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Q: Military: how do I get draftees to train offense and defense?
A: You first need to train workers. This is the last unit in your military screen, and generally costs between 100 gold and 125 gold for most races. Each military unit (other than workers) you wish to train costs 1 worker (except for some races units, but all differences is listed in the military guide page). For example, the worker unit for Humans is the "worker". Training 1 Longbowman requires 1 Worker.
Q: Economy: how many workers can I train in 1 hour?
A: You can train 1.5% of your peasants (peasants * .015) into workers in 1 hour. This number can be increased by constructing Guild Quarters.
Q: Economy: how do I make gold?
A: Each peasant makes 2.6 gold/hour. Each worker unit makes slightly more gold than peasants. Gold mines also produce gold. You can further increase your gold income by investing in your kingdom and your realm *banking*.
Q: Economy: how do I get more peasants?
A: You can gain more peasants by gaining more land, building barren (non built) land, building homes and investing in your kingdom and your realm *housing*.
Q: Land: how do I gain it?
A: There are 2 main ways to gain land. The first is by exploring. This costs gold and workers. The exact cost depends on your current land size, and increases as you get bigger. The second is by attacking others. You can also take your "free land" bonus.
Q: Land: free land? What's that?
A: Every player gets 30 free acres each day. This can be taken manually under the "explore land" link, or it can be set to auto take. The "auto take" option is on the main page, under Account Options.
Q: Land: I have my auto take on, but I didn't get my free land today. Why not?
A: The game gives it to you at the last hour possible. If you didn't get it today, this time hasn't passed. You can always take it manually, under "explore land".
Q: Magic: I did a spy op or cast a spell on someone, but it showed my information instead of the person I did it on. Why?
A: Your target has spires. These buildings have a chance to reflect any spy op or spell back to you.
Q: Heroes: how do I get them?
A: Every time you make a successful attack between 67% and 150% of your land size, you have a chance at getting a hero. Each hero provides a small amount of offense (the offense a hero gives is equal to the hero's experience), plus a small bonus.
Q: Heroes: do I lose the bonuses from them when they're out on an attack?
A: No. Any heroes not in service of a realm quest provide their bonus, whether they're out on an attack or at home.
Q: Heroes: how many can I have?
A: There is no theoretical limit on the number of heroes you can have. However, the more you have, the harder it becomes to get new ones, so in practice there is a limit.
Q: Heroes: how do experience gains work?
A: On a successful attack, you typically gain around 6% of your current experience. For example, if you have 200 experience and make a successful attack, you would get 6% of 200 = 12 experience. Your new total would be 212 experience. | - | If you attack smaller or larger kingdoms than your own you will gain slightly less experience. |
| - | If you fail get invaded by a kingdom which realm you are at war with you'll lose some experience. |
| - | Above 1,000 experience, gains are lowered significantly. |
| - | You can also increase experience gains by constructing academies. |
Q: Heroes: realm service, what is it?
A: You can put your heroes into Realm Service by going to "Quests". While there, your heroes don't give any bonuses, but can participate in getting or defending a Relic. Simply select the hero you wish to put into Realm Service, and then hit the "Assign to Realm" button. Once you put a hero into Realm Service, he must remain there for 36 hours before he can be removed.
Q: Relics: what are they and how to I get them?
A: Relics provide a bonus to your entire realm. This bonus will slowly increase the longer your realm holds the Relic, up to a maximum bonus, which is listed in the Relic's description. Only the Monarch of a Realm can actually take a Relic. You can help by placing heroes into Realm Service, both to acquire the Relic, and help defend it.
Q: Faiths: what are they?
A: Faiths provide attack bonuses against different Faiths, and also determine which Unique Heroes you can bid on in the Bazaar, and which Uncommon Heroes you can gain through attacks.
Q: Faiths: how do they work?
A: Each Faith has an opposite Faith. You gain a 10% offense bonus when attacking the opposite Faith. You gain a 5% offense bonus when attacking Faiths aligned with your opposite Faith. The opposite Faiths are: So, if you're in a Life Realm, and attack a Death Realm, you would gain +10% offense. If you attack a Chaos or Might Realm, you would gain +5% offense. There is no bonus or penalty for attacking Faiths aligned with your realm. In the case of a Life Realm, that would be Order and Nature Realms.
Q: Faiths: how can I change my faith?
A: Faith is determined by a majority vote of all members of your realm. You cannot select a Faith yourself, you can only vote for one. There is a 15% anarchy penalty for changing Faiths during the round, though kingdoms in protection are not affected by this. This penalty will last for 12 hours. *Note* If you change faiths, you will lose all Uncommon Heroes from your previous Faith.
Q: Corruption: how does it rise?
A: As you grow larger, your corruption slowly increases. Saving up too much gold will also increase your corruption, until you spend it. Finally, if your realm goes into anarchy (changes Faiths), you'll receive +15% corruption for 12 hours. *Note* Corruption has no affect on kingdoms in protection. Also please note that corruption only changes at "hourchanges", so if you saved up alot of gold that caused corruption to rise and then get rid if it you still have to wait some time for the corruption to go back to normal.
Q: Corruption: what affect does it have on my kingdom?
A: Corruption reduces the production of all resources, except for food, by corruption %. For example, if you have 5% corruption and you make 1,000 gold, corruption will take away 5% of that, or (1,000 * .05) = 50 gold. Corruption also affects exploring and rezoning costs.
Q: Corruption: can I lower my it?
A: You can lower corruption by investing in the policing improvement, or by building Court Houses. Each 1% policing and 1% Court Houses reduces your corruption by 1%. For example, if you have 5% corruption with 2% policing and 2% Court Houses, you would reduce your corruption by 4% (2% policing + 2% Court Houses). Your new corruption would be 1% (5% corruption - 4% reduction) *Note* There is also a common hero that reduces corruption. *Note* Corruption only changes during the hour change, when you also get new resources, so you won't see the reduction immediately.
Q: Account Options: how can I change my password?
A: There is a link to change your password under "Account Options", on the main page.
Q: Account Options: what is defecting, and how can I do it?
A: Defecting is when you chose to leave your current realm and join a new one. There is no penalty for doing this, but you can only do it one time during the round. You also don't get to choose which realm you defect into, or even which Faith. Placement is totally random. There is a link to "defect from realm" under "Account Options", on the main page. Type "DEFECT" in the box and hit the button. *Note* If you defect into a realm with a different Faith, you lose all Uncommon Heroes.
Q: Errors: council topics are invisible, why?
A: You probably have Norton Internet Security installed and enabled. For some unknown reason Norton Internet Security sometimes remove the topics in the realm council.
Q: Errors: the numbers don't update on the pages/the wrong numbers are displayed on the pages, why?
A: You are probably looking at a cached page, otherwise known as an old page. You can disable cached pages inside the game, but if you do this the back button in the browser will be disabled as well, please click on Timeout Settings under the Options link in the sidebar.
Q: Military: How do I declare war?
A: This is the responsibility of the General or Monarch of a Realm. But before a war can start, one of them must declare "Hostile Relations" with the target Realm, and this is done in the "Government" section of the game screen. Once Hostile Relations are declared, then the rest of the Realm must vote whether they want to go to war. This is also done in the "Government" section. Half of the realm must vote for War in order for it to be declared. Remember that the General and Monarch count for two votes each and that the target realm will also get the same bonuses you do from a declaration of war!
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