Province improvements

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See also: City structures

Province improvements are built on newly acquired city provinces which are be gained by increasing a city's Population.png population.

Province improvements provide resources to the city from the province they are in -- this includes the resource produced from the province improvement as well from any possible resource node present in that province.

Province improvements will not produce resources if a hostile army is currently standing on them.

Basic province improvements[edit | edit source]

At the beginning, only basic province improvements are available to be built. These are further limited by the province's terrain and resource nodes.

Province improvement Effects Requirements
Province improvement conduit.png Conduit Resource mana.png +5 Mana Mana resource node or magic material
Province improvement farm.png Farm Resource food.png +5 Food Grassland terrain
Province improvement fishery.png Fishery Resource food.png +5 Food Coast terrain
Province improvement forester.png Forester
  • Resource food.png +2 Food
  • Resource structure production.png +3 Production
Forest terrain
Province improvement hut.png Hut Resource food.png +2 Food Ashlands, sand or snow terrain
Province improvement mine.png Mine Resource gold.png +5 Gold Gold vein or iron deposit resource node
Province improvement quarry.png Quarry Resource structure production.png +5 Production Cliff or rocky terrain, or iron deposit resource node
Province improvement research post.png Research Post Resource knowledge.png +5 knowledge Magic material

Note: Province improvement farm.png Farms can also replace Province improvement hut.png Huts in other types of terrain if the city's race has a matching adaptation trait.

Special province improvements[edit | edit source]

Special province improvements are mostly gained by researching the various tomes available in the game. These variants can replace existing province improvements and can provide more resources or special effects than their basic counter-parts.

Unlike the initial province improvements, they require Resource structure production.png production and Resource gold.png gold to be constructed, but are not subject to terrain requirements other than not being able to be built on water.

General province improvements[edit | edit source]

A limited number of province improvements are available to all empires without researching tomes.

Name Category Effects Requirements Cost Boost Source
Building conduit spell jammer.png Spell Jammer Province improvement conduit.png
  • Enemies cannot target World Map Spells in this Domain.
  • Enemies cannot cast Spells in Combat in Domain.
  • -10 Resource mana.png Mana.
  • Must be built on an acquired province.
  • Requires Town Hall III
250 Resource structure production.png 100 Resource gold.png General
Building teleporter chrono gate.png Teleporter Province improvement teleporter.png
  • A Province Improvement which enables an Army to teleport from one teleporter to another.
  • -10 Resource mana.png Mana.
250 Resource structure production.png 100 Resource gold.png Empire affinity general.png General empire skill

Cultural province improvements[edit | edit source]

Each culture has 1 province improvement associated with it.

Name Category Effects Requirements Cost Boost Source
Building forester forest of stakes.png Forest of Stakes Province improvement forester.png
  • +7 Resource food.png Food income.
  • +7 Resource structure production.png Production income.
  • +7 Resource unit production.png Draft per adjacent Province improvement forester.png Forester.
  • Enemy Units in this and the adjacent Province get Demoralized.
  • Must be built on an acquired province.
  • Requires Town Hall II: Communal Tent
250 Resource structure production.png 100 Resource gold.png Culture: Barbarian
Building mine dark forge.png Dark Forge Province improvement mine.png
  • +7 Resource unit production.png Draft income.
  • +7 Resource gold.png Gold income.
  • +7 Resource unit production.png Draft per adjacent Province improvement quarry.png Quarry or Province improvement mine.png Mine.
  • Unit deployment location.
  • Must be built on an acquired province.
  • Requires Town Hall II: Dread Spire
250 Resource structure production.png 100 Resource gold.png Culture: Dark
Building work camp.png Levy Camp Province improvement farm.png
  • +15 Resource food.png Food income.
  • +5 Resource food.png Food per adjacent Province improvement farm.png Farm.
  • Unit deployment location.
  • Must be built on an acquired province.
  • Requires Town Hall II: Castle
250 Resource structure production.png 100 Resource gold.png Culture: Feudal
Building researchpost sunshrine.png Sunshrine Province improvement research post.png
  • +10 Resource knowledge.png Knowledge income.
  • +3 Resource knowledge.png Knowledge per adjacent Province improvement research post.png Research Post.
  • Friendly Units in this and adjacent Provinces become Encouraged.
  • Must be built on an acquired province.
  • Requires Town Hall II: Atrium of Light
250 Resource structure production.png 100 Resource gold.png Culture: High
Building quarry builders quarters.png Builder's Quarters Province improvement quarry.png
  • +15 Resource structure production.png Production income.
  • +5 Resource structure production.png Production per adjacent Province improvement quarry.png Quarry.
  • Must be built on an acquired province.
  • Requires Town Hall II: Bulwark
250 Resource structure production.png 100 Resource gold.png Culture: Industrious
Building conduit mystic abbey.png Mystic Abbey Province improvement conduit.png
  • +10 Resource mana.png Mana income.
  • +3 Resource knowledge.png Knowledge per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post.
  • Must be built on an acquired province.
  • Requires Town Hall II: Mage's Plaza
250 Resource structure production.png 100 Resource gold.png Culture: Mystic

Tome province improvements[edit | edit source]

Most of the special province improvements are gained by researching the various tomes.

