Buildings
Unless otherwise stated, only one building may be constructed per territory. Unless otherwise stated, resource requirements mean that the resource must be present in that territory.
NB: Until technology improves a player's infrastructure, only one industrial building may be built per territory. This building may be improved, but a territory can only support so many different industries without advanced infrastructure.
Palace: £1000. Generates £500/turn. Only one may exist per empire. Conquered palaces are destroyed. Constructing a new palace destroys the old one and relocates the capital. All sides start with a palace. Palace income and only palace income counts as basic income for the purposes of determining bonuses or penalties based on basic income (e.g. from resource bonuses, forges etc). All other building revenue bonuses count as industry bonuses (e.g. the flat fees from owning farms and mines).
Farms: £500. Requires grain or similar. Generates £100/turn. Tech: Agriculture I (Public)
Improved Farm. £1000. Requires and replaces Farm. Increases the industry bonus from the Farm by +£200. Tech: Agriculture II
Stables: £1000. Requires horses or similar. Generates £200/turn. Tech: Agriculture I (Public)
Hunting Lodge: £1000. Requires game or similar. Generates £200/turn. Tech: Agriculture I (Public)
Pasture: £1000. Requires cattle or similar. Generates £200/turn. Tech: Agriculture I (Public)
Mines: £1000. Requires iron, copper, coal, stone or other minable resources. Generates £200/turn. Tech: Mining I (Public) If main industry is metalworking, does not take up an industry slot.
Forge: £400. Requires mines. Generates an industry bonus of 32% over basic income per turn. Stacks with but does not multiply with any other industry bonuses. Tech: Metalworking I (Public) If main industry is mining, does not take up an industry slot.
Smithy: £600. Requires and replaces forge. Increases bonus to basic income from +32% to +50%. Bonus increases by a further +4% for each of the following resources it has access to; Iron, Coal. Bonus increases by a further +6% for the following resources it has access to; Copper, Silver, Gold. Tech: Metalworking II.
Smelter: £1000. Upkeep £50. Requires iron, copper or coal. Provides an industry bonus of +75% to basic income. Bonus improves by 5% with access to each resource; iron, copper, coal. Counts as a separate industry to the mining and metalworking industries. Tech: Metallurgy I
Bronzeworks: £1500. Upkeep £100. Requires and replaces Smelter. Improves industry bonus to 90% of base income. Bonus of 5% for access to iron, coal. Bonus of 10% for access to copper. Tech: Metallurgy II
Glassmakers: £200. Upkeep £10. Must be built on a coast. Provides an industry bonus of 25% of basic income. Provides the glass resource. Tech: Glassmaking I
Glassworks: £500. Upkeep £30. Requires and replaces glassmakers. Increases industry bonus to 42% of basic income. Provides the glass resource. Tech: Glassmaking II
Artists: £200. Upkeep £10. Produces the Art trade good resource. Provides a +25% industry bonus to base income. Tech: Painting.
Artist's Studio: £500. Upkeep £30. Requires and replaces Artists. Increases the industry bonus to 42%. Tech: Sculpture.
Hideworkers: £200. Upkeep £10. Requires game, pork, cattle, sheep, ivory, horses or camels. Produces an industry bonus of 30% of basic income. Tech: Leathercraft I
Tannery: £500. Upkeep £30. Requires and replaces Hideworkers. Increases industry bonus to 48% of basic income. Tech: Leathercraft II.
