This is Phycaon Security and Loyalty graph after ~20 year run test. From this graph you may see how they correlate with each other.
![]()
Thanks for this it really shows how they correlate yet are not fully dependand on each other. I really like that.
This is Phycaon Security and Loyalty graph after ~20 year run test. From this graph you may see how they correlate with each other.
![]()

They will affect rebellions and currently they also affect taxesI appreciate the update, but what are these security and loyalty values going to do apart from making it more fluctuate?
Post doesn't state that the changes is ultimately changing anything apart from the value we get.
What is high loyalty going to give us compared to low loyalty? How about security?
Right now they only affect prosperity.
Right there is virtually no guarding of fiefs so when at war if anywhere near front lines your villages get burned constantly which lowers village relation big time and you lose prosperity and security, so right now there practically no guarding of fiefs so need a little more options to do itWell, if we all stay home to guard our fiefs, wars will die out. Let's not go overboard.
+1. true enough!Amazing post!
Nice graphs, is the info collected using a backend system or is tracking in-game possible?
It's worth very little having these very nice and complex systems, economy simulation etc, if you don't use the UI to communicate those to the players.
There is no reason not to do that, it will not scare off anyone, but only make the game gain in popularity, as many of the playerbase would love that, and those that would deem that info presented too complex, wouldn't look at them anyways, as they already play with those systems already in place, so it would only be a winning situation.
Amazing post!
Nice graphs, is the info collected using a backend system or is tracking in-game possible?
It's worth very little having these very nice and complex systems, economy simulation etc, if you don't use the UI to communicate those to the players.
There is no reason not to do that, it will not scare off anyone, but only make the game gain in popularity, as many of the playerbase would love that, and those that would deem that info presented too complex, wouldn't look at them anyways, as they already play with those systems already in place, so it would only be a winning situation.


So far i have noticed 5 rebellions in rovalt after it got taken by battania. What makes me wonder, if you are a new player and you get your first fief gifted and its in a really bad shape. how long would it take until you get it in a good spot? security should be easy, but loyalty? You get already -3 if you have a different culture. Just thinking out loud.

After reading the op I was wondering what creates the loyalty/security drift value? Is this just a random thing or do certain events trigger it, and therefore can be avoided somehow?
What makes me wonder, if you are a new player and you get your first fief gifted and its in a really bad shape. how long would it take until you get it in a good spot? security should be easy, but loyalty?
packing garrison seems nice but not everyone got the money to do so. i see more balance issues in the near future.It really depends on circumstances and the game doesn't really tell you how address low loyalty.
The best thing you can do is jam pack the garrison. That's about the one direct action a new player can take to prevent a rebellion in their fief. Calling clan parties to their army then disbanding them in the settlement, for one quick method.