Name Category Effects Requirements Cost Boost Source
Building conduit channeling tower.png Channeling Tower Province improvement conduit.png
  • +10 Resource mana.png Mana.
  • +3 Resource mana.png Mana per adjacent Province improvement conduit.png Conduit.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity astral.png Tome: Evocation
Building teleporter chrono gate.png Chrono Gate Province improvement teleporter.png
  • +3 Resource mana.png Mana per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post.
  • +3 Resource knowledge.png Knowledge per adjacent Province improvement conduit.png Conduit or Province improvement research post.png Research Post.
  • Grants Evasion to visiting Armies until their next combat.
  • Must be built on an acquired province.
450 Resource structure production.png 170 Resource gold.png Empire affinity astral.png Tome: Teleportation
Building conduit resonance fields.png Resonance Fields Province improvement conduit.png
  • +5 Resource mana.png Mana.
  • +5 Casting points world map.png World Map Casting Points.
  • +5 Casting points combat.png Combat Casting Points.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity astral.png Tome: Amplification
Building conduit summoning well.png Summoning Well Province improvement conduit.png
  • +10 Resource mana.png Mana.
  • +2 Resource mana.png Mana and +2 Resource knowledge.png Knowledge per adjacent Province improvement conduit.png Conduit.
  • Casting points combat.png Combat Summon Spells in the domain cost no mana.
  • Must be built on an acquired province.
450 Resource structure production.png 170 Resource gold.png Empire affinity astral.png Tome: Summoning
Building farms carnival of flesh.png Carnival of Flesh Province improvement farm.png
  • +7 Resource food.png Food.
  • +7 Resource unit production.png Draft.
  • Per adjacent Province improvement farm.png Farm:
    • +3 Resource food.png Food.
    • +3 Resource unit production.png Draft.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity chaos.png Tome: Revelry
Building teleporter demon gate.png Demon Gate Province improvement teleporter.png
  • Unit deployment location.
  • Unlocks the production of various Fiend Units:
    • Chaos Eater
      Chaos Eater
      id

      Battle Mage Battle Mage | Tier 4 | Tome: Pandemonium

      Hit points
      110
      Defense
      3
      Resistance
      3
      Movement points
      32
      Status resistances 7 Fire resistance 2 Frost weakness 4 Spirit weakness 4

      Unit property battle mage unit.png
      Unit property battle mage unit.png
      Battle Mage Unit
      Magic users who specialize in ranged offense and weakening enemies.
      • Their Accuracy is affected by Line of Sight.
      • Cannot use their main Magic attacks when Engaged in Melee.
      Unit property desolate walk.png
      Unit property desolate walk.png
      Desolate Walk
      Moving through Ashlands and Chasms costs fewer Move Points.
      Unit property fiend.png
      Unit property fiend.png
      Fiend
      A Fiend unit with:
      • +2 Fire resistance Fire Resistance
      • -4 Frost resistance Frost Resistance.
      • -4 Spirit resistance Spirit Resistance
      • Desolate Walk
      • Immunity to Burning
      Unit property land movement.png
      Unit property land movement.png
      Land Movement
      This unit can move over land hexes.
      Unit property magic origin.png
      Unit property magic origin.png
      Magic Origin
      This unit was summoned or comes from another dimension and requires mana upkeep.
      Unit property chaotic rebuke.png
      Unit property chaotic rebuke.png
      Chaotic Rebuke
      Attackers within 2 hexes have a base 60% chance of gaining a random status effect.
      Unit property melee mage.png
      Unit property melee mage.png
      Melee Mage
      Can now use Magic and Support abilities while Engaged in Melee.
      • Ability type fire.png
        Unit ability magic bolts elya.png
        Chaos Bolts
        Ability type fire.png
        Unit ability magic bolts elya.png
        7 Fire damage
        Repeating action
        Chaos Bolts
        90% Accuracy 3 Range
        Unleashes a magical bolt at target enemy.
        • Chaos Bolts: Deals either 7 Lightning damage Lightning Damage, 7 Fire damage Fire Damage, or 7 Frost damage Frost Damage at random.
        • Havoc Magic: 30% chance of inflicting a random negative status effect.

        Affected by Line of Sight rules.
        Cannot be used when within an enemy Zone of Control.
      • Ability type default.png
        Unit ability consume chaos chaos eater.png
        Consume Chaos
        Ability type default.png
        Unit ability consume chaos chaos eater.png
        Consume Chaos
        Always Hits Accuracy 0 Range
        Targets all adjacent enemies:
        • Removes all negative status effects.
        • Deals 12 random elemental damage for each status effect removed.

        • Life Steal: Heal 10 Temporary hit points Temporary Hit Points on hit

        Cooldown: 1 Turn
      • Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        This unit ends its turn and goes into a defensive mode. The unit:
        • Extends its Zone of Control to all adjacent hexes.
        • Gains +2 Defense Defense.
        • Gains +2 Resistance Resistance.
        • Becomes immune to Flank Flanking.

