The current age is Age 3 (dates to be announced). This page sums up its races, personalities and what changed since Age 2. Full numbers are on the Age 3 page.
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.
| Race | Offense specialist | Offense specialist | Defense specialist | Defense specialist | Elite | Elite | |||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Off | Def | Gold | Off+ | Def+ | Cost | Off | Def | Gold | Off+ | Def+ | Cost | Off | Def | Gold | Off+ | Def+ | Cost | ||||||||||
| Ashcliffe new | 5 | 0 | 600 | 6 | 1 | 1 | 0 | 5 | 640 | 1 | 6 | 1 | 8 | 5 | 1,800 | 10 | 6 | 2 | |||||||||
| Echolalians new | 6 | 0 | 640 | 8 | 1 | 1 | 0 | 4 | 600 | 1 | 5 | 1 | 9 | 4 | 1,900 | 11 | 5 | 2 | |||||||||
| Saltborn* new | 5 | 0 | 600 | 6 | 2 | 1 | 0 | 6 | 720 | 2 | 8 | 1 | 9 | 6 | 2,100 | 11 | 8 | 2 | |||||||||
| Peridians new | 5 | 0 | 600 | 6 | 1 | 1 | 0 | 5 | 640 | 1 | 6 | 1 | 9 | 4 | 1,900 | 11 | 5 | 2 | |||||||||
| Freehomes new | 5 | 0 | 560 | 6 | 1 | 1 | 0 | 6 | 660 | 1 | 8 | 1 | 8 | 5 | 1,760 | 10 | 6 | 2 | |||||||||
| Unlithians new | 6 | 0 | 660 | 8 | 1 | 1 | 0 | 5 | 660 | 1 | 6 | 1 | 9 | 5 | 2,000 | 11 | 6 | 2 | |||||||||
| Trolls new | 6 | 0 | 680 | 8 | 1 | 1 | 0 | 7 | 760 | 1 | 9 | 1 | 10 | 8 | 2,400 | 13 | 10 | 2 | |||||||||
| Drow new | 6 | 0 | 660 | 8 | 1 | 1 | 0 | 5 | 660 | 1 | 6 | 1 | 9 | 5 | 2,000 | 11 | 6 | 2 | |||||||||
| Mycellians new | 5 | 0 | 600 | 6 | 1 | 1 | 0 | 6 | 680 | 1 | 8 | 1 | 8 | 6 | 1,900 | 10 | 8 | 2 | |||||||||
| Daemons new | 7 | 0 | 720 | 9 | 1 | 1 | 0 | 5 | 680 | 1 | 6 | 1 | 10 | 5 | 2,200 | 13 | 6 | 2 | |||||||||
* Can upgrade elite+ once more, into elite++ (elite_plus_plus); see the race page.
Race bonuses and penalties
| Race | Bonuses | Penalties | Special |
|---|---|---|---|
| Ashcliffe new |
|
|
|
| Echolalians new |
|
|
|
| Saltborn new |
|
|
|
| Peridians new |
|
|
|
| Freehomes new |
|
|
|
| Unlithians new |
|
|
|
| Trolls new |
|
|
|
| Drow new |
|
|
|
| Mycellians new |
|
|
|
| Daemons new |
|
|
|
Personalities
| Personality | Bonuses | Penalties |
|---|---|---|
| The Merchant |
| None |
| The Warrior |
| None |
| The Sage |
| None |
| The Explorer |
| None |
| The Spymaster new |
| None |
| The Mystic new |
| None |
| The Quartermaster new |
| None |
| The Prospector new |
|
|
| The Zealot new |
| None |
| The Herald new |
| None |
Retired since Age 2: Dwarf (race), Elf (race), Human (race), Orc (race), Revenant (race).
