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KINGDOM ACTS
When you buy a kingdom ACT, it becomes available to all members in your kingdom. Each member will benefit equally from the bonuses given by each particular ACT. Any member of a kingdom can purchase an ACT which becomes property of the kingdom on purchase. ACTs can only be managed and controlled by the king.
 
The ACTs a kingdom owns can be viewed in the 'KING' menu on the 'SCORE' screen. Here you may select the kingdom to view its details. If the kingdom owns any ACTs, they will be displayed just below the kingdom portrait.
 
ACTs are permanent and belong to the kingdom for which they were purchased. You may change kingdom description, portrait or even pass on the crown as king, the ACTs will remain.
 
ACTs will be deleted and lost in the event that any kingdom is destroyed or dispersed. Changing the kingdom name will also cause the ACTs to be deleted. Chartering a kingdom insures ACTs against loss, for more information read the section on CHARTERED KINGDOMS.
 
A kingdom may own any number of ACTs, but may only have 10 of its ACTs active at any given time. This can be controlled by the king from the 'OUTPOST' menu. A king may remove as many ACTs as is necessary from the active list, but may only make 1 ACT active every 24 hours. Once bought, an ACT can only be made active or inactive(stored) but cannot be removed completely from the list.
 

KINGDOM ACTS

 
Per Turn
 
Aesir PACT
 
Aesir volunteer rate increased by 150%.
 
Agent ACT
  25% chance of finding out the origin of a spy attack.
 
Archery ACT
 
Archery ranges can train +10 more units per building.
  Archery ACT II   Archery ranges can train +10 more units per building.
 
Architect ACT
 
Plan points +10%. Not applicable to Magic path users.
 
Artisan ACT
 
Textile production is increased by 10%.
 
Bank ACT
 
Banks are 10% more effective in covering fraud.
 
Breed ACT
 
Goblin regulars gain x3 attack.
 
Building ACT
 
Build points +10%. Not applicable to Magic path users.
  Building ACT II   Build points +10%. Not applicable to Magic path users.
 
Contract ACT
 
20% discount on mercenary cost.
 
Defense ACT
  The king's protection normally dictated by the number of outposts is increased by 10%.
 
Defense ACT II
  King's protection is increased by 10%.
  Defense ACT III   King's protection is increased by 5%.
  Drake PACT   Drake volunteer rate increased by 100%.
 
Drill ACT
  -20% faith keeper training time.
 
Truce ACT
  When activated will give 3 hrs of truce, under which no kingdom member may attack or be attacked. Vassals must have been in the kingdom for at least 200 turns for the ACT to be applicable. Aditionally, vassals lose 1 turn (or stop earning turns if there are no turns left) for every hour of truce.
 

KINGDOM ACTS

 
Per Turn
  Drill ACT II   -30% musketeer training time.
 
Dwarf PACT
 
Dwarf volunteer rate increased by 75%.
 
Ecology ACT
  Wood production is increased by 5%.
 
Economy ACT
 
Gold production is increased by 5%.
 
Education ACT
 
Workers gain an additional +.02 to their job skill. Cumulative with other bonuses such as Science Path increase.
 
Education ACT II
 
Workers gain an additional +.01 to their job skill.. Not applicable to science path users.
 
Elf PACT
 
Elf volunteer rate increased by 75%.
 
Engineer ACT
 
+.5 to wall defense multiplier.
  Engineer ACT II   +.5 to wall defense multiplier.
  Engineer ACT III   +.5 to wall defense multiplier.
  Engineer ACT IV   +.5 to wall defense multiplier.
 
ACT of faith
 
Zealots gain x3 attack.
 
Gun ACT
 
Musketeers cost 40 gold less per unit.
 
Holy ACT
  Religion path recruits 'Holy Avenger' volunteers.
  ICA ACT   Intercontinental attacks do not use up resources and reduce fitness only by 20 points.
 
Land ACT
  The cost of exploring and preparing land for colonization is decreased by 5%.
       
 

KINGDOM ACTS

 
Per Turn
  Land ACT II   The cost of exploring and preparing land for colonization is decreased by 5%.
  Magus PACT   Warlock volunteer rate increased by 100%.
 
Mason ACT
  Stone production is increased by 5%.
 
Mercenary ACT
 
Gives +30000 Gold to the merc contract maximum score, regardless of the number of merc camps currently available.
 
Militia ACT
 
Your province defense is increased by 5%. This is cumulative with the Defense ACT.
  Militia ACT II   +1% of your Population counts as militia and defends. Casualties are ignored and are not deducted from your peasant count.
  Militia ACT III   +1% of your Population counts as militia and defends. Casualties are ignored and are not deducted from your peasant count.
  Militia ACT IV   +1% of your Population counts as militia and defends. Casualties are ignored and are not deducted from your peasant count.
 
Population ACT
 
Immigration increases by 10%.
 
Population ACT II
 
Immigration increases by 5%.
 
BUREOUCRACY ACT
  Extends a period of truce by 3 hrs. (Cumulative. Must be active before the Truce ACT is activated)
 
BUREOUCRACY ACT II
  Extends a period of truce by 3 hrs. (Cumulative. Must be active before the Truce ACT is activated)
  KINGDOM ACTS    
Per Turn
  Powder ACT   Grenadier volunteer rate increased by 100% and siege cannon production rate is increased by 25%.
 

ROF ACT

 
+25% protection against ROF.
 
ROF ACT II
 
+25% protection against ROF.
 
Spy ACT
  Spy V Agent mission difficulty drops from HARD to MEDIUM. +15% bonus.
 
Structure ACT
 
+20% to wall damage resistance, -30% to stone production.
 
Structure ACT II
 
+20% to wall damage resistance, -30% to stone production.
 
Structure ACT III
 
+20% to wall damage resistance, -30% to stone production.
 
Tower ACT
 
+50% attack damage, +50% damage resistance.
 
Tower ACT II
 
+50% attack damage, +50% damage resistance.
 
War ACT
 
Your attack is increased by 5%. This would negate an enemy's Militia ACT 5% bonus.
 
WOG ACT
 
+25% protection against WOG.
 
WOG ACT II
  +25% protection against WOG.
 
ARCHERY ACT III
  +1 Archery attack, +1 Archery defense (Only for Longbow and Shortbow troops), +50% First Strike damage to all First Strike troops. (Cumulative)
 
ARCHERY ACT IV
  +1 Archery attack, +1 Archery defense (Only for Longbow and Shortbow troops), +50% First Strike damage to all First Strike troops. (Cumulative)
ACTs may be subject to slight changes and modifications in the event of upgrades or game fixes.
Unless stated ACT bonuses are cumulative with other ACTs and game bonuses.