      Close-range Battle Mage unit that excels at exploiting negative status effects.
      Cost: 300 Draft 200 Gold
      Upkeep: 30 Gold 3 Imperium
    • Gremlin
      Gremlin
      id

      Skirmisher Skirmisher | Tier 2 | Tome: Mayhem

      Hit points
      55
      Defense
      1
      Resistance
      1
      Movement points
      40
      Fire resistance 2 Frost weakness 4 Spirit weakness 4

      Unit property desolate walk.png
      Unit property desolate walk.png
      Desolate Walk
      Moving through Ashlands and Chasms costs fewer Move Points.
      Unit property fiend.png
      Unit property fiend.png
      Fiend
      A Fiend unit with:
      • +2 Fire resistance Fire Resistance
      • -4 Frost resistance Frost Resistance.
      • -4 Spirit resistance Spirit Resistance
      • Desolate Walk
      • Immunity to Burning
      Unit property land movement.png
      Unit property land movement.png
      Land Movement
      This unit can move over land hexes.
      Unit property magic origin.png
      Unit property magic origin.png
      Magic Origin
      This unit was summoned or comes from another dimension and requires mana upkeep.
      Unit property skirmisher unit.png
      Unit property skirmisher unit.png
      Skirmisher Unit
      Cheap and swift units that are useful at Flank Flanking and targeting lone enemies.
      Skirmisher units gain:
      • Swift.
      • Slippery.
      Unit property displacement.png
      Unit property displacement.png
      Displacement
      Upon sustaining damage, this unit teleports to a random location within 2 hexes.
      Works once per turn.
      Unit property slippery.png
      Unit property slippery.png
      Slippery
      This unit does not trigger Opportunity Attack.
      Unit property swift.png
      Unit property swift.png
      Swift
      This unit ignores the effects of Slowing terrain in combat.
      • Ability melee strike nimu physical.png Melee Strike
        Ability melee strike nimu physical.png
        10 Physical damage 4 Fire damage
        Repeating action
        Melee Strike
        100% Accuracy 1 Range
        Strikes target enemy unit.
      • Ability type physical.png
        Unit ability behind you! gremlin.png
        Behind You!
        Ability type physical.png
        Unit ability behind you! gremlin.png
        10 Physical damage 10 Fire damage
        Single use action
        Behind You!
        90% Accuracy 4 Range
        Target sustains damage and turns 180 degrees.
        Affected by Line of Sight rules.
        Cannot be used when within an enemy Zone of Control.
      • Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        This unit ends its turn and goes into a defensive mode. The unit:
        • Extends its Zone of Control to all adjacent hexes.
        • Gains +2 Defense Defense.
        • Gains +2 Resistance Resistance.
        • Becomes immune to Flank Flanking.

      Cost: 120 Draft 100 Mana
      Upkeep: 12 Gold
    • Inferno Hound
      Inferno Hound
      id

      Fighter Fighter | Tier 2 | Wildlife

      Hit points
      70
      Defense
      2
      Resistance
      2
      Movement points
      48
      Fire resistance 2 Frost weakness 4 Spirit weakness 4

      Unit property animal.png
      Unit property animal.png
      Animal
      An Animal unit.
      Unit property desolate walk.png
      Unit property desolate walk.png
      Desolate Walk
      Moving through Ashlands and Chasms costs fewer Move Points.
      Unit property fiend.png
      Unit property fiend.png
      Fiend
      A Fiend unit with:
      • +2 Fire resistance Fire Resistance
      • -4 Frost resistance Frost Resistance.
      • -4 Spirit resistance Spirit Resistance
      • Desolate Walk
      • Immunity to Burning
      Unit property fighter unit.png
      Unit property fighter unit.png
      Fighter Unit
      An outright melee unit with no obvious specialization or counters.
      Unit property land movement.png
      Unit property land movement.png
      Land Movement
      This unit can move over land hexes.
      Unit property magic origin.png
      Unit property magic origin.png
      Magic Origin
      This unit was summoned or comes from another dimension and requires mana upkeep.
      Unit property low maintenance.png
      Unit property low maintenance.png
      Low Maintenance
      Unit Upkeep reduced by -25%
      Unit property pack hunter.png
      Unit property pack hunter.png
      Pack Hunter
      Melee attacks deal +20% damage per friendly adjacent unit with Pack Hunter.
      • Ability melee strike nimu physical.png Melee Strike
        Ability melee strike nimu physical.png
        10 Physical damage 4 Fire damage
        Repeating action
        Melee Strike
        100% Accuracy 1 Range
        Strikes target enemy unit.
        • Burning: Base 30% chance of inflicting Burning for 3 Turn Turns.
      • Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        This unit ends its turn and goes into a defensive mode. The unit:
        • Extends its Zone of Control to all adjacent hexes.
        • Gains +2 Defense Defense.
        • Gains +2 Resistance Resistance.
        • Becomes immune to Flank Flanking.

