Tutorial VI – War! Rules of engagement in Rising Empires

galenstridConflicts in Rising Empires are common. Even the most peaceful empires with no wish to expand aggressively will most likely than not come into conflict with a neighbouring empire. When there is no more room to expand peacefully some empires will look desperately at your own territory, while others might chose to turn inwards and improve what they already have. Whatever your playing style is, you will need to learn the basics of the combat system.

This is the sixth Rising Empires tutorial and due to its length and complexity it has been split in three parts. This part is a general introduction to combat in Rising Empires. The next two parts will give you a detailed look of the ground combat system, discuss special rules and also discuss how armies retreat and what happens when a settlement is captured:
Part II – Ground combat
Part III – Conquering settlements and special rules

Here comes a list of all the other Rising Empires tutorials that have been written:
Tutorial I – Playing the first turn in Rising Empires
Tutorial II – Research and technologies
Tutorial III – Loyalty, or how to keep your population happy
Tutorial IV – Food, or how you keep your population from starving
Tutorial V – Troop statistics, or how to design the ‘super soldier’

The cost of war
afterbattleWar is fun! Every Human King, Greenskin Warlord or Dwarven Clan Leader should run around and wreak havoc among their enemies. Pillage their cities and torch their granaries. A war can bring great benefits to the winner; new cities and more population means more income, larger armies and a faster development of your great empire. Aren’t their any drawbacks?

Of course there are… Recruiting your civilians into military companies decreases your tax income and increases your expenditure in wages. But the worst part is when your soldiers start to die on the battlefield. Few things in your empire are as limited as your population… A conflict is good as long as you win and capture your enemy’s population, but when your soldiers die faster than your population increases you are in a dangerous situation.

And what can you do with all those Krant insectoids you just got in your empire?

Choosing sides in a battle
In a battle there can only be two sides, the attacker and the defender. The empire/faction that moves to a sector and engage an enemy is always the attacker. The defender is the faction that is being locked in combat when an enemy is moving into the sector.

Important note regarding civilian armies – Civilian armies (armies consisting only of companies without offensive combat values) can not enter sectors with hostile armies, i.e. they can never initiate a ground combat.

All combat initiated during a movement phase is executed at the end of the movement phase, i.e. when all armies/fleets that can move have moved.

If a battle is initiated the defending faction is locked and may not leave the sector. Their movement will continue the next movement phase (or turn if there are no more movement phases that turn). More armies/fleets from both factions can still enter the sector and join the battle during the rest of the movement phase before the battle is executed. A good tactics is to use low-initiative armies to lock your enemy and force them to stay in a sector and then enter with your larger and slower army consisting of your real combat veterans.

Armies/fleets that enter a sector where a battle already has been initiated will join the side of its own empire first. If no armies of its own empire are present in the battle it will join the side of its allied empires. If the army doesn’t belong to either side of the already started battle a new battle will be initiated. The army will then meet the winner of the first battle.

Continue to part II…

Tutorial VI part II – Ground combat

combatlandGround combat is fought between armies. Armies consist of companies who do the actual fighting. There is no limit to the number of empires, armies or companies that can participate in ground combat.

In ground combat each side set up a battle line and a second line:
Battle line – The battle line is the front line and consists of all melee forces in the army. The battle line will move and engage the enemy battle line in close combat and this is where the majority of all melee combat is executed.
Second line – The second line is behind the battle line. Here all archers, support and civilian companies set up their lines during a combat. Unless the battle line is overrun by the enemy the companies in the second line won’t be engaged in melee combat.

When the actual combat has started all companies in the battle line will attack enemy companies in melee combat while companies in the second line will fire arrows at the enemy ranks if they can.

A combat will continue until one side has been eliminated or all companies has been broken or routed in one of the battle lines. When this happen the side with broken morale will disengage and the battle will end. The retreating force can still have companies with normal morale in the second line. The minimum number of rounds in a combat is 3.
Tutorial 16Types of attacks
The number of attacks a company can do in a combat round depends on their attack value.

Melee attacks – All companies in a battle line makes melee attacks against their selected target company. Companies in the second line only engage in melee combat if the battle line has been overrun and they must fight in melee combat to defend themselves.

Ranged attacks – Companies in the second line which isn’t engaged in melee combat will, if they have ranged capacity, fire arrows at the enemy ranks. To minimise the risk of firing arrows at their own side a company doing a ranged attack wants to divide their firepower on as many as three enemy companies. If this isn’t possible the effectiveness of the attack will decrease.

