|A guide by the players, for the players.
- [The following was compiled by Athyton of Merlidia, much thanks
go to him for efforts to help the community]
SECTION I: Getting Started
SECTION II: Province Development
SECTION III: Miscellaneous
1) Dismantling Buildings
2) Officers and General
4) Additional Help
6) Huge/Great Fires
7) Wall Bonuses
8) Resource Management
9) Gold Production
10) Peasant Revolt
- 12) Land
17) Inter Continental Attacks (ICA)
18) Troop Fitness
- 22) Emperor
- 23) Roleplay, Aegis and the Eternal Conflict
- 24) Keeping the game alive
Read THE GUIDE
Read the WALKTHROUGH
Buy acres in batches. Really get together every dime and nickel
and then buy acres. Acre prices go up based upon how many acres
you have at the moment.
ACRE PRICE = CURRENT LAND AREA / 2
Plan your tax offices and get your tax coverage to 100%. In the
beginning 9 tax offices should be enough.
First sow, then reap. Do not spend any money / resources on your
army too soon.
One addition to this: each 4 citizens require one acre to live in!
=========TIPS FOR GROWTH AND DEVELOPMENT======
KNOWLEDGE is important. Before you start playing, take your time
reading posts in The Guide, especially the walkthrough on what you
should do with your 50 first turns. Others are important too. The
more you know about the game, the easier it is for you to make your
Whenever a player starts the game, he/she will be given certain
resources to manage. Now each player can use them as he wants, but
there is generally a good plan to use. First thing to balance out
is the farm and food production. Farms house 5 peasants and take
up 7 acres per 1 building. So you have to be careful HOW you plan
to grow. I will not put the numbers, as you need to figure stuff
like this out with practice, but the guide gives simple examples.
Second step will be increasing your resources, and so you need at
least 20 of each building (wood/stone/textiles). Get CY and school
count to 20, and then increase resources more to 100 (planning them
as you need).
Remember you will be exploring as you need more buildings and peasants,
so keep in mind that you need an adequate number of tax collectors
and a tax of 3 (hence you need around 20-30 pubs to prevent a revolt).
Now get the tax collector.
After those 4 the plan will be to get the university ASAP, since
university increases your skill up to 5 and thus increases your
overall productivity, this is VERY important early on.
After the university is done the goal will be the 3 protections
brigands, city guard, health centres). Health/crime/fire problems
kick in after you GO ABOVE 2,000 peasants. So make sure you have
those buildings planned.
The next goal is the hospital, bank and granary (for safe keeping
food and cash, as well as lower peasant deaths).
Finally in your final step of breaking through the fresh-province
state, you will need to research the warehouse and wood store. It
is quite hard for any province to get 15k textiles from the start
for the warehouse research, as well as 8k textiles for the wood
stores. Hence your best choice will be to bid in the auctions for
the said amounts. Or ask a KD member if they have enough caravans.
BUILDING POINTS increase as your Networth increases. If you want
expand your growth potential then Construction Yards are the way
to go. For new players this would mean an enormous amount of Stone
required. Either produce it or purchase it.
Your building points will not increase till you are 200k NW. This
means that you can do with 20 CY up until 200k NW. Just before you
cross the 200k NW mark, you plan around 30-80 Construction Yards
and start building them.
NOW WHAT YOU NEED TO KNOW IS WHAT YOUR GOAL IS.
What is it that you want to do in this game? Fight? Grow? Compete?
When you get that question answered you can plan your strategy
accordingly. For a person who wants to fight, you need to stress
on certain points such as wood production (for wall breakers) and
a bit of gold production for the army and so on. If you are planning
to grow on your own, then you will have to build a stable economy
that will allow you to grow easily and without asking too much help
from anyone, which is what I prefer.
Now as to how we are going to use our land. This following explanation
will show how players SHOULD think when building/growing/exploring.
The best method for comparing the relative value of building is
usage. What does this mean?
Each building itself occupies 1 acre (farms 7 acre), but requires
certain number of peasants to operate. Peasants each require 0.25
acres of un-built land in order to live and work. Thus each Construction
Yard and Market requires 2.25 acres in order to be productive!