      Cost: 120 Draft 100 Mana
      Upkeep: 12 Gold
    • Inferno Puppy
      Inferno Puppy
      id

      Fighter Fighter | Tier 1 | Wildlife

      Hit points
      60
      Defense
      1
      Resistance
      1
      Movement points
      48
      Fire resistance 2 Frost weakness 4 Spirit weakness 4

      Unit property animal.png
      Unit property animal.png
      Animal
      An Animal unit.
      Unit property desolate walk.png
      Unit property desolate walk.png
      Desolate Walk
      Moving through Ashlands and Chasms costs fewer Move Points.
      Unit property evolve.png
      Unit property evolve.png
      Evolve
      This unit will transform into a more powerful unit when it reaches Champion Rank.
      Unit property fiend.png
      Unit property fiend.png
      Fiend
      A Fiend unit with:
      • +2 Fire resistance Fire Resistance
      • -4 Frost resistance Frost Resistance.
      • -4 Spirit resistance Spirit Resistance
      • Desolate Walk
      • Immunity to Burning
      Unit property fighter unit.png
      Unit property fighter unit.png
      Fighter Unit
      An outright melee unit with no obvious specialization or counters.
      Unit property land movement.png
      Unit property land movement.png
      Land Movement
      This unit can move over land hexes.
      Unit property magic origin.png
      Unit property magic origin.png
      Magic Origin
      This unit was summoned or comes from another dimension and requires mana upkeep.
      Unit property low maintenance.png
      Unit property low maintenance.png
      Low Maintenance
      Unit Upkeep reduced by -25%
      Unit property pack hunter.png
      Unit property pack hunter.png
      Pack Hunter
      Melee attacks deal +20% damage per friendly adjacent unit with Pack Hunter.
      • Ability melee strike nimu physical.png Melee Strike
        Ability melee strike nimu physical.png
        8 Physical damage 4 Fire damage
        Repeating action
        Melee Strike
        100% Accuracy 1 Range
        Strikes target enemy unit.
      • Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        This unit ends its turn and goes into a defensive mode. The unit:
        • Extends its Zone of Control to all adjacent hexes.
        • Gains +2 Defense Defense.
        • Gains +2 Resistance Resistance.
        • Becomes immune to Flank Flanking.

      Champion rank Evolves into: Inferno Hound
      Cost: 70 Draft 60 Mana
      Upkeep: 8 Gold
  • Must be built on an acquired province.
750 Resource structure production.png 280 Resource gold.png Empire affinity chaos.png Tome: Demon Gate
Building forester mob camp.png Mob Camp Province improvement forester.png
  • +7 Resource food.png Food.
  • +7 Resource unit production.png Draft.
  • Unit deployment location.
  • Tier I Units are cheaper by 20%.
  • Must be built on an acquired province.
130 Resource structure production.png 60 Resource gold.png Empire affinity chaos.png Tome: Horde
Building forester ritual pyre.png Ritual Pyre Province improvement forester.png
  • +10 Resource mana.png Mana income.
  • +3 Resource mana.png Mana per adjacent Province improvement forester.png Forester.
  • Must be built on an acquired province.
130 Resource structure production.png 60 Resource gold.png Empire affinity chaos.png Tome: Pyromancy
Building mine bazaar of wonders.png Bazaar of Wonders Province improvement mine.png
  • +10 Resource gold.png Gold.
  • +5 Resource gold.png Gold per unique adjacent Province Improvement.
  • Must be built on an acquired province.
750 Resource structure production.png 280 Resource gold.png Empire affinity materium.png Tome: Golden Realm
Building quarry central quarry.png Central Quarry Province improvement quarry.png
  • +15 Resource structure production.png Production.
  • +5 Resource structure production.png Production per adjacent Province improvement quarry.png Quarry.
  • Must be built on an acquired province.
130 Resource structure production.png 60 Resource gold.png Empire affinity materium.png Tome: Rock
Building mine golem mine.png Golem Mine Province improvement mine.png
  • +10 Resource gold.png Gold.
  • +5 Resource structure production.png Production per adjacent Province improvement quarry.png Quarry.
  • Spawns an Iron Golem on the owner's side for Combat in this Domain.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity materium.png Tome: Artificing
Building mine great foundry.png Great Foundry Province improvement mine.png
  • +10 Resource gold.png Gold.
  • Per adjacent Province improvement mine.png Mine:
    • +5 Resource unit production.png Draft.
    • +3 Resource gold.png Gold.
  • Must be built on an acquired province.
750 Resource structure production.png 280 Resource gold.png Empire affinity materium.png Tome: Crucible
Building quarry runecarvers camp.png Runecarver's Camp Province improvement quarry.png
  • +15 Resource unit production.png Draft.
  • +3 Resource mana.png Mana per adjacent Province improvement quarry.png Quarry.
  • Unit deployment location.
  • Must be built on an acquired province.
130 Resource structure production.png 60 Resource gold.png Empire affinity materium.png Tome: Enchantment
Building farm bountiful fields.png Bountiful Fields Province improvement farm.png
  • +10 Resource food.png Food income.
  • Per adjacent Province improvement farm.png Farm:
    • +3 Resource food.png Food.
    • +3 Resource unit production.png Draft.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity nature.png Tome: Fertility
Building farm garden of bliss.png Garden of Bliss Province improvement farm.png
  • +15 Morale.png City Stability
  • +3 Resource food.png Food per adjacent Grasslands Province.
  • Gain 10% of Resource food.png Food income as Resource mana.png Mana.
  • Must be built on an acquired province.
750 Resource structure production.png 280 Resource gold.png Empire affinity nature.png Tome: Paradise
Building conduit herbalist.png Herbalist Province improvement conduit.png
  • +5 Resource food.png Food.
  • +5 Resource mana.png Mana.
  • Per adjacent Province in Domain with Forest or Swamp:
    • +2 Resource food.png Food.
    • +2 Resource mana.png Mana.
  • Friendly Armies in this City's Domain regenerate an additional +5 Hit points Hit Points per turn Turn.
130 Resource structure production.png 60 Resource gold.png Empire affinity nature.png Tome: Roots
Building farm sacred meadow.png Sacred Meadow Province improvement farm.png
  • +10 Resource food.png Food.
  • +5 Morale.png City Stability per adjacent Province improvement conduit.png Conduit.
  • Grants Encouraged at start of next Combat to friendly Units on this hex, 5 turn Turn cooldown.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity nature.png Tome: Glades
Building forester wildlife sanctuary.png Wildlife Sanctuary Province improvement forester.png
  • +10 Resource food.png Food.
  • +5 Resource unit production.png Draft per adjacent Province with Forest.
  • Unlocks the production of various Animal Units:
    • Goretusk Piglet
      Goretusk Piglet
      id