Selecting a target company
The attacking side has the initiative in ground combat and the companies in the attacking battle line selects their target companies before the companies in the defending battle line selects their targets. This gives the attacking side an important tactical advantage.

Targeting data is not cleared between the rounds in melee combat and companies often fight against each other during the whole battle. An attacking company will only change its target in melee combat if their previous target is routed/eliminated or they have abilities that make them want to change their target.

First the companies of the attacking battle line select their targets. If they have the Tactics ability they will select a target company following a priority list (see below). Pike companies (ability Pike and Tactics), for example, will try to attack enemy cavalry. When all attacking companies have selected a target the companies of the defending side will select their targets.

Companies in the defending battle line are more limited in what companies they can attack. If a defending company is attacked by one or more companies from the attacking side it must select a target among those companies. Only defending companies that aren’t targeted by an enemy company may select their target freely in the same way as the attacking side. This can only happen if the defending side has more companies in the battle line than the attacking side.

A company can never be attacked by more than three enemy companies. A company will only attack an enemy company that already is attacked by another company if it can’t find another target which isn’t attacked at all or is attacked by fewer companies. Only if one side has more companies in their battle line than the other side will they get a local superiority by having more than one company attacking a target.

It’s possible to overrun the enemy battle line. If all companies in the enemy battle line has been engaged by three companies each and there are still companies in the larger battle line that haven’t received a target these companies will overrun the enemy battle line and engage the enemy second line. For this to happen the larger battle line must have at least one more company than 3 times the number of companies of the enemy battle line.

Priority lists for abilities in combination with Tactics:

    Cavalry: Archer companies, all non-Pike companies with ranged capacity, all non-pike footmen companies, civilian companies and lastly all other companies (incl. pike).
    Flying: Archer companies, all non-Pike companies with ranged capacity, all non-pike footmen companies, civilian companies and lastly all other companies (incl. pike).
    Pike: Military cavalry companies, military companies, civilian cavalry companies and lastly all remaining companies.
    Skirmish: Archer companies, then other companies with ranged capacity and lastly all other companies.
    Only Tactics: Recruits, Goblin warriors, Archer, military footmen companies, military cavalry/flying companies and lastly all remaining companies.

Warrior duels and Mage spells
When two companies with either a warrior or a mage faces each other in melee combat they will fight a duel. Duels are not fought to the death, only until one of the combatants are damaged enough to not participate more in the battle. The warrior or mage that loses the duel will not participate more in the battle. A mage, for example, will stop using his spells when he has lost a duel.

mageAt the beginning of the battle each mage will select what spell to use throughout the melee combat. A mage can select between 4 spells; Berserk, Fireball, Fog and Shield.

    Berserk – This spell instils an incredible rage in all soldiers in the company. During the whole battle, or until the mage loses a duel, soldiers in the company will get a bonus to their hit chance while attacking enemy companies.
    Fireball – This is a strong and powerful spell. At the beginning of each combat round the mage will fling a large fireball against the enemy company which he faces. The ball of fire will, hopefully, explode in their ranks instantly killing a number of soldiers. A good hit might even break their morale.
    Fog – This spell shrouds the whole company in a thick fog, hiding them from enemy companies while their own soldiers can see inside the fog. During the whole battle, or until the mage loses a duel, enemy soldiers will get a penalty to their hit chance when attacking the company. A mage will not select this spell if no enemy company is attacking his company.
    Shield – This spell creates a magical aura around each soldier in the company. This aura repels enemy weapons and can save soldiers from damage. During the whole battle, or until the mage loses a duel, this protecting aura will give all soldiers who are damaged an extra armour check. A mage will not select this spell if no enemy company is attacking his company.

Calculating hit chances in combat
All companies have three basic combat values; ranged, offensive and defensive. When making a ranged attack the ranged value is used. In melee attacks the offensive value is used for the attacking side and the defensive value for the defending side. These basic combat values are the unmodified/standard values and is the percentage chance that a soldier in the company will hit and cause 1 damage point during an attack.

The basic combat values are rarely the ‘real’ combat values the company uses in an actual fight. There are a number of factors that increase or decrease how your company will perform in combat. Here we will try to describe most of them:

    Abilities – There are a number of abilities that affect the combat values of a company. These abilities increases or decreases the combat values when the hit chance is calculated for an attack. Some of them are race specific, like Elephant, and some, like Marine, are available to all races.