So a quick rundown of the buildings and the land they each require:
- Lumber Mill, Textile Mill, Stone Quarry 1.25 (each)
- Tax Office 1.50
- Construction Yard, Market, School 2.25 (each)
- Barracks 3.50
- Farm 8.25
For example let us compare selling textiles at the bazaar with using
Lets say you have 500 acres of markets that average 47,000 gold
Turn; your gold per acre is 47,000 / (500 *2.25) = 41.78 gold per
acre but you have 300 textile mills producing 485 / turn average
and the bazaar price for textiles is 22.
(485 * 22) / (300 * 1.25) = 28.45 gold per acre. Tex mills are 32%
less efficient! Truly, there are other considerations, but now you
know how to compare apples to apples.
However the bazaar prices for textile/gold exchange may change.
The second benefit to thinking about total land usage comes when
planning your buildings. For instance knowing the barracks require
3.5 acres each, you know that it will take 35% of your land to house
1 soldier per acre. So if your goal is 1 soldier per acre remember
to set aside that much land for the military even though you only
build 10% with barracks (the rest are for peasants)!
Now that we have a general run down of the general idea of this
game, we can move on to planning for the future steps.
You may wish to consider building a small army. When small you can
acquire land and resources from inactive provinces out there or
raiding active provinces/kingdoms, depending on your kingdom’s stance.
Make sure you read the kingdom forums.
To grow you need two things; land and buildings on your new lands.
Hence the primary goal is getting gold to explore and the second
is concerning on Construction Yards (CY).
So how do you know that you are growing fine. Well there is a simple
calculation. Building is related to your NW. Each acre of building
costs something called building points. This cost is calculated
by the simple formula:
Building cost= 100 or NW/2000 whichever is larger.
Ok so now that you know how much each building costs, the next step
is to know your growth rate. At the end turn page you will see how
much your builders produce in build points. (it is better if your
builders’ skill is at 10 to calculate this one).
Now you simply divide the build points per turn by the building
cost. Build points per turn/building cost. The number you receive
should ALWAYS be above 5. However a good growth is considered to
be at 10 buildings per turn in lower Net-Worth ranges.
-Building cost= 5mill/2000 = 2500
-Assume you have 500 CY= 2.5k builder with 10 skill = 25k building
points per turn
-25k/2500= 10 buildings per turn.
This is a good rate of building, meaning that in 100 turns you can
build around 1k buildings which is considered great for growth.
So always plan your CY number before hand and consider your other
buildings as early on as possible.
From this explanation, you can see that having a high Networth is
not really advantageous. Another problem found with a lot of players
is that they want to increase their Networth as soon as possible,
just so they can catch up with bigger provinces.
Players doing that, are hurting their provinces. Your best chance
is to grow slowly and plan your growth at the very start of the
If your province is planned with care, you will grow way faster
later on; but if it is poorly planned, you will find it quite difficult
to grow as you progress.
Growth is also dependent on your aim. A warring province is hampered
by a larger Networth as it can only reach down to provinces that
are 50% of its NW (25% for those with a religion path).
A bigger Networth also brings you in range of more developed players.
Wait until you have a well developed province with good defences
before you decide to concentrate on NW if you so wish.
A good plan is to gather resources as a small province, and then
grow fast later on.
Before thinking of war, think of your economy. A good economy will
allow you to have a stronger army later on.
In fact a good working economy (resources/gold income) is the basis
for any strategy. For an explorer it gives a good income for everything,
and for attackers it allows them to be self reliant and at the same
time more capabilities for what they wish to do (remember siege
engines cost wood and lots of gold).
The best strategy is to purchase large land masses at a go and designate
and queue your buildings while the Building Costs are still low.
Entertainers despise Martial Law so will not benefit a province
Martial Law. For revolts, if you have sufficient Pubs and Entertainers
then no need to declare Martial Law as your entertainers will quickly
regain your Morale as opposed to the slow rate of Morale growth
through Martial Law.
When employing Agents always have at least 1:200 Agents:Acres for
coverage. (this is highly expensive, and not advisable early on)
Just concentrate on building a `stable` province, producing enough
resources to support yourself, keeping your Construction Yards to
a good level, able to plan things quickly, etc.
Resource building ratios vary from player to player, with good reason.
- Aggressive players need a lot of wood in order to build siege
- Defensive players need a lot of stone in order to keep those expensive
- And everyone needs some degree of textiles, to keep up on the
necessary building research, but high-tech players need even more.
- Textile Mills
It is good to have more Tex mills then other resource buildings.
suggest you work to about 250-400 Lumber mills and Quarries and
500-750 Tex mills.