Brewery: £200. Upkeep £10. Requires Farm. Provides industry bonus of 20% over basic income. Provides Beer resource. Tech: Fermentation I
Brewer's Guild: £500. Upkeep £30. Requires and replaces Brewery. Increases industry bonus to 42% of basic income. Provides the Beer resource. Tech: Fermentation II
Bakery: £200. Upkeep £20. Requires Farm. Provides industry bonus of 30% over basic income. Tech: Fermentation I
Baker's Guild: £500. Upkeep £50. Requires and replaces Bakery. Increases industry bonus to 50% of basic income. Tech: Fermentation II
Windmill: £1000. Requires Farm. Provides an industry bonus of £200. Counts as a new industry. Tech: Mechanics II
Slavers: £500. Produces the Slaves resource. Produces an industry bonus of £200/turn. Reduces loyalty in the region by -1. Tech: Slavery I
Walls: £300. Upkeep £10/turn. Provides a bonus of +6 to all defense vs ground units within the territory. Siege Resist 1. Tech: Masonry I (Public)
Fortifications: £500. Upkeep £20/turn. Requires and replaces Walls. Provides a bonus of +10 to defense vs ground units within the territory. Siege Resist 2. Tech: Masonry II.
Keep: £800. Upkeep £40. Requires and replaces Fortifications. Provides a defensive bonus of +15 vs ground units within the territory. Siege Resist 4. Tech: Masonry III.
Sea Wall: £400, upkeep £15/turn. Provides a bonus of +10 vs naval units. Techs: Coastal Defences I, Masonry I
Fishery: £500. Requires fish. Generates £100/turn. Tech: Sea Travel I (Public)
Deep Fishery: £500. Requires and replaces fishery. Generates an additional +£100/turn. Tech: Sea Travel II.
Sawmill: £500. Requires lumber. Generates £100/turn. Tech: Machinery I
Workshop: £500. Requires iron, copper or lumber. Provides a bonus of 28% to basic income. Bonus increases by 4% for each resource the workshop has access to; iron, copper, lumber. Tech: Machinery I
Powered Sawmill: £1000. Requires and replaces sawmill. Generates £200/turn. Tech: Machinery II.
Powered Workshop: £750. Requires and replaces Workshop. Improves bonus to basic income from 28% to 70%. Bonus increases by 12% for each resource the workshop has access to; iron, copper, lumber. Tech: Machinery II.
Machine Shop: £1000. Upkeep £50. Requires and replaces Powered Workshop. Industry bonus increases to 110% of basic income. Bonus increases by 15% with access to each of the following resources; iron, copper, lumber. Tech: Mechanics III
Ranch: £500. Requires and replaces Pasture, Stables or Hunting Lodge. Generates an additional +£100 per turn. Tech: Animal Husbandry
* With Ivory, Ranches allow recruitment of war elephants.
Shrine: £300. Upkeep £10. One per religion in the region, requires a religion present to build. +1 to territory Loyalty. Tech: Organised Religion (Public)
A small local shrine to pray at and hold services.
Marketplace: £300. Upkeep £50/turn. Improves bonus to basic income by 10%. Bonus increases by 2% for each common resource the marketplace has access to. Bonus increases by 8% for each of the following rare resources; spices, gold, incense, silk, slaves. Bonus increases by 5% for access to manufactured trade goods (e.g. cloth, beer, pottery, art).
Basic Unit Types
Militia Infantry
Spearmen: £210. Attack 7, Defense 9. Upkeep £20/turn.
Unarmoured or lightly armoured militia with spears. Minimal training.
Light Infantry
Mariners. £650. Attack 15, Defense 10. Upkeep £60. +8 vs naval units. Amphibious. Tech: Mariners
Whether sailors who have seen a few battles or vicious pirates, mariners are amongst the most dangerous forces on the high seas.
Skirmishers: £450. Attack 15, Defense 14. Upkeep: £45. Tech: Infantry Training I.
Skirmishers are lightly armed and armoured infantry trained at using hit-and-run tactics to maximise their offensive ability whilst taking advantage of the freedom of movement their limited armour allows. Cheap, easy to raise and support en masse.
Javelineers: £500. Attack 12, Defense 12. Negates infantry modifiers by 6. Upkeep £50/turn. Tech: Ranged Training I
Lightly armoured runners with balanced wooden javelins, trained in hit-and-run tactics. Have a distinctive advantage against other types of infantry, particularly non-ranged infantry.
