Race

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Each empire starts with one race and can obtain additional races if it acquires a city populated by the said race.

The 10 possible physical forms for races:

  • Form dwarfkin.png Dwarfkin
  • Form elfkin.png Elfkin
  • Form feline.png Feline
  • Form goblinoid.png Goblinoid
  • Form halfling.png Halfling
  • Form human.png Human
  • Form molekin.png Molekin
  • Form orcoid.png Orcoid
  • Form ratkin.png Ratkin
  • Form toadkin.png Toadkin

Body traits[edit | edit source]

Each race will have a Body Trait, giving all units recruited from the race certain bonuses.

Body trait Effects
Unit property bulwark.png Bulwark
  • Defense +2 Defense Mode Defense
  • Unit stats resistance.png +2 Defense Mode Resistance
Unit property fast recouperation.png Fast Recuperation Hit points +5 Hit Points Regeneration per Strategic Turn
Unit property hearty.png Hearty Hit points +10 Hit Points
Unit property all-round awareness.png Keen-Sighted Accuracy +20% Accuracy
Unit property quick reflexes.png Quick Reflexes Accuracy -30% Enemy Ranged Accuracy
Unit property status effect immunity.png Resilient Resistance type status resistances.png +3 Status Resistance
Unit property support unit.png Resistant Unit stats resistance.png +2 Resistance
Unit property resolute.png Resolute
  • time -1 turn Negative Status Effect Duration
  • (does not affect Status Effects that last only 1 turn)
Unit property strong.png Strong
  • Damage type physical.png +10% Melee Damage
  • Damage type physical.png +10% Physical Ranged Damage
Unit property shield defense.png Tough Defense +2 Defense
Unit property nightmare mount.png Nightmare Mounts
  • Hit points +10 Hit Points for Mounted Units
  • Mounted Units gain the Intimidating Aura ability
  • Ruler starts with a Nightmare mount
Unit property spider.png Spider Mounts
  • Hit points +10 Hit Points for Mounted Units
  • Mounted Units gain the Web ability
  • Ruler starts with a Spider mount
Unit property unicorn mount.png Unicorn Mounts
  • Hit points +10 Hit Points for Mounted Units
  • Mounted Units gain the Phase ability
  • Ruler starts with a Unicorn mount
Unit property pack hunter.png Wolf Mounts
  • Hit points +10 Hit Points for Mounted Units
  • Mounted Units gain the Enfeebling Howl ability
  • Mounted Units gain the Pack Hunter passive ability
  • Ruler starts with a White Wolf mount

Sidenote: "Mount" traits have unwritten effect of giving "Cavalry" property to certain culture units for cultures that don't have mounted non-scout units (Tier 3 units for High, Mystic and Industrious cultures, Tier 2 archers for Barbarian culture).

Mind traits[edit | edit source]

Each race will have a Mind Trait, giving all units or cities of the race certain bonuses.

Mind trait Effects
Unit property adaptable.png Adaptable Experience.png +30% Experience
Unit property arcane focus.png Arcane Focus Damage type physical.png +15% Magic Attack Damage
Unit property cold blooded.png Cold Blooded Morale.png -50% Morale Lost
Unit property defensive tactics.png Defensive Tactics
  • Defense +1 Defense when standing next to a friendly unit with the same trait (does not stack)
  • Unit stats resistance.png +1 Resistance when standing next to a friendly unit with the same trait (does not stack)
Unit property elusive.png Elusive
  • Defense +6 Defense against Retaliation Attacks and Opportunity Attacks
  • Unit stats resistance.png +6 Resistance against Retaliation Attacks and Opportunity Attacks
Unit property fast initiative.png Fast Initiative Unit stats movement.png Can move 6 hexes of first Combat Turn
Unit property ferocious.png Ferocious
  • Damage type physical.png +40% Retaliation Attack Damage
  • Damage type physical.png +40% Opportunity Attack Damage
Unit property overwhelm tactics.png Overwhelm Tactics Damage type physical.png +20% Critical Hit Chance when standing next to a friendly unit with the same trait (does not stack)
Unit property sneaky.png Sneaky Unit stats flank.png +25% Flanking Attack Damage
Unit property tenacious.png Tenacious Damage type physical.png -50% Damage penalty from casualties
Unit property arctic adaption.png Arctic Adaptation
  • Unit stats movement.png -2 Move Point Cost on Snow and Ice terrain
  • Can build Farms on Snow terrain
  • Starting regions will have Snow terrain
Unit property desert adaption.png Desert Adaptation
  • Unit stats movement.png -2 Move Point Cost on Sand terrain
  • Can build Farms on Sand terrain
  • Starting regions will have Sand terrain
Unit property underground adaption.png Underground Adaptation
  • Unit stats movement.png -2 Move Point Cost on Cavern Floor, Mushroom Forest, Fungus Fields and Rocky terrain
  • Can build Farms on Cavern Floor terrain
  • Starts underground
  • Start with the Excavation empire skill
Unit property water adaption.png Water Adaptation
  • Unit stats movement.png -2 Move Point Cost on Swamp terrain
  • Can build Farms on Swamp terrain
  • Starting regions will have Swamp terrain