Just count the amount of Textile you need to plan everything, more
than a million.
Textiles can also be used after you finish all the research, to
get food (through the Bazaar) and reduce your dependency on farms.
For Science and Religion path provinces they are more efficient
than farms. For Magic, farms are better due to the 2x production
boost they receive. The textiles are the only resource that can
NOT be plundered by an attacker. If you get attacked, and the attacker
destroys some of your farms, the textiles are invaluable.
Smaller provinces derive the most benefit from Walls and Towers
as the sieges necessary to take them down are expensive for potential
enemies in their range.
Keep 10-15% at all times, and a good defensive army on. Walls depending
on the coverage multiply your overall defence value.
Towers are very good defence for small provinces, 1 tower kills
on average 1 attacking soldier. This makes the attacker lose a lot
of extra soldiers, making his/hers second attack weaker.
===HOW CAN I GET RID OF BUILDINGS====
The only way to do it is through a Rain of Fire from a Magic Path
or someone attacking you with a Raze buildings attack. You cannot
choose what buildings get destroyed that way.
Spies can destroy certain buildings (markets, Fire Brigades, Hospitals)
but this is not advisable as it can create a lot of problems for
your province from plagues, fires and crime waves if you are not
Population fluctuates a lot. You can lose up to 15-20% of your population.
It is designed like that, as it increases the difficulty of province
management the more you grow and is a challenge to overcome.
The best way is to have a certain number of unemployed peasants
to act as a buffer zone, to avoid losing workers and the skill gained.
Free land (keep 10% of it free) to maintain a buffer population
is the only sure way to avoid losing peasants engaged in production
- Keep Health Centres, Fire Brigades and City Guard at Very Good
and for Fire Brigades at 1% of your total land.
- Lower you tax rate, the higher your tax rate the worse your population influx.
Look at the land use ratio and how much is dedicated to habitation
and free land for more detailed fine-tuning.
Other than that population fluctuates, A LOT. It is designed that
way and the fluctuation increases with size.
====OFFICERS AND GENERALS========
Each officer costs 500 gold per turn to maintain and the General
costs 2000. Make sure you have the income to support them full time
before hiring them.
Dismissing them results in Morale loss (2 per officer and 8 for
the General) that only recovers by 0.1 per turn.
The General is the only unit that adds a 0.4 recovery to the Morale
and Discipline modifier.
You can access it once you reach 30,000 in Networth.
A useful way to sell extra resources for gold. Looking at the auctions
you will see which products are more requested. Textiles and Wood
are usually the resources that attract higher prices.
When putting a bid on the auctions do not be greedy and try to always
sell at the maximum initial price, especially when small. You can
only put up for sale an amount equal to 2x your land size. For new
players this translates as a small quantity since your province
is still growing. The bigger players with the most gold to spend
are unlikely to be attracted by the quantity on offer and may ignore
your goods. Hence look at the other bids for the same item and see
if your goods is in high or low demand; after this set the price
for the initial bid.
If you are thinking people do not have that much gold when they
start, think kingdom aid. It is easier to send gold, because it
requires less caravans.
Check the Guide. Additional help is offered through:
- Gamezone Chat
- Empire Forums - See relevant Sections - Game Questions Or Game strategy
- Kingdom Forums
Check the relevant section of the Guide
You pay full price to hire them, full price per Global Turn (per
hour) to maintain them and half their cost to attack.
Attacking with mercenaries means you lose 3 points of honour if
the opponent is smaller (NW wise) or 1 point if bigger, so a positive
honour score is required for offensive use.
When attacking with mercenaries you may only spend 5 gold upon attacking
mercenaries per 1 barrack troop you send, for example to send one levie you
will need to send 5 other barracked troops.
You can still use them for defence, even with negative honour
Great fires happen at a rate of 1/500 turns. Meaning that whatever
you do, a great fire or crime WILL happen, there is little you can
do to prevent it. However you can lower the damage caused by great
A very good fire coverage is a good plan, but do not stop there,
you can go over very good coverage (although it does not say), hence
the more you build the better. 1% of your total land in Fire brigades
guarantees that you will not lose buildings in the event of a great/huge
You will still lose morale so keep an eye out in your end of turn
report to prevent revolt.