Archers/Slingers: £500. Attack 12, Defense 18. Upkeep £50/turn.
Unarmoured infantry trained in the use of shortbows and/or slings.
Light Macemen: £500. Attack 14, Defense 16. Requires iron or copper. Upkeep £50/turn.
Lightly armoured infantry with metal clubs.
Pikemen: £600. Attack 12, Defense 14. Upkeep £65. Requires iron or copper. +10 general modifier vs cavalry & heavies.
Lightly armoured infantry with extra-long spears aimed at anti-cavalry combat.
Light Axemen: £625. Attack 19, Defense 15. Requires iron or copper. Upkeep £60/turn.
Lightly armoured infantry with metal axes.
Light Swordsmen: £650. Attack 18, Defense 18. Requires iron. Upkeep £70/turn.
Lightly armoured infantry with swords, usually better trained than ordinary soldiers.
Heavy Infantry
Longbowmen: £840. Attack 16, Defence 24. Upkeep £85/turn.
Lightly armoured or unarmoured infantry trained in the use of longbows.
Heavy Mace: £840. Attack 19, Defence 21. Requires iron or copper. Upkeep £85/turn.
Heavily armoured (usually metal) infantry with heavy metal clubs.
Phalanx: £880. Attack 18, Defense 23. Upkeep: £85. Requires iron or copper. Tech: Infantry Training I or Armoury I.
A regiment of infantry equipped with broad metal shields and spears, trained to take up defensive formations at a moment's notice.
Tortoise Phalanx: £1100. Attack 18, Defense 23. Upkeep £120. Requires iron or copper. +8 vs ranged units. Tech: Infantry Training II or Armoury II.
A phalanx trained in specialist anti-archery formations.
Heavy Axe: £1050. Attack 25, Defence 20. Requires iron or copper. Upkeep £105/turn.
Heavily armoured infantry with large metal axes.
Heavy Sword: £1100. Attack 23, Defence 23. Requires iron. Upkeep £115/turn.
Heavily armoured infantry with large swords, or swords and shields. Usually better trained than normal soldiers.
Mounted Units/Cavalry
Light Cavalry: £900. Attack 18, Defence 18. Negates infantry modifiers by 4. Requires horses. Retreat chance 15%. Upkeep £90/turn.
Lightly armoured men on fast, light horses with spears.
Heavy Cavalry: £1400. Attack 22, Defence 22. Negates infantry modifiers by 8. Requires horses. Requires stables. Retreat chance 10%. Upkeep £150/turn.
Better armoured men on heavier horses bred specially for war, usually with some leather barding. Typically also spears, long clubs or similar reached weapons.
War Elephants: £1600. Attack 22, Defence 22. Negates infantry modifiers by 8. Negates cavalry modifiers by 4. Requires ranch, requires ivory. Retreat chance 10%. Upkeep £150/turn.
Large beasts, usually carrying men atop a platform with slings or javelins to throw. Capable of trampling infantry and horses with relative ease.
Non-Cavalry Heavy Units
No mundane heavies yet available.
Machine & Siege Units
Catapult: £750. Attack 15, Defense 15. Siege Power 3. Ranged. Tech: Mathematics
Mundane Flying Units
Hail Gliders: £500. Attack 0, Defense 0. Upkeep £40. Ranged, Buzzer. Tech: Hail Gliders
Though unarmoured and ill-suited for ranged or aerial combat, Hail Gliders can strike at ground-based melee forces with impunity, releasing hails of lead bullets from the sky.
Fantastic or Summoned Creatures
Fireflies: £600. Attack 18, Defense 4. Upkeep: £50. Summoned (Chaos), Buzzer Tech: Summon Fireflies
Strange will-o-the-wisps from another realm, these creatures resemble tiny candle flames; large swarms of them will burn the flesh from a man's bones.
