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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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− | *All city assets have 15% extra durability points.
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− | *All city assets take 10% longer to build.
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− | *All city 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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− | == All Realms ==
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− | All three of the above realms receive the following benefits:
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− | *All realms may tax the other cities located in their realm for a percentage of all gold and resources on their [[warehouse]]s.
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− | *The cost for another nation to place a [[bane]] stone is significantly higher.
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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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