Walls multiply your total defence provided by your army by the following
numbers depending on coverage:
Complete (5% of land) = x1.7
Strong (10% of land) = x2.5
Robust (15% of land) = x4
Impenetrable (20% of land) = x6
Masons guild offers a 50% to your wall coverage and Engineer`s guild
offers a further 50%. With both these upgrades you can reach Impenetrable
walls while only actually building walls on 10% of your land.
However, be advised that both these upgrades can be erased by a
Science province spying operation called Cold War.
Food will be a major problem in a starting province. It is difficult
to know how many farms you will need to feed your ever expanding
population and new players often end up starving their population.
To avoid this you have to make sure that food produced is never
exceeded by food eaten for a sustained period of time. If this happens
it is altogether possible to lose over 80% of your workforce in
a single fell swoop (I once lost 200 peasants out of my 250). This
loss can be a crucial factor in slowing your growth, not only because
you lose the skill for your workers but also because of the lost
Food Decay is minimised by purchasing granaries. These are the first
decay-preventing plans you will be able to get so it is worthwhile
getting them as soon as possible. They can prove to be of great
use storing up a big reserve of food. Each can safeguard up to 10,000
units of food so you do not need that many.
Stone is the one `resource` that does not decay. As such you might
be forgiven for thinking that it is the one that requires the least
management but that is not the case. Depending on Kingdom requirements,
you may be forced to build walls as soon as possible; this will
put a severe drain on your stone production. Walls, and towers,
are very stone-heavy. (100 stone per acre of walls, 80 for towers).
If your Kingdom does require that you have a high defence it may
prove worthwhile, and has in my experience, to build about 200 acres
of quarry. This will produce large quantities of stone so you can
build up your walls.
Of course, if there is no such requirement you may find it more
beneficial to concentrate on other resources. As a general rule,
defensive provinces need large amounts of stone to build up maximum
Textiles will plague a starting province. They are difficult, and
expensive, to obtain in the beginning. Like gold they are used to
start plans, and as such it is very possible that you will often
fall short. Unfortunately, they are also needed to start building.
For instance, markets use 50 textile per acre, this effectively
rules out building large quantities for a long period. If you are
a province looking for quick expansion you will need as many textiles
as you can get. The auction is the best source for them, so keep
an eye out for bargains early on.
Textile decay is prevented with the Warehouse. But this is a very
expensive plan to start, it is hard to get the textiles to start
this plan. It is also a very expensive building, requiring 150 textiles
per acre. Once you start building these, your textile problems will
start to ease away. They can safeguard 1500-1800 textiles each.
Wood is not a major problem. With 100 lumber mills you can produce
enough wood to see you through the first few hundred turns. Wood
is often seen as a requirement for offensive provinces as it is
essential in the production of ballista and trebuchets. This should
not be a major worry for a starting province because few Kingdoms
will have a requirement for offensive capabilities. However, if
they do, it is worth attempting to generate as much wood as possible.
Wood is subject to decay. The first 2.5k wood will not generate
much decay, but after this point it becomes almost impossible to
stock a decent amount without wood stores. These, for an attacking
province, are a must have. Each store can safeguard 1000 units of
Now I will give a very small guide on how you might want to structure
your economy depending on your style of play.
a) Offensive provinces will want to look towards building a wood
and gold based economy. This will help pay for an army as well as
siege machines. But, it is worth remembering that you will need
a fair bit of stone to build barracks and textiles will be needed
to start plans for training grounds so you can recruit officers.
b) Defensive provinces will want to focus on stone accumulation.
With this you can raise up your walls and towers. But, again, never
neglect wood and textiles for the research.
c) Economic provinces may want to look towards a gold and textile
based economy. This will help them look towards the planning aspects.
Special plans will help your economy no end, and will contribute
to a strong economy. The basic plans are all (apart from the possible
exception of stable and archery rages) required by the end of your
first 500 turns (which are not all covered in this guide). Never
assume that an economic province is safe guarded. Aegis is a game
that revolves around conflict and war is the most common means of
expressing that conflict. To build in peace, you need the means
to enforce those means either through a strong defence or a ferocious
reputation as an aggressor.
Of course, the above are merely guidelines. It is impossible to
ignore production of one resource to build up another. A balanced
economy is always required, but you must choose where to place the
emphasis, if you want one, based on your style of play. This is
only a rough guide and you may find that your style of play is not
The main thing to keep in mind is your role. If you will be a ruthless
warrior, maximising attack is the aim, if you wish to be a defender
and peacefully expand, strong fortifications and fielding the troops
with the highest defence scores is the way to go. That is what will
determine your province planning.
