Races and personalities are built only from these effect types. The game implements each type once; rule files combine them. A race and a personality's modifiers on the same stat add together.
Modifiers
Change a stat by a percentage.
| Stat | What it changes |
|---|---|
income | Gold earned from peasants each tick |
population | How many people the land can hold |
food_production | Food grown on land each tick |
food_consumption | Food eaten each tick |
offense | Offense of troops sent on attacks |
defense | Defense of troops at home |
explore_cost | Gold cost of exploring |
training_cost | Gold cost of training troops |
return_time | How long armies take to come home |
elite_offense | Offense of elite troops (elite and elite+) |
elite_defense | Defense of elite troops (elite and elite+) |
casualties | Troops killed in battle |
land_loss | Land lost when attacked |
construction_cost | Gold cost of construction |
thief_strength | Strength of your thieves when spying |
thief_defense | Strength of your thieves against enemy spies |
market_fee | The market fee on your sales |
building_efficiency | Building efficiency (can pass 100%) |
construction_time | Time to build |
land_gain | Land taken on a successful attack |
training_time | Time to train troops, medics and upgrades |
thief_losses | Thieves lost when caught spying |
science_efficiency | Strength of every science bonus |
scientist_spawn | How fast new scientists arrive |
book_production | Books scientists write each tick |
general_effect | Strength of your generals' traits |
renown_gain | Renown earned |
practice_books | Books from learning by doing and lost texts |
material_output | Your state's output of its realm's material |
upgrade_cost | Material spent on unit upgrades |
building_materials | Materials spent on construction |
general_cost | Material spent on generals |
rescue | Troops your medics save |
refine_yield | What refining makes |
paper_books | Books each paper adds |
ward | Resistance to hexes and divinations against you |
casualties_attacking | Your troops killed in battle when you attack |
casualties_defending | Your troops killed in battle when you defend |
attack_gains | Everything your attacks take (land, plunder, kills) |
mercenary_cost | Gold paid for mercenaries |
peasant_growth | The rate peasants are born at |
aether_production | Aether gathered each tick |
aether_cost | Aether rites cost |
adept_strength | Your adepts' strength in a rite's roll, cast or resisted |
hex_damage | What your hexes take or wreck |
hex_damage_taken | What hexes take or wreck of yours |
dragon_damage | What a dragon's raid burns of yours |
dragon_defense | Your defense at home against dragons only |
Conditional modifiers
A modifier can hold only under conditions, all of which must hold: when = "war" (only while your state is at war) or when = "peace" (only while it isn't); for races, also when = "overpopulated" (more people than the house has room for) or when = "well_fed" (more food an acre than the race's limit); vs = "troll" (only in battles against a house of that race); attack = "massacre" (only on that kind of attack). Race pages show the conditions next to each modifier.
Race rules
Beyond modifiers, a race can carry rules of its own: its name for soldiers, age settings it plays by differently (the mercenary ratio, what upgrades add), flat bonuses for some units, resistance or immunity to thieves' operations, and signature mechanics (mirroring attackers, citizens who defend, promotions, activity, elites from war). Each race page lists its rules in plain words.
How modifiers stack
Every modifier on a stat adds together: race, personality, buildings, sciences, Colloquium projects, academics, rites, vigils and war standing. The total is applied once.
- Floor. A total below −100% counts as −100%. The value falls to zero, never below. Construction can cost no gold at all, but a building's extra gold (the Ancestral Hall's, say) is never reduced.
- Building caps. Each building caps its own bonus (see Buildings). Building efficiency then multiplies it, so efficiency above 100% can pass the cap.
- No other caps on the total, except these results: at most 80% of a target's
wardcounts; rite and operation chances stay between 1% and 95%; themarket_feenever goes below zero; and times never fall below an instant.
Flags
Switch a rule on.
| Flag | Effect |
|---|---|
no_food | The house's people and troops eat nothing. |
no_explore | The house cannot explore for land. |
elite_plus_plus | Elite+ can be upgraded once more, into elite++. |
Unlocks
| Kind | Effect |
|---|---|
operation | Grants a thievery or spy operation. Nothing uses this yet: every house can run every operation. |
building | Grants a building. Nothing uses this yet: every house can build every building. |
Unit slots
Every race fills the same 10 unit slots: soldiers (drafted), offense specialist, defense specialist, elite, thief, offense specialist, upgraded, defense specialist, upgraded, elite, upgraded, mercenaries (hired per attack), elite, upgraded twice. A race names four base units; the upgraded slots are those units after an upgrade. Thieves have no upgrade.
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.