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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:
| | #redirect [[Realm and Rulership]] |
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| == Realm Types ==
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| === Belligerent Realm ===
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| Belligerent realms focus their efforts on war and siege, placing might above other goals.
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| *+15% extra durability points for all structures city structures.
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| *All structures take 10% longer to build.
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| *All maintenance costs are 10% higher
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| *A belligerent realm can tax other cities in their realm for '''10%''' of the gold and resources on their warehouse.
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| === Mercantile Realm ===
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| Mercantile Realms are focused on trade and commerce, putting wealth first.
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| *All city assets have 15% fewer durability points.
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| *All city assets build and rank 10% faster.
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| *All city maintenance costs are reduced by 10%
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| *A mercantile realm can tax other cities in their realm for '''20%''' of the gold and resources on their warehouse.
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| === Feudal Realm ===
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| Feudal Realms take a balanced approach to government.
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| *No changes to asset cost, rank, or durability.
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| *A feudal realm can tax other cities in their realm for '''15%''' of the gold and resources on their warehouse.
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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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