Lore
All Unlithians acknowledge one Truth: everything has a price, and for most peoples, that price is Gold. The politics of an Unlithian State is steeped in the flow of money, and so of trade. Theirs is a world of clinking coins and secret handshakes. Even when they make war, their armies are paid so handsomely that their foes falter, knowing the cost they will pay.
Unlithians v1
Played in: Age 3. Rules fingerprint 87cc06ee78bd959e.
| Unit slot | Unit | Offense | Defense | Gold |
|---|---|---|---|---|
| Soldiers (drafted) | Retainer | 1 | 1 | drafted |
| Offense specialist | Sellsword | 6 | 0 | 660 |
| Defense specialist | Bonded Guard | 0 | 5 | 660 |
| Elite | Gilded Company | 9 | 5 | 2,000 |
| Thief | Factor | 0 | 0 | 800 |
| Offense specialist, upgraded | Sellsword+ | 8 | 1 | 660 |
| Defense specialist, upgraded | Bonded Guard+ | 1 | 6 | 660 |
| Elite, upgraded | Gilded Company+ | 11 | 6 | 2,000 |
| Mercenaries (hired per attack) | Mercenaries | 3 | 0 | 150 |
| Elite, upgraded twice | Gilded Company++ | 14 | 8 | 2,000 |
Effects
- +20% gold earned from peasants each tick (
income) - +10% your state's output of its realm's material (
material_output) - -30% gold paid for mercenaries (
mercenary_cost) - One mercenary for every 3 of your own troops sent.
- 10% of the mercenaries who survive a battle stay, as offensive specialists.
- +30% gold cost of training troops (
training_cost) - Can't train elites.
- A won battle turns 0.1% of the surviving offensive specialists into elites.
- Everything Has a Price: Mercenaries can be hired upgraded, for the upgrade material.
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.