Honor

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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.