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* +10% [[Seize Materials]] |
* +10% [[Seize Materials]] |
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* -10% [[Coinage]] |
* -10% [[Coinage]] |
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+ | * -2% [[Tribal Council (Policy)|Tribal Council]] |
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=== Services === |
=== Services === |
Revision as of 04:39, 24 July 2021
Conflict is a Game Mechanic in Ymir. Each Territory has it's own Conflict value, it has a negative effect on Loyalty, and Population in the territory.
Conflict represents the level of random conflicts between the people of the territory. Active government civics and services in the territory such as Justice can help reduce it.
Conflict
Conflict = Base Conflict * (100% + Territory Modifier) * (100% + Sum(Policy Effects) ) * (100% + Service Effects)
Population
- Base conflict - The total population in the territory generates conflict.
Unknown calculation
- Territorial status
- City +0%
- Colony +0%
- Outpost +400%
Policies
- +100% Band society
- -50% Fair Exchange
- +40% Food Rationing
- +200% Gift economy
- +15% Privileges
- +10% Seize Materials
- -10% Coinage
- -2% Tribal Council
Services
- Services in the territory, likeJustice, can reduce the final conflict level, depending on how well population has access to them.
- Services is a percentage reduction calculated after applying policy reduction.
Justice: Reduction% = 35 * Access%
The Effect Of Conflict
Murder
A high number of Conflict mean a larger % of your population will be kill
1 conflict = 0.3%
Loyalty
By each point of Conflict you have, you lose 1 point of Loyalty
Notes and Tips
Early
The conflict in the very early game would not be very annoying, it will be when you get around 400-500 population
and them you will be "forced" to switch from a Gift economy to a Fair Exchange, removing De facto 200% of your Conflict
(Gift economy give you a penalty of +150% population conflict & Fair Exchange give you a bonus of -50% population conflict)
Mid
Late
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