Realm Charter: Difference between revisions
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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.