    Upon finishing the needed technologies an empire can train their companies to perform better in one of the 4 terrain groups. A company can only have one terrain group ability and it will give a 30% bonus to the hit chance in the selected terrain group. The downside to this special training is that it will also get a 20% decrease to hit chance when fighting in any of the other three terrain groups.

    Experience – For each level of experience a company has gained it will get a bonus to its basic combat values.
    Terrain – Terrain also has an impact on the results of ground combat. Often the defenders can make use of the terrain and layout of the land to improve their chances of winning a battle.
    Seasons – The season also affects the combat efficiency of your armies. From an aggressor’s perspective summer is the best season for warfare; the attacker will gain a small tactical advantage. During spring and autumn the defender will gain a similar advantage. Offensive warfare during the winter is harder and the defender gains a larger tactical advantage than during spring and autumn.
    Level – All races prefer either the Surface or the Netherworld level. Or, as in the case of Dwarves, they prefer both levels. When a race intrudes on a level that isn’t its preferred level it will see a decrease in its combat efficiency. This is a 20% decrease in all companies’ combat capacity.
    Mages and their spells - As described in the ‘Warrior duels and Mage spell’ chapter above the spell Berserk and Fog affect the combat values of companies in the close combat phase.
    Fortifications and siege weaponry – There are two types of fortifications; settlement walls and forts. They serve two purposes which both have a deep impact on ground combat. First they cancel the Charge ability. Cavalry units must dismount and fight on foot when attacking settlements with walls or garrisoned forts. Secondly they give a percentage bonus to the hit chance of the defending companies.

    Settlement walls are constructed in towns and cities by the owner. These also give a morale bonus to the owner of the settlement. The bonus for the defending side depends on the number and quality of the defensive constructions. The hit chance bonus from settlement walls can’t be higher than 100%.

    Forts are massive castles and citadels that can be built outside settlements to guard strategic locations and watch for intruders. A castle increase the defensive value of the defender with 50% and a citadel increases the value with 100%.

    Amphibious assaults – When an army is disembarked into a coastal sector occupied by an enemy settlement or army it will start an amphibious assault. Amphibious assaults take place after all disembarkation orders have been completed. That allows multiple armies to assault the same sector from several fleets and/or empires.

    Amphibious assaults are dangerous operations and the attacking companies are vulnerable when they storm from their ships toward the prepared defenders. All attacking companies (excl. marines) receive a 20% penalty to their hit chance when performing an amphibious assault.

    Companies with the marine ability are specially trained to fight on ships and attack from ships. These companies receive a 20% bonus to their hit chance when performing an amphibious assault.

Damage and hit points
Tutorial 17When the correct hit chance has been calculated for an attack it’s time to see how much damage a company does on its target company. For each soldier/strength point in the company one check is done to see if that soldier hit and causes one damage point. All hits made by soldiers in a company are totalled and this is the base damage of the company.

If a warrior is attached to the company he will also add a good amount of additional damage in both the ranged and close combat phases. As the warrior becomes more proficient at his combat skills the maximum amount of damage he can inflict will increase.

A very important aspect in calculating damage in ground combat is company abilities. There is a huge difference between, for example, a cavalry company with the Charge ability attacking an Archer company and the same company attacking a Pike company. The abilities of the attacking and defending company are used to modify the base damage

When the total damage has been decided an armour check is done for each damage point. The number of successful armour checks is then totalled.

The damage an attacking company does is the total damage minus the number of successful armour checks by the defending company.

What remains is to decide how many in the target company that is lost by the attack. All companies have a hit point value. This is the number of damage point one soldier takes before he dies. The damage divided by the hit point, rounded down to the nearest integer is the number of soldiers that dies in the target company.

If the targeted company loses all its remaining soldiers it’s eliminated. When a company eliminates another company there is a chance that a warrior or mage is generated in the company (if it doesn’t already have one).

Combat morale and its effect
All companies have a combat morale. This ranges from normal to broken and lastly routed. When a company has received certain percentage damage it needs to do a morale check each time it receives a casualty. The first time a company fails its morale check it will become broken and the second time it will become routed. When routed it can’t get any worse and no more morale checks will be done.

Krant are fearless and can never be routed. Krant companies can be broken but do not receive any of the penalties, i.e. they fight at full efficiency even when broken.

Generally a company needs to do morale checks when it has received 20% casualties. A company defending its own settlement need 40% casualties before it has to do morale checks. The risk of losing morale is equal to the percentage casualties in the company. If the company is defending its own settlement the risk of losing morale is halved. Morale also depends on company abilities, experience, settlement walls and any eventual warrior/mage or commander.

