ATTENTION! The process of updating WiKi to version Eco 10.0 has begun. Those wishing to participate can find out more Information on our ECO Contribution Wiki Discord.

Annexation

From Eco - English Wiki


A higher-tier settlement can annex a lower-tier settlement, meaning force it to become a member Citizen or settlement. Homesteads can also be annexed, forcing a Citizen to begin abiding by the rules of the settlement who may have been flouting them before.

Annexation does not come cheap, however. To do so a settlement must have a base level of Culture, plus more Culture than the target, more citizens, and must overlap the influence of the target by a significant amount. Additionally, a cost of goods must be paid to perform the annexation, with half of these goods going to the annexed settlement, and the other half being destroyed. In this way, annexation is always going to be more costly than arriving at a diplomatic solution, but sometimes necessary when diplomacy fails.

Federations can also annex fellow Federations, meaning there is no top of the pyramid where you’re totally safe from annexation. And abandoned homestead or towns are very easy to annex, making it easier to collect and reapply resources from Citizens that haven’t been playing.

As a defense against annexation, settlements can increase their culture, making it harder for them to be annexed. A future blog will explain how culture works in detail, but the short of it is that Citizen creativity has a place in civilization now.



A settlement with sufficiently more culture than a neighboring settlement can annex it, merging it into itself, if requirements are met.

When two settlements of the same type neighbor each other, their influence ranges can push up against each other. In these cases, settlements with more culture than the other will push further into their boundaries. Eventually its possible for the cultural difference to be so large that one settlement can completely take over the other.

   Annexing can be an important tool for bringing laws to a rogue settlement that is refusing to comply with global needs, as annexing will disable all their laws and allow the annexing settlement to implement new ones.

Requirements[edit | edit source]

   The requirements that must be met before one settlement can annex another are:
   Higher Tier Settlement. The annexing settlement must be a higher tier than its target, unless it's the top tier settlement (Federations), which are the only type that are allowed to annex the same type.
   Citizen Requirement. The annexing settlement must have a given percentage of the target settlement.
   Surrounding Influence Requirement.  This means that the annexing settlement must have influenced plots surrounding the influence-border of the neighboring settlement.  After a defined threshold, this requirement is met, but growing the amount of plots surrounding the influence will increase the multiplier of the next requirement, culture.
   
   Culture Requirement. This requirement states that the culture of the annexing settlment must be more than the target settlement in two ways: it must be a given percentage more, and an absolute vaue more. This is to prevent small settlements with little culture from being too easily annexed, a baseline cultural advantage must be achieved.  Culture is grown in various ways described on the [Culture] page.
   
   Resource Cost.  This is a set of items that is the physical cost of performing the annex.  A portion of it be distributed to the target settlement's non-abandoned citizens, with the rest being wasted (that's why its always less costly to come to an agreement with another settlement rather than force it to your will). The resources to perform this annex must be linked to an emmbassy desk within the settlement's jurisdiction, and the storage must be accessible to the leader of the settlement.

Note that the type of settlement matters: a settlement can only annex other settlements of its own type or lower (IE, a town can't annex a country). If the annexing settlement is a higher type than the target (IE, a country annexing a neighbor town), a different, easier set of values (displayed below) are used that make it easier to perform.

Performing the Annex[edit | edit source]

Once both these are met, the leader of the settlement can perform the annex at anytime on an [EmbassyDeskItem] associated with the annexing settlement.
When activated, if the settlements are the same type, the target settlement will be removed and all citizens moved to the new settlement.   If the settlements are different types, then the target will simply be removed from any current settlement parent and added as a child of the new settlement.  In both cases all laws and other civic objects will be disabled and sent back to draft form. 
   
   Once a settlement is annexed, it can no longer perfrom the 'Secede Settlement', it will be locked to the parent until the parent removes it. 

Annexation Settings[edit | edit source]

Parameter Description Homestead Town Country Federation
©Culture Advantage Percent
Required To Annex Child Settlement
It settlement A is a parent type ot Settlement B, a requirement of annexing Settlement B is that its culture power is this percent higher than it.
Defined per settlement type.
0.25 0.3 0.35 0.4
©Culture Advantage Absolute Required To Annex Child Settlement - 40 180 750 1000
©Culture Advantage Percent Required To Annex Sibling Settlement - 1.5 2 2.5 3
©Culture Advantage Absolute Required To Annex Sibling Settlement - 20 50 100 200
©Reduction Percentage When Homestead Is Abandoned - 0.9
©Weight Culture By Percent Of Neighboring Plots Child Settlement - 0.05-0.2 0.1-0.4 0.2-0.6 0.3-1
©Weight Culture By Percent Of Neighboring Plots Sibling Settlement - 0.05-0.2 0.1-0.4 0.2-0.6 0.3-1
©Active Citizens Requiredto Annex Relative - 1.2 1.2 1.2 1.2
©Percent Of Annexation Resources Wasted - 0.5 0.5 0.5 0.5
©Annexation Resource Requirement - - - - -