Age 1

Ruleset fingerprint 03df8d910a3611e1.

What changed

The first age.

Race units

Offense, defense and gold cost of each unit, then its upgraded (+) unit. Cost is the bauxite it takes to upgrade one unit. The switch shows only the base or only the upgraded units. Thieves and mercenaries are on each race's page. How upgrading works: Military.

Show
RaceOffense specialistOffense specialistDefense specialistDefense specialistEliteElite
OffDefGoldOff+Def+CostOffDefGoldOff+Def+CostOffDefGoldOff+Def+Cost
Human5030061105320161859001062
Orc60320811043001511121,0001432
Elf513306210635018176950982
Dwarf5031061106360181971,1001192
Undead50300611053301611031,0001342

Race bonuses and penalties

RaceBonusesPenalties
Human
  • +5% Income
None
Orc
  • +10% Offense
  • -5% Defense
Elf
  • +5% Defense
  • +10% Adept Strength
None
Dwarf
  • -10% Attack Time
  • -10% Food Production
Undead
  • The house's people and troops eat nothing
  • -10% Population

Personalities

PersonalityBonuses
The Merchant
  • +10% Income
The Warrior
  • +5% Offense
  • -10% Attack Time
The Sage
  • +2% Population

Numbers

RuleValue
World
Realms in the world13
States in each realm7
Houses each state can hold15
Length of a tick1 hour(s)
Starting a house
Starting land (acres)400
Starting people (peasants and soldiers)8,000
Of those, starting soldiers400
Starting gold150,000
Starting food60,000
Free generals a new house starts with0
Free academics a new house starts with0
Population and food
Peasant growth per tick3%
Gold per peasant per tick3
Food eaten per person per tick0.25
Peasants lost per tick without food1%
Soldiers lost per tick without food3%
Specialists and thieves lost per tick without food2%
Elites lost per tick without food1%
Land and construction
Gold to explore one acre (base)300
Exploring: extra gold an acre per 1,000 acres you have750
Exploring: soldiers an acre per 1,000 acres you have5
Explored land arrives after (ticks)12
Land: people each barren acre houses15
Land: food each barren acre grows per tick2
Land: people each acre under construction houses15
Construction: gold per acre of land, thousandths50
Construction: land added before costing10,000
Construction: least a building costs, of its base gold, however many cuts stack0%
Land: least exploring costs, of its base gold, however many cuts stack0%
Construction: ticks to build16
Razing: base gold per building300
Razing: gold per acre of land, thousandths50
Efficiency: peasants needed, as a share of jobs67%
Economy
Lowest share a state can fall to7%
Part of a state's output shared among its houses50%
Lowest state tax on house income0%
Highest state tax on house income10%
Ticks between a leader's renames of the state24
Tax a new state starts with2%
Trading
Share of a sale paid to the seller's state5%
Extra an out-of-realm buyer pays10%
Shortest auction, ticks12
Longest auction, ticks48
Each bid must beat the last by5%
An offer lapses after, ticks24
No trading again for, ticks72
Settling in lasts, ticks24
Penalty while settling in-5%
War
Troops finish training after (ticks)9
Armies return after (ticks)12
Land taken on a successful attack10%
Attacker's troops lost8%
Defender's troops lost6%
An attack below this share of the defense counts for nothing25%
Fewest troops any attack costs the attacker1
Battle luck (offense varies by up to)±5%
Upgrades: extra main stat of an upgraded unit (unless the race sets it)25%
Upgrades: material spentbauxite
Upgrades: material per unit1
Upgrades: material per elite2
Upgrades: second material elites take
Upgrades: second material per elite0
Medics: material spentsulfur
Medics: material per medic1
Medics: gold per medic250
Medics: deaths saved per medic per 100 troops2%
Medics: most deaths saved50%
Renown for a successful attack (scaled by how close it was)20
Mounts: offense a horse adds1
Mounts: offense a chariot adds2
Chariots: horses per chariot1
Chariots: material usedtimber
Chariots: material per chariot1
Chariots: gold per chariot100
Generals
Material paidamber
Elites retired to raise one100
Material per trait50
Renown for 1st, 2nd, 3rd... trait0, 200, 500
Renown to choose traits300
Most a house can keep5