For a starting province, gold will be one of those annoying resources
that you never seem to have enough of. This is because, for a starting
province, it has only two purposes; to explore land and to start
Gold be gained through the following ways:
- Tax - High tax levels not only decrease your morale but also decrease
your population influx so before increasing them, make sure you produce
enough morale points through Entertainers and/or Pubs. The aim is to have
the highest tax level you can accommodate without loosing too many peasants.
- Merchants - Employed by building markets
- Auction - By selling surplus resources
- Plunder Gold - War of-course. Gold oils the machines of war.
- Through Caravans - Kingdom mates supplying you
For starters, maximising merchants, tax officers, and getting a
good balance of tax rates and pub/entertainers. Take advantage of
the fast building rates of new provinces and obtain your optimal
mix so as to achieve a 4.5 tax rate. 250-300 pubs are all you will
need under the current mechanics so do not overdo it.
Devastating and quite easy to unwittingly cause when starting out
in the game
When playing with your tax rate. keep a close eye on your morale.
As long as it’s above 80 you are safe but when it dips lower than
that, you risk peasant revolt (especially if the descent in a turn
The worst effect of peasant revolt is its solution. The only fix
is to declare martial law and keep martial law fixed for a significant
amount of turns (with 1% determined tax rate). If you weren’t paying
attention and morale quickly hit rock bottom it takes approximately
30-40 turns before you can cease martial law. Make sure you store
enough turns before declaring martial law and proceed to fix the
problem (as martial law weakens your military). The rate of morale
increase under martial law is 1-4 (random). Entertainers and pubs
are negated by the effects of martial law. If you halt martial law
too quickly (70+ morale is a safe stopping point) your peasants
will start revolting again and you will have to start the process
over from the beginning.
It can set new players back several days because tax is your primary
source of income for those first 1k turns or so and having to burn
30 turns at 1% tax while your military is weak, is not fun.
Taxation and prosperous economic decisions will fill your treasure
vaults with gold soon enough. As your income exceeds your expenses,
profit will rise and you will begin to hoard gold. If you hoard
too much gold, you will create a state of inflation. Inflation is
relative within your province, so it has no effect, but if this
gets to enemy ears, your economy may be subject to re-evaluation.
Your rivals can call for economic measures to be taken against you
by infiltrating spies and deflating your economy. The higher your
inflation percentage, the higher the re-evaluation and monetary
loss you will suffer. Deflation attacks can cause economic disasters
in your province, with losses of up to 30% of the original capital,
Inflation starts rising when you have more gold stored in your province
than your NW/10. Anything above that is subject to the deflate spy
If your inflation is 100% you will lose 30% of your gold.
If your inflation is 50% you will lose 15% of you gold.
- The most crucial factor in the growth of a province is land. Not
everyone aims to grow big or keep growing for ever but those that
do need to be aware of the exploration costs. It is possible to
grow up to 50,000 acres on your own income but above that size,
further growth is only really possible through warfare. This is
due to the exponential growth of land exploration costs above that
size so players need to factor the above in their gameplay. Aegis
is powered by conflict so it is therefore impossible to declare
yourself 'neutral' and aspire to be left alone. If you wish to achieve
your full potential, you will need to engage with others and the
need for war after a certain size emphasizes this point.
This is a game that includes politics. Of course, there is the ability
to fight, but you should be very careful in exercising that option.
Your behaviour in forums should not make you a potential target.
So for your own good, try to make a s many friends as possible in
the beginning of this game. Show yourself in the chat on a positive
way and start making friends.
Your kingdom mates are your most important friends, so choose a
kingdom that fits your style and participate in the forum. You cannot
imagine how helpful this can be for your province. Avoid excessive
complaining and arguing over the same point again and again. The
politics thread is for concise statements setting out your position,
not endless bickering. Send private messages for further discussions
with your opponent.
This is a game of Role-playing, so keep in-character. You will be
appreciated for it.