Imps. £300. Att 6, Def 6, Move 2. Upkeep £30. Flier, Flametongue, Shock, Summoned (Chaos) Tech: Summon Imps
Flier: Imps can cross land and sea at a cost of 1 move. They gain the benefits of melee flight in combat.
Flametongue: Imps conduct a weak special attack that has a chance of wounding units before combat.
Phantom Warriors: £260. Attack 15, Defence 15. Upkeep £25/turn. Illusion, Shock, Summoned (Sorcery). Tech: Phantom Warriors
A legion of insubstantial, illusory soldiers whose attacks harm only those that cannot see the truth.
Yetis: £700. Attack 20, Defense 20. Upkeep £85. Heavy Unit. Summoned (Sorcery). Tech: Yetis.
Zombies: £80. Attack -4, Defense -4. No upkeep. Undead, Shock, Mindless, Summoned (Necromancy) Tech: Summon Zombies
Special: In any combat that ends with a surviving (wounded or not) necromancer on the winning side, all living creatures killed during combat (or wounded and unable to escape) are raised again as zombies for no cost. These zombies are loyal to the necromancer's side.
War Bears. £850. Attack 22, Defense 18. Upkeep £85. Summoned (Nature) Tech: Summon War Bears
Bears. Bears that will fight for you. What more does one need to say?
Spells and Casters
Necromancer: £1200. Attack 10, Defense 8. Upkeep: £100. Caster [Necromancy], Support. Tech: Necromancy [Foundation].
Students of the darker side of magic, necromancers focus on reanimation of the dead, the channeling of black power and other negative, harmful arts.
Dark Whisper: £300. Attack 20, Defence 0, Range 3. No upkeep. Instant, One-Shot, Ranged Spell. Requires Necromancer. Tech: Curses I. Cannot capture/hold provinces on its own.
A whisper of darkness, the foul speech of demons taken physical form. Will hunt down and kill a single target or group of targets before expending itself.
Dark Ward: £250. Attack 0, Defence 20. Upkeep: £10. Instant, Immobile, One-Shot. Requires Necromancer. Tech: Curses I.
A series of phrases in the Black Tongue scribed upon stones, archways or other wards. Discharge with lethal effect when crossed by unauthorised parties.
Warlock: £1200. Attack 12, Defense 6. Upkeep: £100. Caster [Chaos], Support Tech: Chaos Magic [Foundation]
Warlocks are students of chaos, the unpredictable power source of magics that warp or destroy, and summoners of ill fiends or creatures of fire and mayhem.
Sorcerer: £1200. Attack 9, Defence 9. Upkeep £100/turn. Caster[Sorcery], Support. Tech: Sorcery [Foundation]
Sorcerers dabble in those facets of magic which deal with smoke and air, movement, perception and the mind, as well as the principles that underlie all magic.
Trueshot: £100. Defenceless, Range 3. Instant, One-Shot, Support, Spell(Sorcery)
Special: Provides a bonus of +5 to attack/defense for ranged units for the duration of combat.
Windwall: £240. Defenceless, Range 3. Instant, One-Shot, Support, Spell(Sorcery)
Special: Provides a malus of -10 to attack/defense of enemy ranged units for the duration of combat.
Navy
Trireme: £500. Attack 10, Defence 10. Movement 2. Can carry up to 2 units. Negates ground troop modifiers by 4. Upkeep £70/turn.
A light ship with three masts, three joined hulls and banks of oars. Not designed for long voyages or carrying large amounts pf crew.
Galleon: £750. Attack 15, Defence 15. Movement 3. Can carry up to 3 units. Negates ground troop modifiers by 6. Upkeep £90/turn.