      Shock Shock | Tier 1 | Wildlife

      Hit points
      50
      Defense
      0
      Resistance
      0
      Movement points
      32

      Unit property animal.png
      Unit property animal.png
      Animal
      An Animal unit.
      Unit property evolve.png
      Unit property evolve.png
      Evolve
      This unit will transform into a more powerful unit when it reaches Champion Rank.
      Unit property land movement.png
      Unit property land movement.png
      Land Movement
      This unit can move over land hexes.
      Unit property shock unit.png
      Unit property shock unit.png
      Shock Unit
      An offensive unit specialized in disrupting the enemy line. A Shock Unit has a Charge attack, which counters Shield Units, but can be countered by Polearm Units.
      Unit property low maintenance.png
      Unit property low maintenance.png
      Low Maintenance
      Unit Upkeep reduced by -25%
      • Ability charge strike bone golem physical.png Charge Strike
        Ability charge strike bone golem physical.png
        18 Physical damage
        Single use action
        Charge Strike
        100% Accuracy 1 Range
        A Charge attack:
        • Gains 20% damage per hex traveled, up to 3 hexes.
        • Cancels Defense Mode.
        • Removes Retaliation Attack.

        • Bleeding: Base 30% chance of inflicting Bleeding for 3 Turn Turns.
      • Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        This unit ends its turn and goes into a defensive mode. The unit:
        • Extends its Zone of Control to all adjacent hexes.
        • Gains +2 Defense Defense.
        • Gains +2 Resistance Resistance.
        • Becomes immune to Flank Flanking.

      Champion rank Evolves into: Goretusk Matriarch
      Cost: 80 Draft 60 Gold
      Upkeep: 8 Gold
    • Hunter Spider
      Hunter Spider
      id

      Fighter Fighter | Tier 2 | Wildlife

      Hit points
      70
      Defense
      3
      Resistance
      2
      Movement points
      32
      Blight resistance 4

      Unit property animal.png
      Unit property animal.png
      Animal
      An Animal unit.
      Unit property evolve.png
      Unit property evolve.png
      Evolve
      This unit will transform into a more powerful unit when it reaches Champion Rank.
      Unit property expedited movement (underground).png
      Unit property expedited movement (underground).png
      Expedited Movement (Underground)
      This unit has increased movement on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky.
      Unit property fighter unit.png
      Unit property fighter unit.png
      Fighter Unit
      An outright melee unit with no obvious specialization or counters.
      Unit property forest camouflage.png
      Unit property forest camouflage.png
      Forest Camouflage
      This unit cannot be detected when standing on Forest hexes.
      Unit property land movement.png
      Unit property land movement.png
      Land Movement
      This unit can move over land hexes.
      Unit property spider.png
      Unit property spider.png
      Spider
      A spider unit.
      Unit property underground camouflage.png
      Unit property underground camouflage.png
      Underground Camouflage
      This unit cannot be detected when standing on Underground Cave hexes.
      Unit property low maintenance.png
      Unit property low maintenance.png
      Low Maintenance
      Unit Upkeep reduced by -25%
      Unit property swift.png
      Unit property swift.png
      Swift
      This unit ignores the effects of Slowing terrain in combat.
      • Ability melee strike nimu physical.png Melee Strike
        Ability melee strike nimu physical.png
        10 Physical damage 4 Blight damage
        Repeating action
        Melee Strike
        100% Accuracy 1 Range
        Strikes target enemy unit.
        • Immobilized: Base 30% chance of inflicting Immobilized for 1 Turn Turn.
      • Ability type default.png
        Unit ability jump hunter spider matriarch.png
        Jump
        Ability type default.png
        Unit ability jump hunter spider matriarch.png
        Jump
        Always Hits Accuracy 3 Range
        Jumps to target location.
        Cooldown: 2 Turn
      • Ability type physical.png
        Unit ability web dread spider matriarch.png
        Web
        Ability type physical.png
        Unit ability web dread spider matriarch.png
        12 Physical damage
        Full action
        Web
        Always Hits Accuracy 4 Range
        Deals damage in a 1-hex radius.
        • Immobilized: Base 60% chance of inflicting Immobilized for 1 Turn Turn.

        Cooldown: 3 Turn
      • Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        This unit ends its turn and goes into a defensive mode. The unit:
        • Extends its Zone of Control to all adjacent hexes.
        • Gains +2 Defense Defense.
        • Gains +2 Resistance Resistance.
        • Becomes immune to Flank Flanking.

