Conflict
Conflict is a system in a city which is related to Loyalty.
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.
Contents
Conflict[edit | edit source]
Conflict = Base Conflict * (100% + Territory Modifier) * (100% + Sum(Policy Effects) ) * (100% + Service Effects)
Population[edit | edit source]
- Base conflict - The total population in the territory generates conflict.
Unknown calculation
- Territorial status
- City +0%
- Colony +0%
- Outpost +400%
Policies[edit | edit source]
- +100% Band society
- -50% Fair Exchange
- +40% Food Rationing
- +150% Gift economy
- +15% Privileges
- +10% Seize Materials
- -10% Coinage
Services[edit | edit source]
- Services in the territory, like
Justice, 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[edit | edit source]
Murder[edit | edit source]
A high number of Conflict mean a larger % of your population will be kill
1 conflict = 0.3%
Loyalty[edit | edit source]
By each point of Conflict you have, you lose 1 point of
Loyalty
Early[edit | edit source]
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)