Other
Caravan: £1000. No attack, Defence 10. No upkeep. A caravan sent to another territory to conduct a trade mission will generate £300 per territory distance from the originating territory to the destination. e.g. A caravan sent to literally the next territory over will generate a £300 lump sum. A caravan sent to a destination 5 territories away will generate £1500 in revenue. Crossing ocean territories via ship count as 3 territories/ocean region for the purposes of calculating revenue (i.e. if you cross 2 land regions and 2 ocean regions, it counts as crossing 8 territories and you gain £2400 in revenue). Travelling the 'long way round' will not gain any more cash upon arrival - you will only gain money based on the shortest distance the caravan could have travelled, taking into account blockades and enemy empires in the path.
Caravans travel at a movement rate of 2 and can pass through neutral territories without requiring masking or bribery. Caravan missions can only be sent to player territories. Caravans from a particular side cannot have one of their own side's territories as the final destination (internal trade is presumed to be free). Successfully destroying a caravan, on the other hand, will net you £800 free of charge.
NB: A single unit may be attached to a caravan as a caravan guard. Passing through neutral territories with a caravan guard will incur a charge of £50 per caravan+guard. If you mount an invasion with troops posing as caravan guard, the neutral territory will immediately attack your 'guards' on principle, even if they are not the country being invaded.
Engineer: £500. Attack 10, Defence 10. Upkeep £50. Support, Siege I Engineers can build roads. A single engineer takes two turns to build a road in a neutral or owned territory. Engineers can stack to complete tasks more quickly. Engineers cannot build roads in enemy territories. Engineers can travel without masking or bribery through neutral territories, provided they are not part of an invasion force. Researching additional technologies may unlock further uses for engineers.
Engineers are a Siege Power 1 unit, which means that if they are stacked with an invading army that comes up against defenders behind a city wall, the bonus for the city wall is negated. This does not count vs fortifications, castles, fortresses, citadels or any more powerful defences. The siege level can be improved with research. Engineers may also add to the Siege Resist of defences. Engineers are a support unit; they will always go into battle last if they can help it. See Siege Warfare for more details.
Diplomat: £500. Cannot attack, Defense 0. Upkeep: £20. Free passage, Scout. Halves passage costs for stacked units. Support. Tech: Diplomacy I.
See the Diplomacy section for details.
Spy: £300. Cannot attack, Defense 0. Move 3. Upkeep £10. Invisible.
See the Espionage section for details.
Scout: £80. Defenseless, Move 3. Upkeep: £5. Free Passage, Scout.
Special: Scouts may travel freely through neutral territories without paying passage costs. They reveal the presence of any non-invisible units in any territories they pass through and will provide a summary of those territories, provided they are not attacked and killed.
Special 2: Scouts may be killed without save as a free action by military units in any area it passes through or is resident in. As a rule of thumb, neutral armies will not kill scouts.
Priests: £200. Attack 0, Defense 0. Upkeep £10. Support. Tech: Organised Religion
Special: Priests have one function to start with, though this may be improved with technology. Priests may pass through neutral regions freely without paying passage costs. Priests may only be recruited in regions with their religion present.
Proselytism: Priests can spread their religion to new regions. Priests have a 100% chance of spreading religion to a faithless territory, and the chance decreases by 20% for each religion already present. Priests are destroyed by this process whether they succeed or not; successful priests stay to guide their flocks, unsuccessful ones are lynch mobbed.
Infrastructure II: Increases your Industry Limit to 2/territory.
Mechanics I: Allows construction of Sawmills, Workshops.
Mechanics II: Allows construction of Powered Sawmill, Powered Workshop, Windmill.
Mechanics III: Allows construction of Machine Shop.
Masonry II: Allows construction of Fortifications.
Masonry III: Allows construction of Keeps.
Mathematics: Allows recruitment of Catapults. Gateway tech for Philosophy, Masonry IV, Mechanics IV.
Coastal Defences I: With Masonry I, allows construction of Sea Walls.
Metalworking II: Allows construction of Smithies.
Metallurgy I: Allows construction of Smelters.
Animal Husbandry I: Allows construction of Ranches.