Your first crucial step in the journey to political power and fame,
is joining a Kingdom. I strongly suggest browsing through the "Kingdom
for Sale" thread in the empire forums, or looking through the
scores for a KD which is open and relatively active. If you have
friends already in Aegis, ask them! Chances are they will be more
politically attuned than you are and will be able to direct them
towards a Kingdom which is both active, yet protective towards its
Make sure your KD has the same philosophy as you do. If you intend
to live on peacefully for example, you do not want to join a KD
which is constantly entangled in warfare, and vice versa.
Now that you have joined a Kingdom, start browsing the Kingdom Forums.
This is the hub of activity in any decent Kingdom. Find out who
is powerful, who is influential, who is active and who is not. Post
a lot, but relevantly. Most of all however, make friends. Connections
are a crucial step on the road to political success, and an influential
friend will rub onto you.
Look into the official roles of the people in your Kingdom. Chances
are you have a diplomat, and maybe a historian, treasurer, or scribe.
If one of these positions is open, jump in! It is a great opportunity
to give you a good reason to post on the Empire Forums!
The Empire Forums is where the real politics goes on. Once you have
become familiar with your KD, you can start posting on these independently,
and making your own stand for your KD. A few threads a very significant:
(a)Kingdom Politics: This is where inter-kingdom politics goes on.
You should browse through this often, and post whenever you are
needed. It is however, a good idea to think before you post here.
One misunderstood post could have drastic consequences for your
(b) Empire politics: This deals on politics at a larger scale. Browse
it, but mostly you should be staying in the KD politics thread.
A few other threads can also be useful in politics: flaming, the
tavern, each of these can be used to influence political allies
and enemies...if you have the skill.
You will only gain fame and power however, if you stand for yourself.
If you are active, often, and participate in as many issues as possible,
you are that much closer to fame and prosperity. However, keep in
mind that there are times when you have to back down to live another
Before you join a kingdom, you should try to gather some information
on that kingdom (at least read the kingdom blurb - which you find
Scores - King and then click on the kingdom you are interested in).
Also it does not hurt to read the province recruitment ads (Forum Empire
- Find a Kingdom thread).
Decide whether their playing style corresponds to what you intend
to do and whether you fit the demands that a kingdom places on new
vassals (or whether maybe this kingdom only seems to be open but
is in fact open only for certain provinces)
This will save you from losing honour when a king/queen banishes
you from their kingdom.
This game is designed to be played by players grouping together
in kingdoms. By joining one you get the most out of it, as you are
able to aid each other through transferring resources, a king providing
a kingdom wide defence, joint actions when attacking/defending and
benefiting from any Acts the kingdom may have.
As a multiplayer game, interaction with fellow gamers is the crux
of Aegis. Kingdoms offer a greater degree of safety due to their
political ties, such as alliances and non-aggression agreements
with fellow kingdoms. Further, many kingdoms, allow their vassals
to attack kingdom-less provinces at will. Being outside a kingdom
makes you more likely to be attacked.
Before joining a kingdom, read their recruitment add or message
the king to learn about their stance, e.g. aggressive, peaceful
and so on to decide if it fits with how you wish to play the game.
You select a kingdom from the crown page and you will have access
to its private forums 24 hours after you join.
Kingdoms provide defence through the king buying outposts. They
have a purchase cost, and an upkeep cost.
It is the same whether you buy 1 at a time, or 10 at a time. The
price stays the same and does not change.
Generally 25% protection is the most possible.
When you buy, you are buying in %. Meaning the 1 you put in the
box is 1% of your army charged to protect your kingdom.
25% means you have 25% of your military strength protecting your
If you have 10k defence.
25% of that is 2.5k defence which you will provide to all members
of your kingdom, until you are attacking or lose units or lower
A kingdom is only as good as its members. Do not be afraid to approach
‘older’ players in the kingdom to benefit from their experience.
Get involved in your kingdom and allocate roles. Watch for news
and posts in the empire forums relating to your kingdom, discuss
them with your kingdom mates and decide on courses of action. Although
a king or a diplomat will handle politics, there are many other
ways you can assist them, such as by monitoring empire forums and
noting goings on with allies and enemies, watching for conflicts
or establishing contacts with fellow players in other kingdom that
may prove a valuable contact. Or perhaps you can assist with recruitment,
messaging newer players and inviting them to join. There are many
ways to contribute depending on your time online. Pick a role or
position and try it out.