Cultures[edit | edit source]

Each race has a culture, which influences the following:

  • Culture unit enchantments extending culture unit traits to non-culture units
  • Culture hero skills equivalent to culture unit traits
  • Additional culture hero skill choices
  • A T1 and a T2 city structure is replaced with a culture variant with modified yield
  • Additional culture structures
  • One unique province improvement
Culture Affinity Effects Description
Culture Barbarian.png Barbarian Empire affinity chaos.png 1 Chaos
Empire affinity nature.png 1 Nature
  • Structures with Food and Draft income
  • +8 Blight Damage on first Melee Attack
  • Can activate the Ritual of Alacrity
  • Army on the outpost or city hex recovers 100% of Unit stats movement.png move points, and recovers 50% of Hit points hp or removes Exhausted. Cooldown 3 turns turns.
A people who thrive on war and aggression. They value strength and prefer to charge head-on into bloody battles.
Culture Dark.png Dark Empire affinity shadow.png 2 Shadow
  • Cities can negate City Stability income penalties
  • Unique city structures granting Knowledge and extra income from Prisons and Crypts
  • +20% Damage against units with Weakened
  • Attacking units with Weakened grants the unit Regeneration once per turn
  • -10 Alignment
A dictatorial civilization where the strong and ruthless dominate the weak. They use forbidden magics to maintain control and weaken their enemies.
Culture Feudal.png Feudal Empire affinity order.png 1 Order
Empire affinity nature.png 1 Nature
  • Structures with Food income
  • Units deal +20% Damage when adjacent of a unit with the same culture
  • Enables the Feudal Lord hero skills
A hierarchic society wherein lords, ladies, and knights reign over peasants. All stand together in battle when their fertile realm is threatened.
Culture High.png High Empire affinity order.png 2 Order
  • Structures have High Stability and Knowledge income
  • Awakened Units have +4 Spirit Damage on Base Attacks
  • Awakened Units activate any Dormant Traits
  • +10 Alignment
  • +25 City Stability if Pure Good alignment
  • +10 Food and Production per City Stability Level if Neutral alignment
  • Unit starts combat with Awakened if Pure Evil alignment
A highly devoted society whose members strive for harmony. When threatened, however, they wield their guiding light as a weapon.
Culture Industrious.png Industrious Empire affinity materium.png 2 Materium
  • Structures with Production income
  • Once per turn each unit gains Bolstered Defense and Bolstered resistance
  • Scout Units can Prospect in friendly or neutral provinces
Master builders who value grand cities and strong armor, preferring a defensive attitude over an aggressive one.
Culture Mystic.png Mystic Empire affinity astral.png 2 Astral
  • Structures with Mana income
  • Units have Attunement: Star Blades
  • Can see Astral Echoes pickups
A culture of scholars, driven to study every corner of the Astral Sea. They prefer to find answers through research and arcane prowess.

Society traits[edit | edit source]

Each race has two society traits.