Agriculture II: Allows construction of Improved Farms.
Adaptive Farming II: Allows construction of Improved Farms without the resource requirement.
Marketplaces: Allows construction of marketplaces.
Glazing I: Allows construction of Glassmakers.
Glazing II: Allows construction of Glassworks.
Fermentation I: Allows construction of Bakery, Brewery.
Fermentation II: Allows construction of Bakers' Guild, Brewers' Guild.
Painting: Allows construction of Artists.
Sculpture: Allows construction of Artist's Studio.
Artistic Tradition: Allows construction of Artists' Guild.
Leathercraft I: Allows construction of Hideworkers.
Leathercraft II: Allows construction of Tanneries.
Diplomacy I: Can build diplomats. Diplomat Hero Promotion.
Diplomacy II. Improves diplomatic operations.
Espionage I: Can build spies. Spymaster Hero Promotion.
Weaponsmithy I: Improves all light infantry/cavalry attack rolls by 1, all heavy infantry/cavalry attack rolls by 2. Swordmaster I Hero promotion.
Weaponsmithy II: Improves all light infantry/cavalry attack rolls by 1, all heavy infantry/cavalry attack rolls by 2. Swordmaster II Hero promotion.
Armoury I: Improves all light infantry/cavalry defense rolls by 1, all heavy infantry/cavalry defense rolls by 2. Shieldmaster I Hero promotion.
Armoury II: Improves all light infantry/cavalry defense rolls by 1, all heavy infantry/cavalry defense rolls by 2. Shieldmaster II Hero promotion.
Infantry Training II: Can build tortoise phalanx, pikemen.
Ranged Training I: Can build javelineers. Ranger Hero Promotion.
Mariners: Can hire mariners. Mariner Hero Promotion.
Hail Gliders: Can hire hail gliders.
Sea Travel II: Can build galleons, construct Deep Fishery.
Slavery I: Improves base capture chance for units passively by 5%. Can construct Slavers building.
Necromancy [Foundation]: Can build necromancers. Necromancer Hero Promotion.
Curses I: Can cast Dark Whisper, Dark Ward. Requires Necromancer.
Summon Zombies: Can summon Zombies. Requires Necromancer.
Chaos Magic [Foundation]: Can build warlocks. Warlock Hero Promotion.
Summon Fireflies: Can summon Fireflies. Requires Warlock.
Summon Imps: Can summon Imps. Req Warl.
Sorcery [Foundation]: Can build sorcerers. Sorcerer Hero Promotion.
Phantom Warriors: Can summon Phantom Warriors. Requires Sorcerer.
Trueshot: Allows casting of the Trueshot spell. Req Sorc.
Windwall: Allows casting of the Windwall spell. Req Sorc.
Yetis: Enables transformation of locals into Yetis. Req Sorc.
Nature Magic [Foundation]: Can hire druids. Druid Hero Promotion.
Summon War Bears: Can summon War Bears. Requires Druid.
Public Domain Technologies
Infrastructure I: Increases basic economy investment cap to £5000 (basic revenue of £500/turn).
Archery I: Allows construction of slingers, archers, longbowmen.
Mining I: Allows construction of basic mines.
Agriculture I: Allows construction of basic farms, stables.
Adaptive Farming I: Allows construction of Farms without the resource requirement.
Metalworking I: Allows recruitment of light and heavy macemen, axemen, swordsmen. Allows construction of basic smithies.
Masonry I: Allows construction of walls.
Sea Travel I: Allows construction of triremes, Fisheries.
Infantry Training I: Can build skirmishers, phalanx. Guerilla, Raider Hero Promotions.
Organised Religion: Allows recruitment of Priests, construction of Shrines, founding of a religion.
Diplomat: £500. Increases upkeep by £20. Allows the hero to act as a diplomat. In situations where a diplomat would be expelled/return to its home territories, the hero must also be expelled/returned. A diplomat hero can resist expulsion if he is able to lead troops in a fight to resist it. In situations where a diplomat would be killed, the diplomat hero is instead captured. Tech: Diplomacy I.