Chance of dying leading a failed attack5%
Spying
Chance with equal thieves per acre50%
Lowest chance from the thieves' contest5%
Lowest final chance of an operation1%
Highest chance of an operation95%
Thieves caught when it fails5%
Nerve recovered a tick4%
Extra Nerve for a False Flag10%
How long a courted character wavers (ticks)24
Gold to reassure a wavering character500
Plus this share of its highest transfer fee2%
Loyalty after reassuring (ticks)72
Auction length for a character left wavering (ticks)24
That auction's lowest reserve2,000
The courting house's first refusal (ticks)6
Extra Nerve a failure costs (share of the operation's cost)50%
Most Vigilance a house can have80%
Vigilance fading a tick4%
Rites
Chance of a divination or hex with equal adepts per acre50%
Lowest chance from the adepts' contest5%
Lowest final chance of a divination or hex1%
Highest chance of a divination or hex95%
Most a target's ward takes off a rite's chance80%
Material hexes burn as incenseresin
Listed aether cost is for a house of this many acres400
Cost scales by (land + this) / (those acres + this)333
Shrine share of land for a lasting rite's full length15%
Share of that length with no shrines50%
Share of shrines' adept output gathered each tick25%
Adepts an acre a new house's shrines stop gathering at (each house can change it)no limit
Most Spell Resilience a house can have75%
Spell Resilience fading a tick2.5%
Share of a hex's resilience its target gains as Countercast Vengeance50%
Most Countercast Vengeance a house can have50%
Share of Countercast Vengeance a cast hex spends50%
Countercast Vengeance fading a tick1%
Science
Scientists a new house starts with6
New scientists per tick, thousandths50
Ranks as [books written per scientist, books a tick]0: 60, 1,440: 80, 5,280: 100, 12,480: 120
Material that speeds researchpaper
Books each paper adds5
Most extra books from paper, share of the base100%
Learning by doing: books for a close win200
Learning by doing: books for a successful operation50
Learning by doing: books per building built5
Learning by doing: books per 1,000 gold of market fee a seller pays100
Lost texts: chance an exploration finds books15%
Lost texts: books per acre explored20
Colloquium: knowledge lost per tick at first0.02%
Colloquium: extra loss per tick without a contribution0.01%
Colloquium: most knowledge lost per tick1%
Colloquium: renown per 1,000 books contributed1
Academics: building that supports themuniversities
Academics: buildings needed per academic100
Academics: books to recruit one5,000
Academics: material paid per attributepaper
Academics: material per attribute50
Academics: books invested for 1st, 2nd, 3rd attribute0, 50,000, 200,000
Academics: books invested to choose attributes100,000
Other
Training prices, as a share of the race files' unit prices0%
Books that bring a science to half its limit350,000
Exploring: extra gold an acre per (land beyond the start)² / 1,000,0000
Exploring: extra soldiers an acre (thousandths) per (land beyond the start)² / 1,000,0000
Exploring: the extra starts beyond (acres)0
Explorable acres a tick, as a share of land, for small houses0%
Explorable acres a tick, as a share of land, for big houses0%
Explorable acres: the highest rate up to (acres)0
Explorable acres: the lowest rate from (acres)0
Explorable acres bank up to (ticks of growth)0
Aid arrives after (ticks)0
Aid lost on the way0%
Aid: net gold-value an acre received tax-free0
Aid tax for each gold-value an acre beyond that0%
Aid tax at most0%
Aid balances fade each tick0%
Training: trainees of one house and unit due at the same moment share one timerFalse
Attacks: the battered level fades this share a tick0%
Attacks: protection from repeated hits also cuts the defender's troop lossesFalse
War: explorable acres grow at this share of the usual rate100%
War: exploring costs this share of the usual gold and soldiers100%
War: a third party striking a house at war with another state gains this share100%
Robots: most that attack one house in a tick (0: no limit)0
Robots: most that attack one house in a tick, against the state at war with theirs0