Society trait Affinity Effects Starting bonus Excludes Description
Society trait ChosenUnitors.png Chosen Uniters Empire affinity order.png Order
  • +10 Alignment
  • +20% Income from Vassals
  • +1 Rank for Shield units
  • +1 Rank for Polearm units
Extra Shield unit or Polearm unit
Diplomatic Focus Empire Skill
  • Society trait RitualistCannibals.png Ritual Cannibals
  • Society trait RuthlessRaiders.png Ruthless Raiders
  • Society trait PsionsOfEvil.png Scions of Evil
The strive to build a realm based on cooperation, but will not hesitate to defend it.
Society trait DevoteesOfGood.png Devotees of Good Empire affinity order.png Order
  • +10 Alignment
  • +10 City Stability per Good alignment level
  • +5 Imperium per Good alignment level
  • +1 Rank for Support units
  • +1 Rank for Polearm units
Extra Support unit or Polearm unit
  • Society trait RitualistCannibals.png Ritual Cannibals
  • Society trait RuthlessRaiders.png Ruthless Raiders
  • Society trait PsionsOfEvil.png Scions of Evil
They share pure intentions, compassion and an unerring devotion to the cause of Good.
Society trait EmpireOfThePeople.png Imperialists Empire affinity order.png Order
  • +20 City Stability for Throne City and cities that share a border with it
  • +20 Gold Income for Throne City and cities that share a border with it
1 Throne City Population Society trait GuardiansOfNature.png Adept Settlers They are focused on the glory of their empire and the development of their cities.
Society trait ProlificSwarmers.png Prolific Swarmers Empire affinity chaos.png Chaos
  • -10% Food requires to grow Population
  • -20% upkeep for non-Magic Origin units
  • +1 Rank for tier I units
Extra tier I unit They find their strength in fast population growth and overwhelming numbers.
Society trait RitualistCannibals.png Ritual Cannibals Empire affinity chaos.png Chaos
  • -10 Alignment
  • Units gain the Corpse Eating ability
  • Nearest City gains +3 Food and Mana per tier of non-Magic Origin units killed or lost in a victory
  • Society trait ChosenUnitors.png Chosen Uniters
  • Society trait DevoteesOfGood.png Devotees of Good
The believe both in the spiritual power of life... and in the value of a good banquet.
Society trait RuthlessRaiders.png Ruthless Raiders Empire affinity chaos.png Chaos
  • -10 Alignment
  • Nearest City gains +3 Draft and Gold per tier of units killed in a victory
2 Random Hero Items
  • Society trait ChosenUnitors.png Chosen Uniters
  • Society trait DevoteesOfGood.png Devotees of Good
They murder without remorse, more interested in loot and plunder than right or wrong.
Society trait ChosenDestroyers.png Chosen Destroyers Pantheon.png Empire affinity chaos.png Chaos
  • Razing cities gives a permanent +40 Resource gold.png gold, +20 Resource mana.png mana, and +20 Resource knowledge.png knowledge income.
  • Cannot obtain new cities and conquered cities can only be razed.
  • Suffer -300 relations with all free cities and empires
  • Society trait ChosenUnitors.png Chosen Uniters
  • Society trait DevoteesOfGood.png Devotees of Good
  • Society trait EmpireOfThePeople.png Imperialists
  • Society trait GuardiansOfNature.png Adept Settlers
They are warmongers and destroyers, choosing violence over diplomacy any time they can.
Society trait AncientWiseOnes.png Ancient Wise Ones Empire affinity astral.png Astral When a Tome is unlocked, a random skill from it costs 60% less 1 Random Research Skill
  • Society trait GiftedCasters.png Gifted Casters
  • Society trait Watchers.png Shadow Walkers
They have been around since the start of history, homing their minds in the pursuit of arcane knowledge.
Society trait GiftedCasters.png Gifted Casters Empire affinity astral.png Astral
  • +10 World Map Casting Points
  • +10 Combat Casting Points
  • -20% Combat Casting Cost
Extra Combat Spell unlocked
  • Society trait AncientWiseOnes.png Ancient Wise Ones
  • Society trait Watchers.png Shadow Walkers
They are blessed with an innate talent for spellcasting, rarely encountering problems that can't be solved by an abundant use of magic.
