Realm Charter: Difference between revisions

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(Created page with "Much like a guild, a realm rule must select a charter. Realm charters can only be obtained as a random drop from mobs on Maelstrom or Oblivion. There are benef...")
 
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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:
#redirect [[Realm and Rulership]]
 
=== Belligerent Realm Charter ===
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.
*UPGRADE TIME MODIFIER: +10% stronger buildings are harder to build.
*MAINTENANCE COST MODIFIER: +10% maintaining a city on a warlike footing is expensive.
*TAXATION RATE: 10% is the maximum allowed to tax any one city per week
 
=== Mercantile Realm Charter ===
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.
*UPGRADE TIME MODIFIER: -10% Rapid growth is a key focus of commerce.
*MAINTENANCE COST MODIFIER: -10%
*TAXATION RATE: 20% is the maximum allowed to tax any one city per week
 
=== Feudal Realm Charter ===
Feudal Realms take a balanced approach to government.
 
*CITY ASSET HEALTH MODIFIER: Normal
*UPGRADE TIME MODIFIER: Normal
*MAINTENANCE COST MODIFIER: Normal
*TAXATION RATE: 15% is the maximum allowed to tax any one city per week
 
== 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]].

Latest revision as of 21:59, 8 September 2017