8 Truths wait to be uncovered this age, each once per world. A house that uncovers one may use it at once, and so may its state; 16 ticks later every house hears which state uncovered it, and may use it too.
Breakthroughs
- Chariots: Chariots may be built (a horse, 1 timber and 100 gold each; +2 offense on attacks). Nobody can build them before.
- Flanked Ambush: The Flanked Ambush attack. Lesser version (subscribers): Lesser Flanked Ambush.
- Transmutation Rite: The
transmutecommand: 4 of one material and 100 aether make 1 of another, up to 200 a cast. Lesser rite (subscribers): 5 to 1. - Dragon Wall: Dragon Walls against dragons. Lesser version (subscribers): Lesser Dragon Walls.
Wonder plans
- Library of Antiquity: the plan for the Library of Antiquity wonder.
- Halls of the Dead: the plan for the Halls of the Dead wonder.
- Deep Sea Haven: the plan for the Deep Sea Haven wonder.
- Paradise of Trees: the plan for the Paradise of Trees wonder.
Dragons
From tick 280, every 36 ticks a dragon raids one house, chosen at random among the houses in the top third by land that are not protected. The raid is over within the tick: there is no warning. Its strength is 120% of the median defense at home of those houses. A house whose defense, raised by its dragon_defense (Dragon Walls), beats it drives it off and earns 300 renown. Otherwise it burns 3% of the buildings, 4% of the troops at home and 2% of the peasants, less what dragon_damage cuts (Dragon Walls).
Each dragon is of a kind, drawn evenly, and has a name of its own: each kind has its own sound. On top of the losses above, a dragon that isn't driven off burns:
| Dragon | Also burns |
|---|---|
Quicksilverquicksilver | 10% of the gold, 10% of each material in store |
Magmamagma | 1.5× the peasants |
Choroidalchoroidal | 80% of the food |
Iridescentiridescent | 10% of the books learnt in every science |
Leviathanleviathan | 80% of the horses at home, 80% of the chariots at home |
The raided house hears the dragon's name and kind and what it lost. Every other house hears the dragon's name and kind and which realm it struck.
World Wonders
Each wonder can be built once per world, by a house that knows its plan (its Truth). The house starts it; houses of its state fund it with gold and its materials; once funded it takes the ticks below to finish. The first to finish owns it, and the world hears. Any other build of it stops, and 50% of what it was given goes back to the house that started it.
| Wonder | Does | Costs | Takes | Renown |
|---|---|---|---|---|
Library of Antiquitylibrary_of_antiquity | academics' book production +50% for every house of the state | 2,000,000 gold + 2,000 amber + 2,000 paper | 168 ticks | 5,000 to the house, 1,000 to each house of its state |
Halls of the Deadhalls_of_the_dead | once a season, the owner house may revive its army as it was 24 ticks earlier, for 2,000 renown | 2,000,000 gold + 2,000 amber + 2,000 sulfur | 168 ticks | 5,000 to the house, 1,000 to each house of its state |
Deep Sea Havendeep_sea_haven | Spell Resilience builds 2× as fast, up to 95%, for every house of the state | 2,000,000 gold + 2,000 limestone + 2,000 resin | 168 ticks | 5,000 to the house, 1,000 to each house of its state |
Paradise of Treesparadise_of_trees | +150% food grown on land each tick for every house of the state | 2,000,000 gold + 2,000 pine + 2,000 timber | 168 ticks | 5,000 to the house, 1,000 to each house of its state |
Commands: start_wonder, fund_wonder, revive. Renown counts in the age's score.
Quests
- Who may be invited: an academic with 2+ attributes, a general with 1+ traits, or a house's scientists of one category at rank 3 or better (one of them may die on the quest), of a house with 600+ acres that is not protected and on no quest.
- The invitation: the world's chance starts at 0.05% a tick and rises, faster and faster, to certainty 140 ticks after the last invitation. The Truth sought stays unnamed.
- Episodes: the seeker asks a cost (gold, a material, books, aether). Answer within 24 ticks or the quest lapses; the next ask comes 48 ticks later. The whole quest must end within 240 ticks.
- Risks: each paid episode, the trail goes cold 8% of the time and the seeker dies 1%. After the last, 25% of quests find nothing.
- Success: 1,000 renown, and the Truth.
Subscribers may use lesser versions of some breakthroughs before they are uncovered. Command: answer_quest (see API for Tools).
Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.