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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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− | === Belligerent Realm Charter ===
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− | Belligerent realms focus their efforts on war and siege, placing might above other goals.
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− | *CITY ASSET HEALTH MODIFIER: +15% Warlike realms focus on withstanding sieges, and build sturdy structures.
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− | *UPGRADE TIME MODIFIER: +10% stronger buildings are harder to build.
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− | *MAINTENANCE COST MODIFIER: +10% maintaining a city on a warlike footing is expensive.
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− | *TAXATION RATE: 10% is the maximum allowed to tax any one city per week
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− | === Mercantile Realm Charter ===
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− | Mercantile Realms are focused on trade and commerce, putting wealth first.
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− | *CITY ASSET HEALTH MODIFIER: -15% Trade, not war, is the focus of these realms.
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− | *UPGRADE TIME MODIFIER: -10% Rapid growth is a key focus of commerce.
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− | *MAINTENANCE COST MODIFIER: -10%
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− | *TAXATION RATE: 20% is the maximum allowed to tax any one city per week
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− | === Feudal Realm Charter ===
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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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− | *UPGRADE TIME MODIFIER: Normal
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− | *MAINTENANCE COST MODIFIER: Normal
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− | *TAXATION RATE: 15% is the maximum allowed to tax any one city per week
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− | == Realm Run ==
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− | 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.
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− | For more information, see [[Realm and Rulership]].
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