Spymaster: £500. Increases upkeep by £20. Allows the hero to move invisibly in the same manner as Spies (can be detected in the same fashions) and can compile reports of territories it passes through as a scout would. The hero can at any point during its movement for the turn spawn a new spy in whatever territory it is in at the usual cost for purchasing a spy (£300, paying £10/turn upkeep thereafter). The new spy will take 1 turn to recruit as usual, unless double hiring costs are paid as for mercenaries. This promotion does not allow the Hero to otherwise act as a Spy. Tech: Espionage I.
High Priest: £1000. Upkeep increase £100. The High Priest promotion allows the Hero to act like a priest in all its functions, with the notable exception that when it would be destroyed as a result of priestly action (other than making a proselytism attempt) the unit is instead either captured (20% chance) or sent back to its side's capital. High Priests are not destroyed by proselytism and instead remain in the territory they have converted. Tech: Organised Religion
Necromancer: £1200. Increases upkeep by £100. Allows the hero to act as a necromancer. The hero's attack and defence bonuses do not increase. He is able to serve as a caster for necromancy spells and gains any other benefits available to a necromancer. Necromancer heroes may not fight directly, except against other heroes. Tech: Necromancy [Foundation]
Warlock: £1200. Increases upkeep by £100. Allows the hero to act as a warlock for the purposes of spellcasting and summoning. The hero's attack and defense bonuses do not increase. He is able to serve as a caster for chaos magic and gains any other benefits available to a warlock. Warlock heroes may not fight directly, except against other heroes. Tech: Chaos Magic [Foundation]
Sorcerer: £1200. Increases upkeep by £100. Allows the hero to act as a sorcerer for the purposes of spellcasting and summoning. The hero's attack and defense bonuses do not increase. He is able to serve as a caster for sorcery and gains any other benefits available to a srocerer. Sorcerer heroes may not fight directly, except against other heroes. Tech: Sorcery [Foundation]
Druid: £1200. Increases upkeep by £100. Allows the hero to act as a druid. The hero's attack and defence bonuses do not increase. He is able to serve as a caster for nature magic spells and gains any other benefits available to a druid. Druid heroes may not fight directly, except against other heroes. Tech: Nature Magic [Foundation]
Guerilla: £250. Increases upkeep by £10. The hero gains expertise laying ambushes and fighting defensively as a footsoldier. His defensive bonus to leading infantry increases by 3. Tech: Infantry Training I.
Raider: £250. Increases upkeep by £10. The hero trains for quick charges and brutal attacks during raids as a footsoldier. His offensive bonus to leading infantry increases by 3. Tech: Infantry Training I.
Ranger: £400. Increases upkeep by £20. The hero gains expertise fighting with ranged weaponry such as javelins and bows. His offensive and defensive bonuses to leading ranged units increase by 3. Tech: Ranged Training I.
Mariner: £400. Increases upkeep by £20. The hero gains expertise fighting aboard ship and in ship-to-ship combat. His offensive and defensive bonuses to leading naval or amphibious units incfrease by 3. Tech: Mariners.
Charger: £250. Increases upkeep by £10. The hero gains expertise leading cavalry charges. His offensive bonus to leading cavalry increases by 3. Tech: Cavalry Tactics I
Evader: £250. Increases upkeep by £10. The hero gains expertise leading cavalry in evasive movements and retreats. His defensive bonus to leading cavalry increases by 3. Tech: Cavalry Tactics I
Swordmaster I: £120. Increases upkeep by £5. The hero achieves a proficiency with his chosen weapon on the attack. His personal attack score in single combat increases by 2. Tech: Weaponsmithy I
Swordmaster II: £200. Increases upkeep by £10. The hero achieves a proficiency with his chosen weapon on the attack. His personal attack score in single combat increases by 2. Tech: Weaponsmithy II
Shieldmaster I: £120. Increases upkeep by £5. The hero achieves a proficiency with shield, armour or dodging on the defensive. His personal defence score in single combat increases by 2. Tech: Armoury I.