A broken company receive a -25% penalty on its hit chance and when attacked it lose 50% more soldiers. A routed company may not attack and when attacked it lose 100% more soldiers.

Continue to part III…

Tutorial VI part III – Conquering settlements and special rules

Special rules when attacking through a cave opening
caveopeningWhen armies attacks through cave openings, either by moving from the Surface to the Netherworld or the opposite, a cave battle will erupt. With the limited space in the dark corridors that reach between the two levels there is not room for more than 1 company from each side.

In cave battles one company from each side will be selected to fight a battle. From each side the company with the best hit chance and remaining strength will be selected. Even if the attacker eliminates the defending company they will only win if there are no more enemy companies on the sector with the cave opening. If the defender has more companies further attacks must be done to grind them down until no more enemies remain. First then will the army be allowed to pass through the cave opening.

Retreating from ground battles
victoryA combat will continue until all companies has been broken or routed in one of the battle lines. When this happens the side with broken morale will disengage and the battle will end.

If the attacker retreats all his forces will try to retreat to the sector where the army with the lowest initiative came from. If that isn’t possible a random sector without enemies will be selected. If no sector can be found the army will be eliminated.

If the defender retreats his forces will try to retreat to a random sector without enemies excl. the sector where the attacking army with the lowest initiative came from. If no sector can be found the army will be eliminated.

If an army defending a settlement is defeated it’s automatically eliminated.

All retreating armies lose their remaining movement points and movement orders as they are disorganised after the defeat and must prepare before they can move again. If an amphibious assault fails the attacking armies will retreat back to their ships, i.e. become embarked again.

Capturing settlements
Tutorial 18If the attacking armies successfully defeat the armies that defend a settlement they will capture or destroy it. Watchtowers are destroyed when captured. All other types of settlements are captured by the attacking empire.

Capturing an enemy settlement is always followed by looting and destruction. Hatred between races and empires, the bloodlust of the soldiers and the need to suppress the heathen civilians makes this happen. This often ends in many deaths and burned down buildings. When a capital is captured the palace is automatically destroyed. An empire can never have more than one palace.

The attacking armies will also loot the former rulers of the settlement and will steal a lot of their riches. This sum is taken directly from the previous owner’s treasury. The richer your target the more loot for your armies to find. A captured settlement will also see a decrease in their loyalty which can take several weeks to return to normal values. This can also have severe consequences on your new settlement.

Questions? Comments? Please let us know, either here by responding to this post, on our forum or by sending us an email. Good luck! :)

Rising Empires on Facebook

We’ve now created a Rising Empires page on Facebook. Be among the first to like us: Rising Empires on Facebook.

On another note, this Fridays update will be delayed until Sunday. It will include new features, for example a new event button for sighted enemy armies, warning when settlements starve and more AI optimisations. We hope you will enjoy the improvements! :)

List of Rising Empires tutorials

Here comes a list of all Rising Empires tutorials that have been written:
Tutorial I – Playing the first turn in Rising Empires
Tutorial II – Research and technologies
Tutorial III – Loyalty, or how to keep your population happy
Tutorial IV – Food, or how you keep your population from starving
Tutorial V – Troop statistics, or how to design the ‘super soldier’
Tutorial VI – War! Rules of engagement in Rising Empires

Tutorial V – Troop statistics, or how to design the ‘super soldier’

militarytrainingPlaying a game of Rising Empires without having at least some armies and border patrols can be a tough challange. Playing a game without using the possibility to design your own unique company types can be equally tough. The starting company type, Militia, might be able to stand their ground in the early game but when the enemy comes with soldiers 3 or 4 times better, or cavalry with their long lances, you really need your own ‘super soldiers’.

This is the fifth Rising Empires tutorial and cover company statistics, company abilities and how to design your own company types. It will also be a good read before the sixth tutorial which will cover the combat system. The previous four tutorials can be found here:
Tutorial I – Playing the first turn in Rising Empires
Tutorial II – Research and technologies
Tutorial III – Loyalty, or how to keep your population happy
Tutorial IV – Food, or how you keep your population from starving

createcompanytypeThe barracks can be entered through the game menu and contains drop down menus containing all the company types and squadron types that can be constructed in your empire. You’ll also see a button that allows you to design your own company types at the top of the screen.

