Difference between revisions of "Realm Charter"

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Much like a [[guild]], a realm rule must select a charter. Realm charters can only be obtained as a random drop from [[mob]]s on [[Maelstrom]] or [[Oblivion]]. There are benefits and drawbacks to each:
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Much like a [[guild]], a realm ruler must first select a charter. Realm charters can only be obtained as a random drop from [[mob]]s on [[Maelstrom]] or [[Oblivion]]. There are benefits and drawbacks to each:
  
=== Belligerent Realm Charter ===
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== Realm Types ==
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=== Belligerent Realm ===
 
Belligerent realms focus their efforts on war and siege, placing might above other goals.
 
Belligerent realms focus their efforts on war and siege, placing might above other goals.
  
*CITY ASSET HEALTH MODIFIER: +15% Warlike realms focus on withstanding sieges, and build sturdy structures.  
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*+15% extra durability points for all structures city structures.
*UPGRADE TIME MODIFIER: +10% stronger buildings are harder to build.  
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*All structures take 10% longer to build.
*MAINTENANCE COST MODIFIER: +10% maintaining a city on a warlike footing is expensive.
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*All maintenance costs are 10% higher
*TAXATION RATE: 10% is the maximum allowed to tax any one city per week
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*A belligerent realm can tax other cities in their realm for '''10%''' of the gold and resources on their warehouse.
  
=== Mercantile Realm Charter ===
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=== Mercantile Realm ===
 
Mercantile Realms are focused on trade and commerce, putting wealth first.
 
Mercantile Realms are focused on trade and commerce, putting wealth first.
  
*CITY ASSET HEALTH MODIFIER: -15% Trade, not war, is the focus of these realms.  
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*All city assets have 15% fewer durability points.  
*UPGRADE TIME MODIFIER: -10% Rapid growth is a key focus of commerce.  
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*All city assets build and rank 10% faster.
*MAINTENANCE COST MODIFIER: -10%  
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*All city maintenance costs are reduced by 10%
*TAXATION RATE: 20% is the maximum allowed to tax any one city per week
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*A mercantile realm can tax other cities in their realm for '''20%''' of the gold and resources on their warehouse.
  
=== Feudal Realm Charter ===
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=== Feudal Realm ===
Feudal Realms take a balanced approach to government.
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Feudal Realms take a balanced approach to government.  
 
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*CITY ASSET HEALTH MODIFIER: Normal
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*No changes to asset cost, rank, or durability.
*UPGRADE TIME MODIFIER: Normal
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*A feudal realm can tax other cities in their realm for '''15%''' of the gold and resources on their warehouse.
*MAINTENANCE COST MODIFIER: Normal
 
*TAXATION RATE: 15% is the maximum allowed to tax any one city per week
 
  
 
== Realm Run ==
 
== Realm Run ==

Revision as of 18:28, 1 August 2014

Much like a guild, a realm ruler must first select a charter. Realm charters can only be obtained as a random drop from mobs on Maelstrom or Oblivion. There are benefits and drawbacks to each:

Realm Types

Belligerent Realm

Belligerent realms focus their efforts on war and siege, placing might above other goals.

  • +15% extra durability points for all structures city structures.
  • All structures take 10% longer to build.
  • All maintenance costs are 10% higher
  • A belligerent realm can tax other cities in their realm for 10% of the gold and resources on their warehouse.

Mercantile Realm

Mercantile Realms are focused on trade and commerce, putting wealth first.

  • All city assets have 15% fewer durability points.
  • All city assets build and rank 10% faster.
  • All city maintenance costs are reduced by 10%
  • A mercantile realm can tax other cities in their realm for 20% of the gold and resources on their warehouse.

Feudal Realm

Feudal Realms take a balanced approach to government.

  • No changes to asset cost, rank, or durability.
  • A feudal realm can tax other cities in their realm for 15% of the gold and resources on their warehouse.

Realm Run

Once a charter is selected, a guild or nation leader may double click it to begin what is known as the "realm run". The realm run is a ritual required before obtaining realm leadership. Once this process begins, a message is broadcast to everyone on the server. This could lead to interruption or canceling of the ritual.

For more information, see Realm and Rulership.