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Racial Bonuses and Special Qualities
Each race is different in terms of bonuses, penalties and military units. Below is a breakdown of the bonuses and special qualities of the different races.
Good Races |
Neutral Races |
Evil Races |
Human
Homes on fertile plains and rocky plains
Food Production: +5%
Attack Strength vs. Humans +10%
Attack Strength vs. Nomads +5%
Dwarf
Homes in Mountains
May not build Stone Mine nor Gryphon Nest on Finding Mountains, nor Rezone Finding Mountains to anything else.
Iron Production: +10%
Stone production +5%
Max Population: +15%
Lumber building cost: -20%
Stone building cost: +30%
Halfling
Homes on fertile or rocky hills
Max Population: +5%
Food Consumption: -10%
Spy Strength: +10%
Attack Strength vs. Lizardfolk +5%
Wood Elf
Homes in forested plains and forested hills
Wizard Strength: +10%
Spy Strength: +10%
Max Population: -5%
Lumber Production: +10%
Stone building cost: -50%
Lumber building cost +50%
Attack Strength vs. Dark Elf: +10%
Attack Strength vs. Woodfolk: +10%
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Nomad
No homes
Buildings house only 5 peasants
Barren fertile plains, forested plains, fertile hills, and forested hills houses 30 peasants.
Mana Production: +10%
Attack Strength vs. Humans +5%
Gryphons
Homes in Mountains and Finding Mountains
Max population increases by (Gryphon Nests / Total Land)% to a maximum of 15% bonus
-10% iron production
Lumber building cost: -20%
Stone building cost: +30%
Insectoids
Homes in Cavern
+100% population Limit
-20% Food consumption
-60% CC Production
-20% Lumber Production
-20% Spy strength
-20% Wizard strength
Draftees only 0.5 defense each
Woodfolk
Homes in forested plains and forested hills
-5% Population
+10% Wizard strength
-50% Lumber rot
Stone building cost: -20%
Lumber building cost +20%
Attack Strength vs. Wood Elves +5%
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Dark Elf
Homes in caverns
Wizard Strength: +10%
Mana Production: +5%
Attack Strength vs. Wood Elf: +10%
Goblin
Homes on rocky plains or rocky hills
Attack Strength: +5%
Max Population: +20%
Harpies
Homes in Mountains and Finding Mountains
+5% Population limit
-15% Food consumption
-15% Wizard Strength
-5% Gem Production
Lizardfolk
Homes in deep sea or in lakes
Spy Strength: +10%
Food Consumption: -15%
Max Population: -5%
Lumber building cost: -10%
Stone building cost: +10%
Attack Strength vs. Halfling +5%
Troll
Homes on Fertile and Rocky plains
Max Population: -5%
Spy Strength: -10%
Food Consumption: +5%
Attack Strength: +5%
Undead
Homes in swamp
Max Population: +10%
Food Consumption: -25%
Defensive Strength: +5%
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Every race also has a unique building each, as listed below:
Race |
Name |
Construct on |
Effect |
Human |
Cathedral |
Rocky Plains |
Decrease moral lost per attack by 2 * (Cathedral or Shrine / Total Land)% to a maximum of 40%. Decrease casualties on offence with 3 * (Cathedral or Shrine / Total land)% to a maximum of 60% |
Nomad |
Shrine |
Forested plains |
Dark Elf |
Node Chambers |
Cavern |
Increase spell resistance by 2 * (Node Chambers / Total land)% to a maximum of 40%. Increase adept wizard strength by 3 * (Node Chambers / Total land)% up to a maximum of 60%. Decrease spell cost by 1 * (Node Chambers / Total land)% up to a maximum of 20%. |
Dwarfs |
Mining Centre |
Caverns |
Increase Gold Mine CC production by 2 * (Mining Centre / Total land)% to a maximum of 40%. Miners produce 2 * (Mining Centre / Total land)% to a maximum of 40% |
Goblin |
Vaults |
Mountains |
3.75 * (Vaults / Total land)% to a maximum of 75% of all resources are protected from enemy spies. Increase income by 1 * (Vaults / Total land)% to a maximum of 20%. |
Gryphons |
Nexus |
Caverns |
Gives 0.1 * (Lunar Nexus / Total land) to a maximum of +2 raw on all defensive units and 0.1* (Lunar Nexus / Total land) to a maximum of +2 raw on offensive units. BUT gives 1 * (Lunar Nexus / Total land)% to a maximum of 20% extra casualties. |
Halflings |
Brewery |
Forested plains |
Increase food production by 1 * (Brewery / Total land)% up to a maximum of 20%. Increase moral regain rate by 2 * (Brewery / Total land)% to a maximum of 40%. Increase attack strength by 1 * (Brewery / Total land)% to a maximum of 20%. BUT decrease spy strength by 1.25 * (Brewery / Total land)% to a maximum of 25%. |
Harpies |
Air fortress |
N/A |
Decrease casualties by 1.5 * (Air fortress / Total land)% to a maximum of 30%. Increase defense with 0.5 * (Air fortress / Total land)% to a maximum of 10%. Increases walls by 2 * (Air fortress / Total land)% to a maximum of 40% (85% total with 15% masonries)
Air fortress is not built on land, but in the air above any building. This means no land is required to build it, and they can't be conquered. However if x% of your land is conquered, x% of your air fortress has to bee abandoned (and destroyed), while they then is over enemy territory. To build an air fortress cost double than build any other building
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Insectoids |
Hive |
Mountains |
3 * (Hive/ Total land)% to a maximum of 60% of all casualties are converted instantly back to draftees. Reduce Soldier/Queen training time by one hour for every full 5% Hive to a maximum of 4 hours giving 8 hour training time. |
Lizardfolk |
Hatcheries |
Swamps |
Holds 25 peasants. Decrease peasant death rate by 3 * (Hatcheries / Total land)% up to a maximum of 60%. Increases growth rate by 3 * (Hatcheries / Total land)% up to a maximum of 60%. |
Trolls |
Blood Cave |
Caves |
Increase offence by 1 * (Blood Cave / Total land)% to a maximum of 20%. Increase enemy casualties by 2 * (Blood Cave / Total land)% to a maximum of 40% on offence and by 3 * (Blood Cave / Total land)% to a maximum of 60% on defense. Increase food production by 1 * (Blood Cave / Total land)% to a maximum of 20%. |
Undead |
Graveyard |
Forested plains |
Increase conversions by 2.5 * (Graveyard or Pool of Souls / Total Land)% to a maximum of 50%. |
Wood Elves |
Greenery |
Forested hills |
Enhances spell effect and duration by 2.5 * (Greenery / Total land)% to a maximum of 50%. Makes 15 bushels of food and 10 lumber per hour. |
Woodfolk |
Waterfall |
Forested Hills |
2 * (Waterfall / Total land)% to a maximum of 40% of units died during attacks or deffence will be resurected instantly after the battle.
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