Moebius Populace

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A kingdom's populace is the source of all of a king's wealth as well as most of the king's headaches. If a king exploits his populace for all he can get, his popularity will drop and he risks a revolt. If instead he placates his population and empties his coffers to make them happy, he risks attack from foreign powers who view him as weak.



The census gives demographic data on a kingdom's population. It tells the age and gender distribution, along with percentages of the populace that is well-fed, literate, sick, and more.

Distributional Data:

  • Age
  • Gender

Dichotomic Percentage Data:

  • Hunger
  • Sickness
  • Literacy

Non-Dichotomic Percentage Data:

  • Ethnicity
  • Religion


The various data from the census are rolled into several final popularity values.

Each individual plot of land has a popularity rating for the population living there. These ratings are then averaged with weights by population and by land area. If the area is divided into baronies, the ratings are then also averaged over baronies by both population and land area. This is iterated again at the region level, and finally the kingdom level. Thus one officer can have up to 16 popularity ratings, allowing him to find out quite a bit of information.


If a king's popularity rating falls below a local regent's popularity rating by enough points, the regent has the option to declare sovereignty of his region. This can cause a clash between the local populace and the king's military forces, if the king makes it so. Deaths due to this clash will reduce a regent's popularity, but if he can weather the storm and come out still ahead in popularity than the king once fighting ends, then he will have asserted his sovereignty and will lead a new kingdom formed from his region.

War Weariness

As a measure to control multiple pointless wars and extremely unbalanced wars (a month-old nation declaring war on a day-old nation), the populace can suffer from war weariness. War weariness depends on a number of factors, but the principle factors are (1) the number of different nations the kingdom has been at war with recently, and (2) the size/power disparity between the kingdom and its enemies.

If the kingdom is at war with many neighbors or has declared one war after another with different foreign kingdoms, the populace begins to see this activity as morally objectionable and pointlessly aggressive (this does not apply if the multiple foreign kingdoms are in an mutual protection treaty).


By default, a population is predisposed to think and feel counter to the actions many kings (players) will want to take. This provides a level of control and mitigates several balance problems. However, over time a player will find this stifling and find the game less enjoyable because of it. This is where propaganda comes in.

At a later stage in the game, a king, and all player-filled officer positions below him, will be able to fund propaganda campaigns. These can take place in any subset of the kingdom, or the entire kingdom itself, and campaigns can be targeted to certain demographics.

Campaign Topics:

  • Popularity boost for the initiator.
  • Popularity drop for officer or foreign nation of the initiator's choice.
  • Support for ongoing war.
  • Support for new war against a neighboring kingdom.
  • Support for peace after military defeat.
  • Support for new reigning monarch (one player taking over for another in the same kingdom).
  • Support to depose reigning monarch (one player trying to take over another's throne in the same kingdom).
  • Support for new monarch (kingdom becomes vassal state of another kingdom).
  • Support to depose reigning monarch (kingdom trying to break treaty of vassalage).
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