Robots: how often they attack at war, against usual100%
Spying and rites: edges of the chance bands a sender is told (very low, low, even, good, very good), basis points2,000, 4,000, 6,000, 8,000
Age: new-house protection (ticks)72
Military: draft rate a new house starts with20%
Military: highest draft rate90%
Military: peasants drafted a tick, at most1%
Military: offense+ defense / defense+ offense bonus (points)1
Military: training spread either side of the average (ticks)2
Military: trainees who fail (back to soldiers)2%
Military: trainees who die0.5%
Military: trainees who come out upgraded3%
Military: direct recruits cost more by30%
Military: direct recruits take longer by50%
Military: direct recruits' spread either side (ticks)3
Military: direct recruits who fail (back to peasants)6%
Military: direct recruits who die2%
Military: a trained unit's wage per tick, as a share of its training price0%
Military: a soldier's wage per tick (gold)0
Military: troops at home who desert per tick when no wages are paid0%
War: recovery after losing (ticks)72
War: faster peasant regrowth in recovery50%
War: share of recovery each side gets from a peace50%
War: ticks out of war before the peace dividend168
War: extra land growth, as a share of its land, that wins a war still running at the age's end0%
Age: length in ticks1,680
Age: attacks close this many ticks before the end0
Age: snapshots of the standings kept for the recap0
Age: score for the most land (out of 100)50%
Age: score for the most might (out of 100)50%
Age: score per war point (out of 100)2%
Age: might per troop, as a share of its offense plus defense75
Age: might per thief0
Age: might per adept0
Age: might per medic2
Age: might per horse1
Age: might per chariot3
Age: might per general or academic500
Age: might per 100 science books invested1
Attacks: armies a house may have out at once (0: no limit)0
Attacks: more armies out at once for each general0
Market: fee on what an order fills at once (the taker's), destroyed5%
Market: extra a buyer from another realm than the seller's pays, destroyed3%
Market: time an order stands before it can be cancelled10 minute(s)
Market: share of a tick an order stands before it can be cancelled0%
Market: units traded in a tick for the reference price's full move0
Market: share of the gap to the tick's average price the reference moves in a full tick100%
Market: whose output the stewards sell (empty_states: any state with no houses; empty_realms: realms with none)empty_states
Market: share of that output the stewards collect100%
Market: the stewards' price, of the reference price (0: no stewards)0%
Market: ticks from the age's start until the stewards collect their full share0
Market: most the stewards hold of each material, in ticks of one realm's output0
Market: most the reference price moves in a full tick, of itself (0: no limit)0%
Spoilage: units of each material a house keeps free0
Spoilage: more free units per acre of land0
Spoilage: units of each material a treasury keeps free0
Spoilage: lost per tick for each free allowance's worth over it0%
Spoilage: most lost per tick (0% = no spoilage)0%
Spoilage: a treasury's excess goes to its houses instead of spoilingno
Seasons: ticks in one cycle (0 = no seasons)0
Seasons: output through the cycle, as a share of the base
Seasons: how many ticks ahead each material runs
Depletion: switched on this ageno
Depletion: a deposit holds this many ticks of base output0
Depletion: output never falls below0%

Race slots

SlotRaceDefinition
0Humanhuman@v1
1Orcorc@v1
2Elfelf@v1
3Dwarfdwarf@v1
4Undeadundead@v1
5unused
6unused
7unused
8unused
9unused
10unused
11unused
12unused
13unused
14unused

Personality slots

SlotPersonalityDefinition
0The Merchantmerchant@v1
1The Warriorwarrior@v1
2The Sagesage@v1
3unused
4unused
5unused
6unused
7unused
8unused
9unused
10unused
11unused

Materials

Generated from the game's rule files: Age 1, ruleset 03df8d910a3611e1. Edit the game's rules, then run tools/sync.py.

On this page
  1. What changed
  2. Race units
  3. Race bonuses and penalties
  4. Personalities
  5. Numbers
  6. Race slots
  7. Personality slots
  8. Materials