See the relevant section in the Guide (left hand link). Here is
some additional information to supplement that found in the Attack
To attack, you need to train an army (minimum 100 men). You do that
by assigning militia to a troop type. The army page gives you details
of the troop types and their offence/defence value as well as their
Then you need to spend turns training the army. Your troops need
to be a minimum 31% fit to launch an attack.
To see how many turns you need to spend to train an army to 100%
fitness the following formula can be used:
99/(Fitness gain per turn - (Weight*Fitness per turn)) = turns
needed to reach 100% fitness.
The weight of each troop is given as a % in the troop page accessed
through the Army link.
The fitness gain per turn depends on whether you have researched
Training Grounds and whether you have hired any officers/general.
The default is 0.5 without the special building and officers/General.
See the section on troop fitness for more details on what affects
your army training.
Once you have your troops ready then you select a mission type and
press to war. To win you need to have a higher offence than your
If your opponent has wall coverage above 5% of his total land, you
also need to have sieges (Ballista, Trebuchets and for Science Path
provinces, mortars) to bring down the walls below 5% before you
can gain anything.
There are 2 major types of attacks. They can be broadly classified
by whether, or not, you gain an immediate advantage from them. Plunder,
Conquest or Enslave attacks will provide you with a measurable gain
from your attack, with either land, peasants or resources.
Raze or Massacre attacks do not have this advantage. It is not possible
to measure the benefit reaped by performing these attacks. There
are also the more devastating Path attacks, which have a similar
1) Conquest: This is a common attack, it is useful, especially in
the later stages of the game, because of the huge price when you
explore new land. Because it is so common there is not a social
stigma attached to it, as with other attack types.
2) Raze Land: This attack is considered malicious as it may cause
the reset of a province and offers no benefit to the attacker as
the same effect can be achieved using a conquest type attack. This
is a dangerous attack to perform because it is likely to inflame
3) The Plunder attacks: These are common and useful attacks. They
simply allow for you to grab resources. The more common of the four
is the Plunder Gold attack. This is because it helps to pay for
the cost of attacking. It is also because the other three (plunder
wood, stone and food) are only available to donators to the game.
4) Raze Buildings: This is another malicious attack. It destroys
buildings, and has little gain to the attacker. The gain that there
is cannot be measured, it helps slow down a province giving you
breathing time. This is especially useful in times of war because
it does not have the stigma of being a path attack.
5) Enslave: Think of this as a Plunder Attack that has a bigger
attacking bonus. Not only does it boost your population, but it
also diminishes that of the enemy. This can be a real asset, and
like Raze attacks helps slow down an enemies’ growth.
6) Massacre: This is a really nasty attack. Essentially it has all
the attack power of Enslave but has a more profound psychological
effect. It slows down an enemies’ economy during war, but does nothing
to improve your own. Beware of using this because it will, likely,
come with strings. Many people look down on this type of attack.
1)Read your Kingdom`s forums whenever you login, and make sure that
you meet any defence or offence requirements.
2)Always keep track of all your kingdom`s alliances, NAP`s, MPA`s
and protections over smaller Kingdoms.
3) If you want to attack someone, and they are in a kingdom, look
their kingdom up in your Kingdom`s forums to see if you are allowed
to attack their members.
4) Read the Kingdom Politics (Empire Forums) as much as possible,
and ALWAYS read the "War and Stances" and "Kingdom
Protection Notices" threads (both in Empire forums) whenever
there are new posts there (indicated by a burning flame next to
This way, you keep track of all your kingdom’s diplomacy, and if
you are careful enough, you will not start a World War.
5) Check the NW range that you can attack. This will appear on the
War screen, The value shown is the lowest NW you can attack without
6) Use the Scores screen to find a target in your NW range. You
can search a specific NW range on that page.
7) Use the Info button on the Scores page to determine if your intended
target is part of a kingdom or is independent. (Attacking a kingdom
member could anger the entire kingdom.)
8) Using the Chronicles screen, perform a name-specific search for
your intended target`s recent history. Depending on your or your
kingdom`s rules, you may not want to attack a target that has been
attacked within the last 100 turns. Many here on Merlidia see this
tactic as vulturing, and may take action against you.
9) If all items clear your personal rules and intentions, attack
I would also suggest that you take into account common sense, if
your target is part of an active, warring kingdom it is not worth
the risk of attacking them. If they are part of a more passive kingdom
you may be more heartened by it.