      Champion rank Evolves into: Hunter Spider Matriarch
      Cost: 110 Draft 90 Gold
      Upkeep: 12 Gold
    • Razorback
      Razorback
      id

      Ranged Ranged | Tier 2 | Wildlife

      Hit points
      70
      Defense
      2
      Resistance
      2
      Movement points
      32

      Unit property animal.png
      Unit property animal.png
      Animal
      An Animal unit.
      Unit property land movement.png
      Unit property land movement.png
      Land Movement
      This unit can move over land hexes.
      Unit property ranged unit.png
      Unit property ranged unit.png
      Ranged Unit
      An attack unit that takes out targets from afar. It is somewhat vulnerable.
      • Its Accuracy is affected by Line of Sight.
      • Cannot fire its main ranged attack when Engaged in Melee.
      Unit property low maintenance.png
      Unit property low maintenance.png
      Low Maintenance
      Unit Upkeep reduced by -25%
      Unit property quill hide.png
      Unit property quill hide.png
      Quill Hide
      Melee attackers sustain 3 Physical damage Physical Damage per attack.
      • Ability type physical.png
        Unit ability quillshot razorback.png
        Quillshot
        Ability type physical.png
        Unit ability quillshot razorback.png
        20 Physical damage
        Single use action
        Quillshot
        90% Accuracy 4 Range
        Shoots razor-sharp quills at the target.
        • Bleeding: Base 90% chance of inflicting Bleeding for 3 Turn Turns.

        Affected by Line of Sight rules.
        Cannot be used when within an enemy Zone of Control.
      • Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        This unit ends its turn and goes into a defensive mode. The unit:
        • Extends its Zone of Control to all adjacent hexes.
        • Gains +2 Defense Defense.
        • Gains +2 Resistance Resistance.
        • Becomes immune to Flank Flanking.

      Cost: 110 Draft 90 Gold
      Upkeep: 12 Gold
    • Warg
      Warg
      id

      Fighter Fighter | Tier 2 | Wildlife

      Hit points
      70
      Defense
      2
      Resistance
      2
      Movement points
      48

      Unit property animal.png
      Unit property animal.png
      Animal
      An Animal unit.
      Unit property fighter unit.png
      Unit property fighter unit.png
      Fighter Unit
      An outright melee unit with no obvious specialization or counters.
      Unit property land movement.png
      Unit property land movement.png
      Land Movement
      This unit can move over land hexes.
      Unit property low maintenance.png
      Unit property low maintenance.png
      Low Maintenance
      Unit Upkeep reduced by -25%
      Unit property pack hunter.png
      Unit property pack hunter.png
      Pack Hunter
      Melee attacks deal +20% damage per friendly adjacent unit with Pack Hunter.
      • Ability melee strike nimu physical.png Melee Strike
        Ability melee strike nimu physical.png
        14 Physical damage
        Repeating action
        Melee Strike
        100% Accuracy 1 Range
        Strikes target enemy unit.
      • Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        Ability type default.png
        Unit ability defense mode.png
        Defense Mode
        This unit ends its turn and goes into a defensive mode. The unit:
        • Extends its Zone of Control to all adjacent hexes.
        • Gains +2 Defense Defense.
        • Gains +2 Resistance Resistance.
        • Becomes immune to Flank Flanking.

      Cost: 110 Draft 90 Gold
      Upkeep: 12 Gold
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity nature.png Tome: Beasts
Building researchpost abbey.png Abbey Province improvement research post.png
  • +10 Resource knowledge.png Knowledge
  • +3 Resource knowledge.png Knowledge per adjacent Province improvement farm.png Farm.
  • Grants Status Protection at the start of the next Combat to a friendly Unit on this hex. 3 turn Turn cooldown.
  • Must be built on an acquired province.
130 Resource structure production.png 60 Resource gold.png Empire affinity order.png Tome: Faith
Building quarry circle of zealotry.png Circle of Zealotry Province improvement quarry.png
  • +10 Resource unit production.png Draft per positive or negative level of alignment.
  • +2 Morale.png City Stability per adjacent Province Improvement.
  • Unit deployment location.
  • Must be built on an acquired province.
130 Resource structure production.png 60 Resource gold.png Empire affinity order.png Tome: Zeal
Building conduit rulers statue.png Ruler's Statue Province improvement conduit.png
  • Can only be built once in your Throne City.
  • Allied Empires and level 3 Free city.png Free Cities with a Diplomatic state pact of vassalage.png Pact of Vassalage grant 5 Resource imperium.png Imperium.
  • Ruler respawns 1 turn Turn faster.
  • Spells can be cast even if the Ruler is in the void.
  • Must be built on an acquired province.
750 Resource structure production.png 280 Resource gold.png Empire affinity order.png Tome: Exaltation
Building conduit sanctuary.png Sanctuary Province improvement conduit.png
  • +10 Resource mana.png Mana.
  • Province Improvements cannot be pillaged while this Province is intact.
  • Functions as a Province improvement conduit.png Spell Jammer.
  • Must be built on an acquired province.
450 Resource structure production.png 170 Resource gold.png Empire affinity order.png Tome: Sanctuary
Building mine tithe collector.png Tithe Collector Province improvement mine.png
  • +10 Resource gold.png Gold.
  • +2 Resource gold.png Gold per adjacent Province improvement farm.png Farm or Province improvement forester.png Forester.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity order.png Tome: Inquisition
Building conduit doomdepth trench.png Doomdepth Trench Province improvement conduit.png
  • -5 Morale.png City Stability.
  • +10 Resource mana.png Mana.
  • +10 Resource knowledge.png Knowledge.
  • +3 Resource mana.png Mana and Resource knowledge.png Knowledge for each Alignment level below Neutral.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity shadow.png Tome: Doomherald
Building researchpost frostspire.png Frostspire Province improvement research post.png
  • +10 Resource knowledge.png Knowledge.
  • +3 Resource knowledge.png Knowledge per adjacent Snow or Ice Province.
  • Visiting units gain Icetouch until the end of the next battle, giving their physical attacks a base 30% chance of inflicting Frozen.
  • Must be built on an acquired province.
750 Resource structure production.png 280 Resource gold.png Empire affinity shadow.png Tome: Cold Dark
Building researchpost school of cryomancy.png School of Cryomancy Province improvement research post.png
  • +10 Resource knowledge.png Knowledge.
  • +3 Resource mana.png Mana per adjacent Snow or Ice Province.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity shadow.png Tome: Cryomancy
Building researchpost soulwell.png Soulwell Province improvement research post.png
  • +3 Resource souls.png Souls.
  • +3 Resource mana.png Mana per adjacent Province improvement research post.png Research Post or Province improvement conduit.png Conduit.
  • Must be built on an acquired province.
250 Resource structure production.png 100 Resource gold.png Empire affinity shadow.png Tome: Necromancy

