Honor: Difference between revisions

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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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Revision as of 17:03, 24 January 2011

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 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. 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. 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.

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. 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. 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. 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.

Re-calculation of maximum possible gain and loss of honour when a new member enters an alliance

  • When a new member joins an alliance, the honour values of every war that involves any member of that alliance is being re-calculated.
  • 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.

Appropriate warnings are shown when offering an alliance membership to a new player or joining an alliance. 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

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".

If the honour is below 1000 a malus 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".
  • 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".
  • Bureaucracy: High honour decreases the bureaucracy.
  • Production: High honour increases the production.
  • Taxes: High honour increases the income due to taxes.
  • Militia: Higher numbers of militia can be recruited.