Tutorial 13The list of company types (and later on also squadron types) represents all the different types of companies that can be built by your empire. This does, however, not mean that they can be built in all your settlements. What you can build in each individual settlement depends on what races that lives there and how large their populations are. Click on the red cross to delete the company type. But let’s have a look a the stats of a typical starting company, the Human Militia: Tutorial 14Here is a short explanation of all the company stats:

    Combat preference - Can be close or ranged. The combat preference dictates if the company fight in the main battle line or if they are archers standing behind the main battle line.
    Offense – The offense value is used when the company is part of the attacking force. This is the basic chance (%) that one soldier of this type will hit an enemy soldier when doing an attack.
    Defense – The defence value is used when the company is part of the defending force. This is the basic chance (%) that one soldier of this type will hit an enemy soldier when doing an attack.
    Ranged – This is the basic chance (%) that one soldier of this type will hit an enemy soldier when doing a ranged attack.
    Armor – This is the basic chance (%) that the armour will protect the soldier if an enemy soldier makes a succesful attack.
    Strength – The number of soldiers that represent a full strength company of this type (normally 500 except for scout companies which have 50 soldiers).
    Attacks – The number of attacks each soldier can do during a full combat round.
    Hitpoints – How much damage each soldier can take before he dies.
    Initiative – How quick is the company when moving. The initiative of an army depends on all companies in the army. An army with a lower initiative will move before an army with a high initiative. This can be used to ‘lock’ slower enemy armies in combat.
    Max movement – The maximum number of movement points the company can save when standing still. The maximum movement for an army is equal to the company with the lowest maximum movement.
    Movement reg – Movement regeneration is how many new movement points the company receive each turn. The movement regeneration for an army is equal to the company with the lowest movement regeneration.
    Sight – How many sectors the company can see. The sight of an army is equal to the company with the highest sight value.
    Build cost – The cost in gold needed to start production of a company of this type.
    Build time – How many production points that are needed to complete a company of this type.
    Wages – The wages cost in gold that is needed each turn for a full strength company of this type.
    Abilities – This is a list of the abilities that this company type has. A company can have multiple abilities.

Tutorial 15But how to design the ‘super soldier’? That is a question that isn’t easy to answer. Our hope is that the insight you now have in troop statistics will make you able to design your own ‘super soldier’. Or perhaps a whole range of ‘super soldiers’ as there are different needs on a battlefield compared with a city garrison. With new technologies more options and abilities will become available. Play around and find a troop style that suit your own favourite race.

Questions? Comments? Please let us know, either here by responding to this post, on our forum or by sending us an email. Good luck! :)

What to look forward to the coming days…

Hi,

Johan and I are busy working with the Friday update of Rising Empires. This will be a bigger update and will make it possible to see the full battle reports of the battles your own empire participate in. In the report you’ll be able to see how each company perform and if you really want you can see details of each round of battle (this can be quite long reports). :)

I’m also working on the next tutorial. It will cover subjects like company statistics, company abilities and how to design a new company type. This will be a good read since the tutorial after this one will be about the combat system. Yihaa!

We hope you all have a good week! :)

Peter

Another milestone passed

Good news. Today we passed 200 active installs of the Rising Empires beta and we hope the number will rise a bit more the coming days since we’ve had a lot of traffic here on the blog. And speaking about the blog, the last 24 hours there have been some 500 unique visitors!

Johan and I will continue with our weekly updates of the game. On Friday we’ll update the AI again which will see the Ende and Elven AIs starting to use their special abilities…

Thank you for supporting us! :)

Tutorial IV – Food, or how you keep your population from starving

foodOne of the most important resources in Rising Empires is food. Food is needed to feed your ever hungrier population. If you feed them well they will become happy and breed faster but if you don’t they’ll become angry and mean, perhaps even to the extent that they call you evil names and rebel against your rightful rule. This was discussed in the last tutorial (number three in the list below).

This is the fourth Rising Empires tutorial and will discuss the food system in Rising Empires. The previous three tutorials can be found here:
Tutorial I – Playing the first turn in Rising Empires
Tutorial II – Research and technologies
Tutorial III – Loyalty, or how to keep your population happy

Your towns and cities collects food from the sectors around them. It’s also possible to build special buildings that generate a fixed amount of food and if the settlement lies on a coast it’s even possible to go out fishing the sea and ocean sectors.Tutorial 9Cities collects food from all the sectors that is highlighted when it’s activated on the map. How much food that is collected depend on the farm level (infra-structure) and how far away the sector is from the city:Tutorial 10This means that sectors that lies close to the city is of more value than a sectors that is far away. When improving terrain it’s always better to improve as close as possible to the settlement even if it costs more than a sector farther away. Remember that it’s possible to improve the sector where the city is as well.

