Eador Masters of the Broken World Wiki
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Mood of a province's inhabitants may be affected in many ways:

  • Recently conquered provinces have a temporary negative mood.
  • Race - Elven and centaur provinces have a very high negative mood modifier (about -4) when conquered. Other races calm down after a while and the negative modifier is eliminated. Furthermore, races that are considered Good or Evil will have their mood increased or decreased if your karma is higher than 50 or lower than -50.
  • Events - the choices the player makes during events may affect mood. In general, the population forgets the good and the bad an choices, so the effect is temporary.
  • Guards -  some guards increase mood (Brethren of Light for example) and some decrease (Gang of Thieves for example).
  • Buildings - some provincial buildings affects mood (Brewery for example). Some buildings in the capital affect the mood of all provinces.
  • Plundering a province temporarily decreases mood by 1 to 3.
  • Rituals - the Extravaganza ritual, for example, increases the base mood by 1 for 10 turns ,while Enchanted Coffer reduces the attitude by 1.

Attitude and base mood[]

The mood is comprised of base mood and attitude:

Base mood does not change with time. It is dependent on current buildings, guard, locations, karma and active rituals.

Attitude of the population levels towards zero (=base mood) every 20 turns. Attitude is affected by events, plundering and one-off rituals.

The mood of the inhabitants affects[]

  • Income - the higher the mood the higher the gold income.
  • Growth Rate - higher mood means faster growth rate.
  • Rate of unrest growth (or decrease), the more discontent the inhabitants the faster unrest grows. When unrest reaches a high enough value, the inhabitants revolt.
Mood Level Caption Income
Hateful -5 hateful -25%
Furious -4 furious -20%
Indignant -3 indignant -15%
Very discontent -2 very discontent -10%
Discontent -1 discontent -5%
Quiet 0 quiet 0%
Content +1 content +5%
Very content +2 very content +10%
Happy +3 happy +15%

Note:[]

Mood affects the gold income of a province before exploration, buildings, rituals, sites, guards or plunder are taken into account. It can also be raised beyond the visible limit, a province with +7 happiness will still be displayed as happy but receive a +35% income bonus.

It is often worth it to plunder your largest provinces or cast mood decreasing rituals if the gold gain is larger than the -5% income penalty you suffer for 20 turns.

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