Effects

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.

StatWhat it changes
incomeGold earned from peasants each tick
populationHow many people the land can hold
food_productionFood grown on land each tick
food_consumptionFood eaten each tick
offenseOffense of troops sent on attacks
defenseDefense of troops at home
explore_costGold cost of exploring
training_costGold cost of training troops
return_timeHow long armies take to come home
elite_offenseOffense of elite troops (elite and elite+)
elite_defenseDefense of elite troops (elite and elite+)
casualtiesTroops killed in battle
land_lossLand lost when attacked
construction_costGold cost of construction
thief_strengthStrength of your thieves when spying
thief_defenseStrength of your thieves against enemy spies
market_feeThe market fee on your sales
building_efficiencyBuilding efficiency (can pass 100%)
construction_timeTime to build
land_gainLand taken on a successful attack
training_timeTime to train troops, medics and upgrades
thief_lossesThieves lost when caught spying
science_efficiencyStrength of every science bonus
scientist_spawnHow fast new scientists arrive
book_productionBooks scientists write each tick
general_effectStrength of your generals' traits
renown_gainRenown earned
practice_booksBooks from learning by doing and lost texts
material_outputYour state's output of its realm's material
upgrade_costMaterial spent on unit upgrades
building_materialsMaterials spent on construction
general_costMaterial spent on generals
rescueTroops your medics save
refine_yieldWhat refining makes
paper_booksBooks each paper adds
wardResistance to hexes and divinations against you
casualties_attackingYour troops killed in battle when you attack
casualties_defendingYour troops killed in battle when you defend
attack_gainsEverything your attacks take (land, plunder, kills)
mercenary_costGold paid for mercenaries
peasant_growthThe rate peasants are born at
aether_productionAether gathered each tick
aether_costAether rites cost
adept_strengthYour adepts' strength in a rite's roll, cast or resisted
hex_damageWhat your hexes take or wreck
hex_damage_takenWhat hexes take or wreck of yours
dragon_damageWhat a dragon's raid burns of yours
dragon_defenseYour 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 ward counts; rite and operation chances stay between 1% and 95%; the market_fee never goes below zero; and times never fall below an instant.

Flags

Switch a rule on.

FlagEffect
no_foodThe house's people and troops eat nothing.
no_exploreThe house cannot explore for land.
elite_plus_plusElite+ can be upgraded once more, into elite++.

Unlocks

KindEffect
operationGrants a thievery or spy operation. Nothing uses this yet: every house can run every operation.
buildingGrants 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.

On this page
  1. Modifiers
  2. Conditional modifiers
  3. Race rules
  4. How modifiers stack
  5. Flags
  6. Unlocks
  7. Unit slots