Elven empires work a bit differently than the other races. Elves receive double the amount of food from forests, deep forests and forest caves. Unfortunately they only get half the amount of food from all other terrains. What to do about all those plains? Grow more forests! ;)

It’s very important to remember that no food is collected during the winter. Enough food must be collected and stored during spring, summer and autumn to feed your population during the winter.Tutorial 11Now we know a little about how food is collected by your towns and cities. But how does it influence your population growth?

Each civilian needs a minimum of 1 food each turn. This gives them enough strength to work and generate income but it will also slow the population growth to a minimum. By allowing your population to eat more food they will be more content with life and breed faster. 1.5 foods/civilian is required for your population to receive their basic population growth. A maximum of 2.0 foods can be consumed by each civilian in a turn and will give a bonus to your population growth.

During winter your birth rate can never be higher than standard (1.5 foods/civilian). If there is enough food stored in a settlement for the remaining winter turns each citizen will eat 1.5 foods each. If there isn’t enough food for each citizen to eat 1.5 during the rest of the winter each citizen will be given 1.0 food instead. If this is not possible, 1.0 food will be distributed to each citizen until the food supplies are empty and the remaining citizens will starve.

If your population starve their death rate will be multiplied with 7.5 (the maximum death rate during starvation is 12.5%). Be sure to avoid starvation in your settlements!Tutorial 12We’ll end this tutorial with a short discussion on how a settlement can improve the terrain it collects its food from.

All towns, cities and capital cities can increase the farm level in the surrounding sectors. How many turns it takes to complete improvement of a sector depend on the size of the settlement. At the start of the game your empire has the technology to increase the farm level to 1 in all improvable sectors. The increase more you need to develop the correct technologies.

Questions? Comments? Please let us know, either here by responding to this post, on our forum or by sending us an email. Good luck! :)

Tutorial III – Loyalty, or how to keep your population happy

loyality The loyalty system in Rising Empires is built around tha fact that it should be ‘relatively’ easy to keep your own race happy but it should be harder with conquered and enslaved races. Suddenly Ende, being a minority race in their own empire, has a problem…

This is the third Rising Empires tutorial and will discuss the loyalty system in Rising Empires. The previous two tutorials can be found here:
Tutorial I – Playing the first turn in Rising Empires
Tutorial II – Research and technologies

There are six races in Rising Empires and each race living in a settlement is called a population group. For example, a city with 2 000 Ende and 10 000 Greenskins will consist of two population groups; one with Ende and one with Greenskin civilians. This means that a town or city can have from 1 up to 6 population groups.

Each population group has its own loyalty value. The loyalty value range from 1 (open rebellion) to 100 (godlike) and is a value of how loyal this group of civilians is towards the glorious Emperor. The maximum loyalty in a population group at the start is 65 (50 is counted as the base loyalty) and can be increased with buildings, technologies and more… As there can be many population groups in a settlement one race can be very loyal towards the Emperor while another can be close to open rebellion.Tutorial 7 Loyalty can be measured in the whole empire, in a settlement or in an individual population group. Empire loyalty, which is the average loyalty of your whole population, can be found in the map screen when nothing is selected (left image). The loyalty in a settlement or in a population group can be found in the settlement screen (right image).

But how do you improve (or at least keep) the loyalty among your subjects?

The most important factor is to feed your population. Your population wants to eat at least 1.5 food/pop or their loyalty will start to become strained. Feeding them very well (2.0 food/pop) will make sure that their loyalty to you will increase. When your population gets fed less then 1.0 food/pop they start to starve and you can image the effect this has on their loyalty. You should take extra care to feed your Greenskin population…

Another very important factor to keep your subjects happy is to keep them safe from threats. You should always make sure that your settlements are garrisoned. Especially settlements with enslaved races…

There are a number of buildings, like the Red district below, that affect the loyalty of your population:Tutorial 8Every fifth turn there is a larger loyalty update where buildings give their bonuses to the loyalty in the settlement where they have been constructed. The text for the Red district is a bit misleading (we will update this) and instead of the economic update it should say every fifth turn.

Lots of other events can also influence the loyalty of your population. Especially loosing and capturing towns and cities will affect your subjects belief in your leadership…

A loyalty between 35 and 65 is considered normal. A higher loyalty will will see your empire receive small bonuses and a lower value will give you penalties. Bonuses and penalties are often given to the settlement directly and not to the empire itself.

Questions? Comments? Please let us know, either here by responding to this post, on our forum or by sending us an email. Good luck! :)