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These factors affect the MC's Power Value:
These factors determine the Power Value of the MC's [[Factions|Faction]].


=== Military might ===
Note: bonuses are cumulative, so for example 25 Soldiers will give you +4 from the number of soldiers in total, not just +2 for having 25.
* 10+ NPCs with a Melee ''or'' Ranged skill above 39: '''+1'''
 
* 15+ NPCs with a Melee ''or'' Ranged skill above 39: '''+1'''
=== Military Might ===
* 25+ NPCs with a Melee ''or'' Ranged skill above 39: '''+2'''
NPCs count as '''Soldiers''' rather than '''Civilians''' when they have [[Skills (NPCs)#Melee Combat|Melee]] or [[Skills (NPCs)#Ranged Combat|Ranged]] skill above 39
* 50+ NPCs with a Melee ''or'' Ranged skill above 39: '''+3'''
 
* 75+ NPCs with a Melee ''or'' Ranged skill above 39: '''+4'''
The MC counts as a Soldier when he has [[The Player#Melee Combat|Melee]] or [[The Player#Ranged Combat|Ranged]] skill above 49. 
* Medium and high-tier mercenaries: '''+1-3/NPC'''
* 10+ Soldiers: '''+1'''
* 15+ Soldiers: '''+1'''
* 25+ Soldiers: '''+2'''
* 50+ Soldiers: '''+3'''
* 75+ Soldiers: '''+4'''
* MC with [[Skills (NPCs)#Melee Combat|Melee]] or [[Skills (NPCs)#Ranged Combat|Ranged]] skill 50+: '''+1''' (in addition to him counting towards his Soldiers total)
* MC with [[Skills (NPCs)#Melee Combat|Melee]] or [[Skills (NPCs)#Ranged Combat|Ranged]] skill 100+: '''+2''' (in addition to him counting towards his Soldiers total)
*[[Bofors Gun]] (and crew) hired: '''+15'''
*[[Armors#H.U.L.C. Armor|HULC]] suits owned: '''+1 per suit (MC and NPCs)'''
*[[Armors#H.U.L.C. Armor|HULC]] suits equipped: '''+2 per suit (MC and NPCs)'''
** '''Note:''' HULC armor bonuses don't stack. An equipped HULC armor will only give +2 and not +3(1+2).
 
=== Experienced NPCs ===
Individual NPCs with military renown ("[[warfame]]") will add to the PV of the MC's Household when they are members of it. However, gains are capped according to [[NPC Status (detailed)|Social Status]], since Servants, Slaves and Convicts received diminishing levels of respect.
 
* [[Attributes (NPCs)#Fame|Fame]] 250+: +1 Power Value
* [[Attributes (NPCs)#Fame|Fame]] 500+: +1 Power Value
* [[Attributes (NPCs)#Fame|Fame]] 750+: +1 Power Value '''''if''''' [[NPC Status (detailed)|Status]] Servant+
* [[Attributes (NPCs)#Fame|Fame]] 1,000+: +2 Power Value '''''if''''' [[NPC Status (detailed)|Status]] Servant+
* [[Attributes (NPCs)#Fame|Fame]] 2,000+: +2 Power Value '''''if''''' [[NPC Status (detailed)|Status]] Mercenary+
* [[Attributes (NPCs)#Fame|Fame]] 3,000+: +2 Power Value '''''if''''' [[NPC Status (detailed)|Status]] Mercenary+
* [[Attributes (NPCs)#Fame|Fame]] 5,000+: +2 Power Value '''''if''''' [[NPC Status (detailed)|Status]] Mercenary+