Shieldmaster II: £200. Increases upkeep by £10. The hero achieves a proficiency with shield, armour or dodging on the defensive. His personal defence score in single combat increases by 2. Tech: Armoury II.
Items may eventually be enchanted. Each Hero gets a Weapon, Armour and Object slot. The three base items are as follows:
Weapon: +1 to personal attack. A sword, axe, mace, staff etc. Takes up the Weapon slot. Weapons can have up to 2 enchantments on them. Tech: Weaponsmithy II.
Armour: +1 to personal defense. A shield, chainmail, platemail, leather etc. Takes up the Armour slot. Armour can have up to 2 enchantments on it. Tech: Weaponsmithy II.
Object: No direct effect. A charm, bracelet, cape, orb of mystic power etc. Takes up the Object slot. Objects can have up to 4 enchantments on them. Tech: Any Tier II industry (e.g. Mechanics II, Pottery II, Weaving II, Metalworking II)
Game - Game adds 5% to your basic revenue per turn. Hunting Lodges can be built in regions containing game.
Grain - Grain adds 5% to your basic revenue per turn. Farms can be built in regions containing grain.
Wine - Wine adds 5% to your basic revenue per turn. Farms can be built in regions containing wine.
Spices - Spices add 10% to your basic revenue per turn. Farms can be built in regions containing spices. Luxury item.
Pork/Cattle/Sheep - Pork, cattle or sheep add 5% to your basic revenue per turn. Pastures can be built in regions containing pork, cattle or sheep.
Ivory - Ivory adds 5% to your basic revenue per turn. Hunting Camps can be built in regions containing ivory. With a Ranch, ivory enables recruitment of war elephants.
Horses - Horses add 5% to your basic revenue per turn. Stables can be built in regions containing horses. Cavalry units may be recruited in regions containing horses at a 10% discount. This does not affect upkeep.
Lumber - Lumber adds 5% to your basic revenue per turn. Sawmills can be built in regions containing lumber. Archery units may be recruited in regions containing lumber at a 10% discount. This does not affect upkeep.
Silk - Silk adds 10% to your basic revenue per turn. Farms can be built in regions containing silk. Luxury item.
Copper - Copper does not add revenue on its own, but is a strategic metal. Mines can be built in regions containing copper.
Iron - Iron does not add revenue on its own, but is a strategic metal. Mines can be built in regions containing copper.
Coal - Coal adds 5% to your basic revenue per turn. Mines can be built in regions containing coal.
Stone - Stone does not add revenue on its own, but is a strategic mineral. Mines can be built in regions containing stone. Walls and similar defensive structures in regions containing stone may be built at a 25% discount. This does not affect upkeep.
Marble - Marble adds 5% to your basic revenue per turn. Mines can be built in regions containing stone. Religious structures in regions containing marble may be built at a 10% discount. This does not affect upkeep.
Silver - Silver adds 5% to your basic revenue per turn. Mines can be built in regions containing silver.
Gold - Gold adds 10% to your basic revenue per turn. Mines can be built in regions containing gold. Luxury item.
Gems - Gems add 5% to your basic revenue per turn. Mines can be built in regions containing gems.
Fish - Fish adds 5% to your basic revenue per turn. Fisheries can be built in regions containing fish.
Manufactured Items/Trade Goods
Trade goods typically add a bonus of 5% each to marketplace production.
Pottery - Produced by pottery industry buildings.
Beer - Produced by breweries.
Cloth - Produced by weaving industry buildings.
Glass - Produced by glassmakers.
Art - Produced by artists.
Slaves - Produced by slavery industry buildings. Luxury item.
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