be multiplied by the following factor: 1+SQRT(honor-1000)/25;
  • Taxes: High honor increases the income due to taxes.
  • Militia: Higher numbers of militia can be recruited.