Society trait ManaChannelers.png Mana Channelers Empire affinity astral.png Astral
  • -50% Summoning Spells Mana Cost
  • +1 Rank for Magic Origin units
Extra Magic Origin unit They are attuned to the Astral Flows and support their armies by channeling arcane powers.
Society trait GuardiansOfNature.png Adept Settlers Empire affinity nature.png Nature
  • +1 City Cap
  • -25% Founding Cities Imperium Cost
  • +1 Population for new Cites
1 Throne City Population Society trait EmpireOfThePeople.png Imperialists They are pioneers and settlers, founding cities wherever they go.
Society trait ExperiencedSeafarers.png Experienced Seafarers Empire affinity nature.png Nature
  • +2 Draft, Food and Gold from Fisheries
  • -25% Cost and Upkeep for Naval units
  • +2 Rank for Naval units
Basic Seafaring empire skill With strong sea legs, they are unrivaled on the water and know how to dredge up extra value from its depths.
Society trait FabledHunters.png Fabled Hunters Empire affinity nature.png Nature
  • +100% resources from cleaning Infestation, Ancient Wonder and Resource Nodes
  • +1 Rank for Ranged units
  • +1 Rank for Skirmisher units
Extra Ranged unit They are legendary hunters, excelling in ranged combat and exploration.
Society trait GreatBuilders.png Great Builders Empire affinity materium.png Materium
  • +2 Gold from Quarries
  • -50% Production Cost for Special Province Improvements
  • Workshop city structure
  • Stone Walls city structure
They form a society of builders and makers who take pride in the things they construct.
Society trait RuneSmiths.png Runesmiths Empire affinity materium.png Materium
  • -30% Unit Enhancement Research Cost
  • -30% Unit Enhancement Upkeep
  • +1 Rank for Shield units
  • +1 Rank for Polearm units
Extra Shield unit or Polearm unit They are legendary smiths, weaving magic into their finely crafted creations through enchantments.
Society trait WonderBuilding.png Wonder Architects Empire affinity materium.png Materium
  • Ancient Wonders can be annexed without requiring Population
  • Cities gain +20% production per annexed Ancient Wonders
1 nearby Ancient Wonder cleared They are inspired by unique constructions and the Ancient Wonders of the old.
Society trait PerfectionistArtisans.png Perfectionist Artisans Pantheon.png Empire affinity materium.png Materium
  • City structures cost 100% more Resource structure production.png production but grant +1 Morale.png stability and +5 Resource gold.png gold in addition to their normal effects.
  • +1 rank for Tier 3 units
  • -2 city cap
Extra Tier 3 unit They demand perfection of their artisans, taking their time to build marvels like no other.
Society trait PowerfulEvokers.png Powerful Evokers Empire affinity shadow.png Shadow
  • +5 Combat Casting Points per Battle Mage unit
  • +5 Combat Casting Points per Support unit
  • +1 Rank for Battle Mage units
  • +1 Rank for Support units
Extra Battle Mage unit or Support unit They emanate raw power as they release an endless barrage of destruction upon all in their path.
Society trait PsionsOfEvil.png Scions of Evil Empire affinity shadow.png Shadow
  • -10 Alignment
  • +10 Draft per Evil alignment level
  • +5 Imperium per Evil alignment level
  • +1 Rank for all units if Pure Evil alignment
  • +1 Rank for Shield units
  • +1 Rank for Shock units
Extra Shield unit or Shock unit
  • Society trait ChosenUnitors.png Chosen Uniters
  • Society trait DevoteesOfGood.png Devotees of Good
They share a thirst for knowledge and power, thriving in their pursuit of Evil.
Society trait Watchers.png Shadow Walkers Empire affinity shadow.png Shadow
  • +2 Vision Range for Cities and Provinces
  • Scout units have universal Camouflage
  • Outpost start with the Watchtower upgrade built
  • Extra Scout unit
  • Wayfinder Enchantment is active
  • Wayfinder Enchantment costs no upkeep
  • Society trait AncientWiseOnes.png Ancient Wise Ones
  • Society trait GiftedCasters.png Gifted Casters
They are talented spies, sneaking past enemy lines to gain precious information.

