Power Value: Difference between revisions

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


(Note: bonuses are cumulative, so for example with Influence 10,000 you will have +5 from Influence in total, not just +1 from the 10k.)
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 ===
=== Military might ===
* 10+ NPCs with a Melee ''or'' Ranged skill above 39: '''+1'''
NPCs count as '''Soldiers''' rather than '''Civilians''' when they have [[Skills (NPCs)#Melee Combat|Melee]] or [[Skills (NPCs)#Ranged Combat|Ranged]] skill above 39
* 15+ NPCs with a Melee ''or'' Ranged skill above 39: '''+1'''
 
* 25+ NPCs with a Melee ''or'' Ranged skill above 39: '''+2'''
The MC counts as a Soldier when he has [[The Player#Melee Combat|Melee]] or [[The Player#Ranged Combat|Ranged]] skill above 49. 
* 50+ NPCs with a Melee ''or'' Ranged skill above 39: '''+3'''
 
* 75+ NPCs with a Melee ''or'' Ranged skill above 39: '''+4'''
The MC also counts directly towards PV himself if he has Melee or Ranged skill above 49.
* 10+ Soldiers: '''+1'''
* 15+ Soldiers: '''+1'''
* 25+ Soldiers: '''+2'''
* 50+ Soldiers: '''+3'''
* 75+ Soldiers: '''+4'''
* Medium and high-tier mercenaries: '''+1-3/NPC'''
* Medium and high-tier mercenaries: '''+1-3/NPC'''
* Having a Melee ''or'' Ranged skill above 49 (MC): '''+1'''
*MC with Melee or Ranged skill above 49: '''+1'''
*HULC suits owned: '''+1 per'''


===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+: '''+2'''
* Influence 75,000+: '''+1'''
* [[Influence]] 75,000+: '''+1'''
* Influence 100,000+: '''+1'''
* [[Influence]] 100,000+: '''+1'''
* Influence 150,000+: '''+1'''
* [[Influence]] 150,000+: '''+1'''
* Influence 200,000+: '''+2'''
* [[Influence]] 200,000+: '''+2'''


=== Wealth ===
=== Money ===
* Cash 40,000+: '''+1'''
* Cash 40,000+: '''+1'''
* Cash 70,000+: '''+1'''
* Cash 70,000+: '''+1'''
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* Completing [[Kymanto Hall|Kymanto]] [[Quests#Main quests|questline]] (Chapter 2): '''+1'''
* Completing [[Kymanto Hall|Kymanto]] [[Quests#Main quests|questline]] (Chapter 2): '''+1'''
* Completing [[Walton's Smithery|Walton's Guns]] [[Quests#Vendor quests|questline]]: '''+1'''
* Completing [[Walton's Smithery|Walton's Guns]] [[Quests#Vendor quests|questline]]: '''+1'''
=== Property Development ===
* 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]] 10+: '''+1'''
* [[Business power|Business Power]] 10+: '''+1'''
* Business power 20+: '''+1'''
* [[Business power|Business Power]] 20+: '''+1'''


===Factions===
===Factions===
Vassalized factions add 1/3 their Power Value to the MC's.
[[Vassals|Vassalized]] [[factions]] add 1/3 their Power Value to the MC's.
 
A faction becomes your Vassal if you reach 100 standing with it. At that point they don't just contribute to your faction's Power Value, they can give you money and influence daily.
 
=== Fort Sera ===
Fort Sera adds 100% of its Power Value to your own Power Value, when 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.

Latest revision as of 21:31, 1 June 2024

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.

The MC also counts directly towards PV himself if he has Melee or Ranged skill above 49.

  • 10+ Soldiers: +1
  • 15+ Soldiers: +1
  • 25+ Soldiers: +2
  • 50+ Soldiers: +3
  • 75+ Soldiers: +4
  • Medium and high-tier mercenaries: +1-3/NPC
  • MC with Melee or Ranged skill above 49: +1
  • HULC suits owned: +1 per

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:

Factions

Vassalized factions add 1/3 their Power Value to the MC's.

A faction becomes your Vassal if you reach 100 standing with it. At that point they don't just contribute to your faction's Power Value, they can give you money and influence daily.

Fort Sera

Fort Sera adds 100% of its Power Value to your own Power Value, when 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.