===Influence===
===Influence===
* Influence 600+: '''+1'''
* [[Influence]] 600+: '''+1'''
* Influence 1,500+: '''+1'''
* [[Influence]] 1,500+: '''+1'''
* Influence 2,500+: '''+1'''
* [[Influence]] 2,500+: '''+1'''
* Influence 5,000+: '''+1'''
* [[Influence]] 5,000+: '''+1'''
* Influence 10,000+: '''+1'''
* [[Influence]] 10,000+: '''+1'''
* Influence 25,000+: '''+1'''
* [[Influence]] 25,000+: '''+1'''
* Influence 50,000+: '''+2'''
* [[Influence]] 50,000+: '''+1'''
* Influence 75,000+: '''+1'''
* [[Influence]] 75,000+: '''+1'''
* Influence 100,000+: '''+1'''
* [[Influence]] 100,000+: '''+2'''
* Influence 150,000+: '''+1'''
* [[Influence]] 150,000+: '''+2'''
* Influence 200,000+: '''+2'''
* [[Influence]] 200,000+: '''+2'''
* [[Influence]] 500,000+: '''+3'''
* [[Influence]] 1,000,000+: '''+3'''


=== Wealth ===
=== Money ===
* Cash 40,000+: '''+1'''
* Cash 40,000+: '''+1'''
* Cash 70,000+: '''+1'''
* Cash 70,000+: '''+1'''
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===Events===
===Events===
* Completing [[Kymanto Hall|Kymanto]] [[Quests#Main quests|questline]] (Chapter 2): '''+1'''
* Completing chapter two of the [[Kymanto Hall|Kymanto]] [[Quests#Main quests|questline]] (so that the Kymanto Sydicate begins to support the MC): '''+1'''
* Completing [[Walton's Smithery|Walton's Guns]] [[Quests#Vendor quests|questline]]: '''+1'''
* Completing [[Walton's Smithery|Walton's Guns]] [[Quests#Vendor quests|questline]] (so that Walton's disposition towards the MC is favorable): '''+1'''
* Completing [[Armand Blackford|Armand Blackford's]] questline: '''+5'''
 
=== Property Development ===
 
* Owning a mansion with a Disrepair value of 5 or less: '''+2'''
* Building a [[Workshop]] on an [[External Plots|External Plot]] (not inside your home compound): '''+2'''
* Building a [[Taverns|Tavern]] on an [[External Plots|External Plot]]: '''+2'''


===Business Power (from investments)===
===Business Power (from investments)===
Investments increase Business power:
[[Investments]] increase Business Power:
 
* [[Business power|Business Power]] 10+: '''+1'''
* [[Business power|Business Power]] 20+: '''+1'''


* Business power 10+: '''+1'''
=== Fort Sera ===
* Business power 20+: '''+1'''
[[Fort Sera]], the mercenary company based in [[Locations (Ikaanos)#Outer Marston Swamp|Outer Marston Swamps]], adds 100% of its Power Value to your own Power Value if you formally take over its command. Due to the non-linear way that Soldiers, Wealth and other contributing factors scale, this means that your PV will increase more than if all of the fort's personnel and resources had been incorporated into your own Household. You are deemed more powerful standing separately but together, than as one unit. You can donate to Fort Sera to increase its [[Factions#Existing Factions|faction Power Value]], and this will directly add to your own PV, as well as bringing in money (+$2/day/SeraPV) and Influence (+½i/day/SeraPV). This is a very effective way of raising your PV significantly in the early game.


===Factions===
===Factions===
Vassalized factions add 1/3 their Power Value to the MC's.
Many factions become your [[vassal]] if you reach 100 standing with them. Vassalized [[factions]] add 1/3 their Power Value to the MC's, as well as giving money and influence daily; each faction may have its own rules. The factions which can currently be vassalized are: '''Christianity''', '''Islam''', the '''Aesir''', House '''Kymanto''', the '''Preacher''', and the '''Bandits'''. Christianity, Islam and the Aesir can only be vassalised if the MC is of the same religious faith. And the Bandits vassalization becomes inactive if Ikaanos Control rises to 90 or more. 
 