Other changes since Age 2
| What | Age 2 | Age 3 |
|---|---|---|
| Starting a house | ||
| Starting people (peasants and soldiers) | 8,000 | 7,000 |
| Free generals a new house starts with | 0 | 1 |
| Free academics a new house starts with | 0 | 1 |
| Population and food | ||
| Gold per peasant per tick | 3 | 2 |
| Other | ||
| Training prices, as a share of the race files' unit prices | 0% | 200% |
| Exploring: extra gold an acre per (land beyond the start)² / 1,000,000 | 0 | 250 |
| Exploring: extra soldiers an acre (thousandths) per (land beyond the start)² / 1,000,000 | 0 | 1 |
| Exploring: the extra starts beyond (acres) | 0 | 1,400 |
| Explorable acres a tick, as a share of land, for small houses | 0% | 0.75% |
| Explorable acres a tick, as a share of land, for big houses | 0% | 0.02% |
| Explorable acres: the highest rate up to (acres) | 0 | 400 |
| Explorable acres: the lowest rate from (acres) | 0 | 6,000 |
| Explorable acres bank up to (ticks of growth) | 0 | 48 |
| Aid arrives after (ticks) | 0 | 2 |
| Aid lost on the way | 0% | 10% |
| Aid: net gold-value an acre received tax-free | 0 | 50 |
| Aid tax for each gold-value an acre beyond that | 0% | 0.5% |
| Aid tax at most | 0% | 60% |
| Aid balances fade each tick | 0% | 1% |
| Training: trainees of one house and unit due at the same moment share one timer | False | True |
| Attacks: the battered level fades this share a tick | 0% | 1.91% |
| Attacks: protection from repeated hits also cuts the defender's troop losses | False | True |
| War: explorable acres grow at this share of the usual rate | 100% | 12.5% |
| War: exploring costs this share of the usual gold and soldiers | 100% | 400% |
| War: a third party striking a house at war with another state gains this share | 100% | 25% |
| Robots: most that attack one house in a tick (0: no limit) | 0 | 7 |
| Robots: most that attack one house in a tick, against the state at war with theirs | 0 | 15 |
| Robots: how often they attack at war, against usual | 100% | 200% |
| Military: draft rate a new house starts with | 20% | 55% |
| Military: a trained unit's wage per tick, as a share of its training price | 0% | 0.1% |
| Military: a soldier's wage per tick (gold) | 0 | 0.22 |
| Military: troops at home who desert per tick when no wages are paid | 0% | 2% |
| War: extra land growth, as a share of its land, that wins a war still running at the age's end | 0% | 3% |
| Age: attacks close this many ticks before the end | 0 | 24 |
| Age: snapshots of the standings kept for the recap | 0 | 240 |
| Age: score for the most land (out of 100) | 50% | 40% |
| Age: score for the most might (out of 100) | 50% | 40% |
| Age: might per thief | 0 | 3 |
| Age: might per adept | 0 | 2 |
| Attacks: armies a house may have out at once (0: no limit) | 0 | 2 |
| Attacks: more armies out at once for each general | 0 | 1 |
| Market: time an order stands before it can be cancelled | 10 minute(s) | 0 minute(s) |
| Market: share of a tick an order stands before it can be cancelled | 0% | 16.67% |
| Market: units traded in a tick for the reference price's full move | 0 | 20 |
| Market: share of the gap to the tick's average price the reference moves in a full tick | 100% | 25% |
| Market: share of that output the stewards collect | 100% | 30% |
| Market: the stewards' price, of the reference price (0: no stewards) | 0% | 300% |
| Market: ticks from the age's start until the stewards collect their full share | 0 | 168 |
| Market: most the stewards hold of each material, in ticks of one realm's output | 0 | 48 |
| Market: most the reference price moves in a full tick, of itself (0: no limit) | 0% | 10% |
| Spoilage: units of each material a house keeps free | 0 | 50 |
| Spoilage: more free units per acre of land | 0 | 1 |
| Spoilage: units of each material a treasury keeps free | 0 | 1,000 |
| Spoilage: lost per tick for each free allowance's worth over it | 0% | 1% |
| Spoilage: most lost per tick (0% = no spoilage) | 0% | 5% |
| Spoilage: a treasury's excess goes to its houses instead of spoiling | no | yes |
| Seasons: ticks in one cycle (0 = no seasons) | 0 | 420 |
| Seasons: output through the cycle, as a share of the base | 60% → 80% → 100% → 120% → 140% → 120% → 100% → 80% | |
| Seasons: how many ticks ahead each material runs | bauxite 0, limestone 70, amber 140, sulfur 210, pine 280, paper 350 | |
| Depletion: a deposit holds this many ticks of base output | 0 | 2,520 |
| Depletion: output never falls below | 0% | 25% |
| War | ||
| Defender's troops lost | 6% | 4.5% |
| Upgrades: second material elites take | amber | |
| Upgrades: second material per elite | 0 | 1 |
| Rites | ||
| Adepts an acre a new house's shrines stop gathering at (each house can change it) | no limit | 2.0 |
| Land and construction | ||
| Construction: least a building costs, of its base gold, however many cuts stack | 0% | 25% |
| Land: least exploring costs, of its base gold, however many cuts stack | 0% | 25% |
| Buildings | ||
| Banks | banks@v1 | banks@v2 |
| Dragon Walls | — | added |
| Lesser Dragon Walls | — | added |
| Mills | mills@v1 | mills@v2 |
| Materials | ||
| Amber | amber@v1 | amber@v2 |
| Bauxite | bauxite@v1 | bauxite@v2 |
| Limestone | limestone@v1 | limestone@v2 |
| Paper | paper@v1 | paper@v2 |
| Pine | pine@v1 | pine@v2 |
| Sulfur | sulfur@v1 | sulfur@v2 |
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.