Victory province improvements[edit | edit source]

Some special province improvements are required for achieving an expansion or magic victory:

  • For expansion victory, the player is required to build 3 Beacon of Unity improvements and enacting the decision to light them. Once they are lit, a timer will start counting down to victory unless one or all of these victory improvements are destroyed by the other empires.
  • For magic victory, the player needs to build affinity improvements. Once these are built, their location will be revealed to the other empires which will try to destroy them.
Name Category Effects Requirements Cost Boost Source
Building teleporter chrono gate.png Beacon of Unity Expansion victory A Special Province Improvement that is built as part of the Expansion Victory. Once three Beacons have been built, an option to Light the Beacons will appear. Lighting the Beacons will start a turn Turn timer counting down to victory. 750 Resource structure production.png 280 Resource gold.png General
Building magicvictory seed of astral.png Seed of Astral Magic victory
  • +1 Empire affinity astral.png Astral Affinity
  • Astral research cost -20% Resource knowledge.png Knowledge.
300 Resource structure production.png 200 Resource gold.png 200 Resource mana.png
  • Empire affinity astral.png Tome: Summoning
  • Empire affinity astral.png Tome: Teleportation
Building magicvictory root of astral.png Root of Astral Magic victory
  • +1 Empire affinity astral.png Astral Affinity.
  • Astral Spells are 20% cheaper to cast.
  • Astral Buff and Healing Spells grant 2 Bolstered Resistance.
500 Resource structure production.png 300 Resource gold.png 300 Resource mana.png
  • Empire affinity astral.png Tome: Astral Convergence
  • Empire affinity astral.png Tome: Astral Mirror
Building magicvictory heart of astral.png Heart of Astral Magic victory
  • +1 Empire affinity astral.png Astral Affinity.
  • Astral Casting points combat.png Damage Spells deal +20 Damage type lightning.png Lightning Damage.
  • Astral Casting points combat.png Debuff Spells inflict 2 Sundered Resistance.
700 Resource structure production.png 400 Resource gold.png 400 Resource mana.png Empire affinity astral.png Tome: Arch Mage
Building magicvictory seed of chaos.png Seed of Chaos Magic victory
  • +1 Empire affinity chaos.png Chaos Affinity.
  • Chaos research cost -20% Resource knowledge.png Knowledge.
300 Resource structure production.png 200 Resource gold.png 200 Resource mana.png
  • Empire affinity chaos.png Tome: Devastation
  • Empire affinity chaos.png Tome: Pandemonium
Building magicvictory root of chaos.png Root of Chaos Magic victory
  • +1 Empire affinity chaos.png Chaos Affinity.
  • Chaos Spells are 20% cheaper to cast.
  • Chaos Buff and Healing Spells grant 2 Strengthened.
500 Resource structure production.png 300 Resource gold.png 300 Resource mana.png
  • Empire affinity chaos.png Tome: Chaos Channeling
  • Empire affinity chaos.png Tome: Demon Gate
Building magicvictory heart of chaos.png Heart of Chaos Magic victory
  • +1 Empire affinity chaos.png Chaos Affinity.
  • Chaos Casting points combat.png Damage Spells deal +20 Damage type fire.png Fire Damage.
  • Chaos Casting points combat.png Debuff Spells inflict 2 Misfortune.
700 Resource structure production.png 400 Resource gold.png 400 Resource mana.png Empire affinity chaos.png Tome: Chaos Lord
Building magicvictory seed of materium.png Seed of Materium Magic victory
  • +1 Empire affinity materium.png Materium Affinity.
  • Materium research cost -20% Resource knowledge.png Knowledge.
300 Resource structure production.png 200 Resource gold.png 200 Resource mana.png
  • Empire affinity materium.png Tome: Terramancy
  • Empire affinity materium.png Tome: Transmutation
Building magicvictory root of materium.png Root of Materium Magic victory
  • +1 Empire affinity materium.png Materium Affinity.
  • Materium Spells are 20% cheaper to cast.
  • Materium Buff and Healing Spells grant 2 Bolstered Defense.
500 Resource structure production.png 300 Resource gold.png 300 Resource mana.png
  • Empire affinity materium.png Tome: Crucible
  • Empire affinity materium.png Tome: Golden Realm
Building magicvictory heart of materium.png Heart of Materium Magic victory
