|
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.
|