Keeper[edit | edit source]

The Keeper of a race is the only empire that can apply Race Transformation spells to the race. There are three ways for an empire to become the Keeper of a race.

  • If the race does not have a Keeper, the empire must control 40% of the race's Population.png Population.
  • If the race has a Keeper and no empire started with that race, the empire must control 5 more Population.png Population from that race than the current Keeper.
  • If the race is the starting race of another empire, the Keeper must be defeated first.

Race transformations[edit | edit source]

Race transformations can only be added to a race when its Keeper casts a Race Transformation spell. There are two types of race transformations: minor and major. A race can have multiple minor transformations but only one major transformation.

Minor Transformations[edit | edit source]

Minor Transformation Tome Effects Excludes
Spell magical wards.png Magical Wards Tome of warding.png Tome of Warding (Empire affinity astral.png Tier I) +2 Resistance type lightning.png Lightning Resistance

+2 Resistance type fire.png Fire Resistance

+2 Resistance type frost.png Frost Resistance

Spell astral blood.png Astral Blood Tome of amplification.png Tome of Amplification (Empire affinity astral.pngTier II) Attunement: Fortune, which increases Critical Hit chance when spells are cast
Spell spawnkin.png Spawnkin Tome of the horde.png Tome of the Horde (Empire affinity chaos.pngTier I) Increased number of units in formaiton

+20% damage

Supergrowth
Spell revelers heart.png Reveler's Heart Tome of revelry.png Tome of the Revelry (Empire affinity chaos.pngTier II) +50% Morale.png Morale from all sources
Spell vessels of chaos.png Vessels of Chaos Tome of pandemonium.png Tome of Pandemonium (Empire affinity chaos.pngTier III) +10% damage for each of the target's negative status effect. Stacks up to 3 times.
Spell scion of flame.png Scion of Flame Tome of chaos channeling.png Tome of Chaos Channeling (Empire affinity chaos.pngTier IV) +4 Resistance type fire.png Fire Resistance

Vengeful Flames, which damages melee attackers

Fiery Wake, which ignites flammable terrain such as Flora Obstacles

Immunity to Burning

Spell earthkin.png Earthkin Tome of rock.pngTome of Rock (Empire affinity materium.pngTier I) +1 Defense Defense

Grants Rock Camouflage, which lets your units hide in rocky terrain

Grants Rock Walk, which speeds your units up while transversing rocky terrain

Spell steel skin.png Steel Skin Tome of transmutation.png Tome of Transmutation (Empire affinity materium.pngTier III) +2 Defense Defense

+2 Resistance type blight.png Blight Resistance

-2 Resistance type lightning.png Lightning Resistance

Spell goldtouched.png Goldtouched Tome of the golden realm.png Tome of the Golden Realm (Empire affinity materium.pngTier IV) +2 Unit stats resistance.png Resistance

+1 Resource gold.png Gold per Population.png Population in their Cities

Spell animal kinship.png Animal Kinship Tome of beasts.png Tome of Beasts (Empire affinity nature.pngTier I) When adjacent to friendly Animal or Cavalry unit, they are granted:

+10% damage

+10% Critical Hit chance

Spell leafskin.png Leakskin Tome of glades.png Tome of Glades (Empire affinity nature.pngTier II) Forest Walk, which increases movement over Forest terrain

Forest Camouflage, which makes them hard to spot on Forest terrain

Spell supergrowth.png Supergrowth Tome of vigor.png Tome of Vigor (Empire affinity nature.pngTier III) +10 Hit points Hit Points

+1 Retaliation Attack

Decreased number of unit in formation

Spawnkin
Spell anointed people.png Anointed People Tome of sanctuary.png Tome of Sanctuary (Empire affinity order.pngTier III) +3 Resistance type status resistances.png Status Resistance

+3 Resistance type spirit.png Spirit Resistance

Spell joy siphoners.png Joy Siphoners Tome of the doomherald.png Tome of the Doomherald (Empire affinity shadow.pngTier II) Steal 3 Morale.png Morale per hit
Spell frostling transformation.png Frostling Transformation Tome of the cold dark.png Tome of the Cold Dark (Empire affinity shadow.pngTier III) +3 Resistance type frost.png Frost Resistance

Immunity to Frozen

+10 Morale.png Morale while on cold terrain

Arctic walk, which allows them to traverse cold terrain faster

Major Transformations[edit | edit source]

Major Transformation Tome Effects
Spell astral attunement.png Astral Attunement Tome of astral convergence.png Tome of Astral Convergence (Empire affinity astral.pngTier IV) PassThrough, which allows them to walk through obstacles

+ 1 Resource mana.png Mana and +1 Resource knowledge.png Knowledge per Population.png Population

Spell demonkin.png Demonkin Tome of the demon gate.png Tome of the Demon Gate (Empire affinity chaos.pngTier IV) Demonkin
  • Desolate Walk, which increase movement over Desolate terrain
  • Immunity to Burning