  • +1 Empire affinity materium.png Materium Affinity.
  • Materium Casting points combat.png Damage Spells deal +20 Damage type physical.png Physical Damage.
  • Materium Casting points combat.png Debuff Spells inflict 2 Sundered Defense.
700 Resource structure production.png 400 Resource gold.png 400 Resource mana.png Empire affinity materium.png Tome: Creator
Building magicvictory seed of nature.png Seed of Nature Magic victory
  • +1 Empire affinity nature.png Nature Affinity
  • Nature research costs -20% Resource knowledge.png Knowledge.
300 Resource structure production.png 200 Resource gold.png 200 Resource mana.png
  • Empire affinity nature.png Tome: Cycles
  • Empire affinity nature.png Tome: Vigor
Building magicvictory root of nature.png Root of Nature Magic victory
  • +1 Empire affinity nature.png Nature Affinity.
  • Nature Spells are 20% cheaper to cast.
  • Nature Buff and Healing Spells heal +10 Unit stats temporary health.png Temporary Hit Points.
500 Resource structure production.png 300 Resource gold.png 300 Resource mana.png
  • Empire affinity nature.png Tome: Nature's Wrath
  • Empire affinity nature.png Tome: Paradise
Building magicvictory heart of nature.png Heart of Nature Magic victory
  • +1 Empire affinity nature.png Nature Affinity.
  • Nature Casting points combat.png Damage Spells deal +20 Damage type blight.png Blight Damage.
  • Nature Casting points combat.png Debuff Spells inflict 2 Weakened.
700 Resource structure production.png 400 Resource gold.png 400 Resource mana.png Empire affinity nature.png Tome: Goddess of Nature
Building magicvictory seed of order.png Seed of Order Magic victory
  • +1 Empire affinity order.png Order Affinity.
  • Order research costs -20% Resource knowledge.png Knowledge.
300 Resource structure production.png 200 Resource gold.png 200 Resource mana.png
  • Empire affinity order.png Tome: Sanctuary
  • Empire affinity order.png Tome: Subjugation
Building magicvictory root of order.png Root of Order Magic victory
  • +1 Empire affinity order.png Order Affinity
  • Order Spells are 20% cheaper to cast.
  • Order Buff and Healing Spells grant 2 Fortune.
500 Resource structure production.png 300 Resource gold.png 300 Resource mana.png
  • Empire affinity order.png Tome: Exaltation
  • Empire affinity order.png Tome: Supremacy
Building magicvictory heart of order.png Heart of Order Magic victory
  • +1 Empire affinity order.png Order Affinity.
  • Order Casting points combat.png Damage Spells deal +20 Damage type spirit.png Spirit Damage.
  • Order Casting points combat.png Debuff Spells also remove all positive status effects.
700 Resource structure production.png 400 Resource gold.png 400 Resource mana.png Empire affinity order.png Tome: God Emperor
Building magicvictory seed of shadow.png Seed of Shadow Magic victory
  • +1 Empire affinity shadow.png Shadow Affinity.
  • Shadow research costs -20% Resource knowledge.png Knowledge.
300 Resource structure production.png 200 Resource gold.png 200 Resource mana.png
  • Empire affinity shadow.png Tome: Cold Dark
  • Empire affinity shadow.png Tome: Great Transformation
Building magicvictory root of shadow.png Root of Shadow Magic victory
  • +1 Empire affinity shadow.png Shadow Affinity.
  • Shadow Spells are 20% cheaper to cast.
  • Shadow Buff and Healing Spells grant 3 Evasion.
500 Resource structure production.png 300 Resource gold.png 300 Resource mana.png
  • Empire affinity shadow.png Tome: Oblivion
  • Empire affinity shadow.png Tome: Reaper
Building magicvictory heart of shadow.png Heart of Shadow Magic victory
  • +1 Empire affinity shadow.png Shadow Affinity.
  • Shadow Casting points combat.png Damage Spells deal +20 Damage type frost.png Frost Damage.
  • Shadow Casting points combat.png Debuff Spells inflict 2 Status Vulnerability.
700 Resource structure production.png 400 Resource gold.png 400 Resource mana.png Empire affinity shadow.png Tome: Eternal Lord
Building teleporter chrono gate.png Beacon of Unity Ruins Ruined Beacon of Unity 450 Resource structure production.png 170 Resource gold.png
Victory magic.png Magic Ruins Ruins of a Magic Victory structure 450 Resource structure production.png 170 Resource gold.png

References[edit | edit source]