Bonuses: +50% Gains; Train Elites with Specialist credits; Spreads
and is immune to the Plague
Spell Book: Fanaticism, Aggression, Bloodlust
Penalties: -50% Bonuses from Honor; -1 Defensive Specialist Strength
Elite Unit: $850
Personalities
Merchant
Bonuses: +30% Income; -25% Money Losses on Plunder Attacks;
Immunity to all Income Penalties (Riots, Plagues, etc.)
Shepherd
Bonuses: Land generates 4 bushels of food per acre daily; Immune
to Droughts, Storms and the Plague; -30% Explore time and costs; +10%
Population Limit; +15% Birth Rates
Sage
Bonuses: +25% science effectiveness; -25% Book Costs; -25%
Learn Time; -50% Losses on Learn Attacks; Every 5 Acres of land
produces 1 Science Book per Hour
Rogue
Bonuses: +1 Stealth recovery per tick
Operation Access: All thievery operations
Mystic
Spell Book: Meteor Showers
Bonuses: All Guilds are twice as effective; +30% Spell Duration;
+30% Spell Effects
Tactician
Bonuses: Gain 50% more Specialist and Building Credits; -50%
Military Wages; -30% Military Training Time; -30% Draft Cost
Special Access: Enhanced Conquest Attack at all times
Warrior
Bonuses: -50% Land Losses when Ambushed; +15% Enemy Casualties
(on attack or defense); -15% Your Military Casualties (on attack or
defense); -15% Attack Time
Artisan
Bonuses: -30% Building construction time; 25% more Effective All
Capacity and Flat Rate Buildings; 50% Protection of Buildings from
Tornadoes, Arson Operations, Raze and Massacre Attacks
Stances
Normal: No effects
Aggressive
+10% Combat Gains
-10% Attack Time
+15% Military Wages
Doubles Conflict Meter
Peaceful
+5% Building Efficiency
+30% Birth Rates
-15% Attack Gains
-15% Magic Effectiveness on enemies
Fortified
-20% Construction Time
+10% Defense
-15% Offensive
+15% Longer Attack Times
Relations
Ceasefire
Prohibits attacks, spells, and thievery operations
Annuls the Hostile Meter
End Of War Ceasefire lasts 12-48 Utopian days
+300% birth rate
Combined with War relations
War and Ceasefire relations can be cancelled separately
Normal: No effects
Unfriendly: Unlocks Unfriendly/Hostile/War spells and thievery
operations against the other kingdom
Hostile
+10% Combat Gains
Increases Conquest networth range
Offensive spells cost 2% mana
Offensive ops cost 2% stealth
Enables monarch bonuses:
+10% defensive military strength
+10% defense magic
+10% defense thievery
War Immediate Effects
Annuls the Hostile Meter with everyone
-10% Attack Time
Enhanced Massacre destroys buildings
+10% Combat Gains
Offensive spells cost 2% mana
Offensive ops cost 2% stealth
Enables monarch bonuses:
+10% defensive military strength
+10% defense magic
+10% defense thievery
War Penalties
+100% Exploration Costs
No Paradise spell available
Science limited to Active
War After 12 Hours: -20% Attack Time
War After 24 Hours: -25% Military Losses; -25% Military Training
Time; no distance penalties for attacks; -75% gains and
effectiveness for operations to and from other kingdoms
Dragons
Emerald
+10% Combat Losses
-10% Gains
Sapphire: -20% Thievery & Magic Effectiveness
Gold: -15% Building Efficiency
Ruby: -8% Military Efficiency
All dragons result in 10% lower income and the loss of 20% of new
draftees.