Flying, increasing mobility

Frenzy, increasing damage as they attack

Spell gaias chosen.png Gaia's Chosen Tome of paradise.png Tome of Paradise (Empire affinity nature.pngTier IV) Plant unit type (not in tool tip)
  • +2 Resistance type lightning.png Lightning Resistance
  • -2 Resistance type blight.png Blight Resistance
  • -4 Resistance type fire.png Fire Resistance
  • Forest walk, which increase movement in Forest terrain

Charge Resistance, making them strong against Shock Units

  • Unaffected by the bonus of Charge attacks
  • Can be countered by using Heavy Charge Strike

+3 Resistance type status resistances.png Status Resistance

+20 Hit points Hit Points

Spell angelize.png Angelize Tome of exaltation.png Tome of Exaltation (Empire affinity order.pngTier IV) Celestial unit type
  • +2 Resistance type spirit.png Spirit Resistance
  • -4 Resistance type blight.png Blight Resistance
  • -4 Resistance type frost.png Frost Resistance
  • Control Lost Immunity

Flying, increasing mobility

Faithful, which reduces Unit Upkeep by 10%

Spell wightborn.png Wightborn Tome of the great transformation.png Tome of the Great Transformation (Empire affinity shadow.pngTier III) Undead unit type
  • +2 Resistance type frost.png Frost Resistance
  • +2 Resistance type blight.png Blight Resistance
  • -4 Resistance type spirit.png Spirit Resistance
  • -4 Resistance type fire.png Fire Resistance
  • -100% to Morale.png Morale changes
  • Immunity to Poisoned

Life Steal

  • 10 Unit stats temporary health.png Temporary Hit Points for single attacks
  • 5 Unit stats temporary health.png Temporary Hit Points for repeat attacks

Destiny trait[edit | edit source]

When fulfilling certain conditions you may get an event that gives the option of activating a destiny trait for your primary race. A race may have up to two destiny traits.

Destiny trait Trigger Effects
Empire affinity materium.png Mark of the Hoard Have 1000 or more stored Resource gold.png gold. +1 Empire affinity materium.png Materium Affinity.
  • -1 Resource gold.png Gold per Population.png Population.
  • +1 Morale.png city stability per 50 stored Resource gold.png Gold, up to a maximum of +30 at 1500 stored Resource gold.png Gold.
Empire affinity astral.png Mark of the Conflux Have 1000 or more stored Resource mana.png mana. +1 Empire affinity astral.png Astral Affinity.
  • -1 Resource mana.png Mana per Population.png Population.
  • +1 Morale.png city stability per 35 stored Resource mana.png Mana, up to a maximum of +30 at 1050 stored Resource mana.png Mana.
Good alignment Mark of the Dove No battles for 5 turns while not being in any offensive wars? +10 Good alignment Alignment.
  • Cities of this Race gain +2 Morale.png City Stability for each Population.png Population.
  • Units of this Race earn -50% Experience.png Experience in combat.
Evil alignment Mark of the Butcher 8 or more recent battles while having a large amount of stored Resource imperium.png imperium? -10 Evil alignment Alignment.
  • Cities of this Race lose -2 Morale.png City Stability for each Population.png Population.
  • Units of this Race earn +50% Experience.png Experience in combat.
Empire affinity shadow.png Mark of the Owl High Resource knowledge.png knowledge income and at least 3 ancient wonders. +1 Empire affinity shadow.png Shadow Affinity.
  • Cities of this race gain +15 Resource knowledge.png Knowledge from cleared Ancient Wonders in their Domain.
  • Cities of this race have -20 Morale.png City Stability when there is no cleared Ancient Wonder in their Domain.
Empire affinity nature.png Mark of the Otter Have at least 5 animal units, which must make up at least 25% of your total units. +1 Empire affinity nature.png Nature Affinity
  • Cities of this race gain +5 Morale.png City Stability for each friendly Animal unit within their domain up to a maximum of +30 Morale.png City Stability.
  • Cities of this race have -20 Morale.png City Stability when there is no friendly Animal unit within their domain.
Empire affinity order.png Mark of the Tower Have high Imperium and at most 3 cities, at least one of which is tier 4. +1 Empire affinity order.png Order Affinity

Cities of this race with City Tier 3 or higher generate +5 Resource imperium.png Imperium

Cities of this race with City Tier 2 or lower generate -10 Resource imperium.png Imperium