![]() ![]() The presence trait adds powerful developed empires to the realm. Mana resource nodes and pickups are defended by Ethereal Astral Sea monstersĪnimal units are common and Marauder animal units gain Empowered BeastsĪnimal units and infestations are common and Constructed Ancient Wonders are absent ![]() The inhabitants trait determines the composition of independent armies. ![]() The climate trait determines which provinces and province features are common, which are rare, and which are absent. Units stacked together will form an army, made up of up to 6 units that will fight together in combat and move on the world map at the speed of the slowest unit in the army.The geography trait is the only mandatory realm trait and determines how many landmasses are in the realm, how are they separated from each other, and how are empires distributed on the landmasses. Forced march restores the army's move points at the cost of 30% of their current Hit Points and 10 mana per unit in the army.Road Building, when toggled on, will construct roads over hexes in friendly or neutral territory the army travels over at the cost of 3 gold per hex without road.Excavation can only be used on adjacent Earthen terrain and has a chance to open up new paths, buried treasures or hidden locations.There are 6 possible ranks for each unit (listed in order of low to high):Īrmy abilities are unlocked by the empire skill with the same name. ![]() Support abilities grant +2 Bolstered Resistance. When this unit enters Defense Mode, adjacent friendly units gain Bolstered Resistance.īase attacks have 60% chance of inflicting Distracted. , and one or more support abilities that heal and/or buff allies. All adjacent friendly units gain +3 Resistance and +3 Status Resistance.Extends its Zone of Control to all adjacent hexes.Ends its turn and goes into a defensive mode: ![]()
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