=== Titles ===
If the MC gains position in the governance of the Republic:
 
* Lawmaker, Marshal or Academist: '''+0'''
* Legislator or above: '''+2'''
* Senator or above: '''+10'''
* High Senator: '''+20, and then MULTIPLY Power Value by 1.5'''
 
=== Military Units Built ===
If the MC donates enough money to the Republic to build it some military units, he receives:
 
* Platoon: '''+2''' per
* Company: '''+6''' per
* Battalion: '''+12''' per
 
* Regiment: '''+25''' per

Latest revision as of 14:33, 9 November 2025

These factors determine the Power Value of the MC's Faction.

Note: bonuses are cumulative, so for example 25 Soldiers will give you +4 from the number of soldiers in total, not just +2 for having 25.

Military Might

NPCs count as Soldiers rather than Civilians when they have Melee or Ranged skill above 39.

The MC counts as a Soldier when he has Melee or Ranged skill above 49.

  • 10+ Soldiers: +1
  • 15+ Soldiers: +1
  • 25+ Soldiers: +2
  • 50+ Soldiers: +3
  • 75+ Soldiers: +4
  • MC with Melee or Ranged skill 50+: +1 (in addition to him counting towards his Soldiers total)
  • MC with Melee or Ranged skill 100+: +2 (in addition to him counting towards his Soldiers total)
  • Bofors Gun (and crew) hired: +15
  • HULC suits owned: +1 per suit (MC and NPCs)
  • HULC suits equipped: +2 per suit (MC and NPCs)
    • Note: HULC armor bonuses don't stack. An equipped HULC armor will only give +2 and not +3(1+2).

Experienced NPCs

Individual NPCs with military renown ("warfame") will add to the PV of the MC's Household when they are members of it. However, gains are capped according to Social Status, since Servants, Slaves and Convicts received diminishing levels of respect.

  • Fame 250+: +1 Power Value
  • Fame 500+: +1 Power Value
  • Fame 750+: +1 Power Value if Status Servant+
  • Fame 1,000+: +2 Power Value if Status Servant+
  • Fame 2,000+: +2 Power Value if Status Mercenary+
  • Fame 3,000+: +2 Power Value if Status Mercenary+
  • Fame 5,000+: +2 Power Value if Status Mercenary+

Influence

Money

  • Cash 40,000+: +1
  • Cash 70,000+: +1
  • Cash 120,000+: +1
  • Cash 500,000+: +1
  • Cash 1,000,000+: +1
  • Cash 10,000,000+: +1
  • Cash 100,000,000+: +2

Events

Property Development

Business Power (from investments)

Investments increase Business Power:

Fort Sera

Fort Sera, the mercenary company based in Outer Marston Swamps, adds 100% of its Power Value to your own Power Value if you formally take over its command. Due to the non-linear way that Soldiers, Wealth and other contributing factors scale, this means that your PV will increase more than if all of the fort's personnel and resources had been incorporated into your own Household. You are deemed more powerful standing separately but together, than as one unit. You can donate to Fort Sera to increase its faction Power Value, and this will directly add to your own PV, as well as bringing in money (+$2/day/SeraPV) and Influence (+½i/day/SeraPV). This is a very effective way of raising your PV significantly in the early game.

Factions

Many factions become your vassal if you reach 100 standing with them. Vassalized factions add 1/3 their Power Value to the MC's, as well as giving money and influence daily; each faction may have its own rules. The factions which can currently be vassalized are: Christianity, Islam, the Aesir, House Kymanto, the Preacher, and the Bandits. Christianity, Islam and the Aesir can only be vassalised if the MC is of the same religious faith. And the Bandits vassalization becomes inactive if Ikaanos Control rises to 90 or more.

Titles

If the MC gains position in the governance of the Republic:

  • Lawmaker, Marshal or Academist: +0
  • Legislator or above: +2
  • Senator or above: +10
  • High Senator: +20, and then MULTIPLY Power Value by 1.5

Military Units Built

If the MC donates enough money to the Republic to build it some military units, he receives:

  • Platoon: +2 per
  • Company: +6 per
  • Battalion: +12 per
  • Regiment: +25 per