Difference between revisions of "Realm Charter"
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− | Much like a [[guild]], a realm | + | 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 | + | == Realm Types == |
+ | === 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. | ||
− | * | + | *+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 Realm === |
Mercantile Realms are focused on trade and commerce, putting wealth first. | 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 Realm === |
− | Feudal Realms take a balanced approach to government. | + | 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 == | == 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.