=============Inter-Continental Attacks (ICA)============
You can attack provinces in other Continents. The following restrictions
-Provinces must pay a fleet expense in gold and wood indicated in
the war menu page to launch an ICA.
-Networth attack restrictions apply at 50%.
-Conquest attacks are not permitted. Only plunder, enslave, and
raze attacks are allowed.
-There are no spy options available for ICA.
-A troop must be over 81% fit to take part in an ICA.
-An ICA reduces a troop`s fitness by 30%.
-An ICA war win will gain you one `GOD FAVOUR` point for that continent.
-An ICA war loss will lose the continent 1 `favour` points.
-To gain `GOD FAVOUR` for a continent, the continent must lead in
points. These points are shown on the Main menu page.
-`GOD FAVOUR` points are reset every 24 hours.
-A favoured continent gains +20% population influx and +20% food
growth for all its provinces.
-ICA attacks are shown on the chronicles page and there is a filter
to go with it.
Benefits of ICA...
Plunder and enslave attacks +40%
Here is how fitness and modifiers work:
1. All troops start with 1 fitness when hired and their fitness
progresses until they reach 100 at which point they reach their
full offence and defence value.
2. A number of things affect how fast they train:
A) Training Grounds (+0.5 fitness gain per turn)
B) Officers (+0.05 fitness gain per officer/per turn) (50 officers
c) General (+0.5 fitness gain per turn)
d) Training weight (found in the troop link, Army Page)
e) Success or Failure of an attack
The maximum fitness gain per turn that can be achieved with Training
Grounds, officers and a general is 4 per turn.
However, this is countered by their training weight. So assuming
one has all of the above, the exact gain of fitness for each troop
per turn is:
4 - (4 * Training weight) = Fitness gain per turn
For example: Swordsmen - Training weight -17%
4- (4 * 0.17) = 3.32 Fitness gain per turn.
100 turns/3.32 = 30 turns to get Swordsmen fully fit
3. On top of that, there is a discipline and army morale modifier.
That modifier ranges from 0 (excellent) to -60 (worst). It is affected
by the death/dismissal of officers/general and whether you lose
or win a battle and indicated by a negative number.
That modifier is a deduction in the fitness of troops. So if you
dismiss your general, you get a -20. Therefore your troops’ fitness
will immediately drop by 20.
You regain 0.1 points from that modifier per turn. A general adds
0.4 recovery points for a total of 0.5.
When you are at -60 hiring a general immediately improves it to
- A failed attack will result in a -2 morale and discipline penalty.
A successful attack or defence improves it by one.
- Dismissing an officer reduces the Morale and Discipline modifier
by 2. Assassination lowers it by 4.
- Dismissing a General lowers it by 20. Assassination of a General,
lowers it by 8.
Their rates and types are:
Available to all paths (after completing the relevant special buildings)
1) Dwarfs: 0-4 per turn
2) Elves: 0-4 per turn
3) Aesir: 0-1 per turn
Magic Path (received upon completion)
4) Warlock Battle Mages: 0-1 per turn
5) Azure Drakes: 0-1 per turn
6) Grenadiers: 0-2 per turn
7) Mortar Cannons: 0-2 per turn
Religion (only if the Holy Act is purchased and activated in the
8) Holy Avengers: 0-2 per turn
There are various Acts that increase the rate of the above volunteers
if active in a kingdom. See Marketplace – Acts for the relevant
a) The Basics
Spies have two separate roles: informers and weapons. Both of these
are accomplished through the same basic mechanism: from the "Spy"
page in the army section, you choose your target province, the number
of spies you want to send, and chose to send off your spies.
Spy fitness affects the entirety of your spying organisation, symbolising
how even if spies do not actively participate in the mission, they
still help to plan. In other words, no matter whether you send 1
or 200 spies, you still lose the same amount of fitness. Sending
multiple spies is instead used to avoid agent defences (covered
in the agent section). If the targeted province has a large amount
of agents, it is likely your spies will be intercepted, or even
killed. By sending more spies, you increase the chance one will
get through, but every single one has a chance of getting caught.
b) Why you would want to spy
As I said earlier, spying has two purposes, information gathering,
and destruction. Both of these techniques are crucial to warfare.
Information gathering are mainly "info" missions: military
info, building info, etc. If they succeed, you will be given a short
summary of the targets capabilities: number and type of building/troops,
Destruction type missions comprise of the rest of a spies repertoire.
These missions are pretty self explanatory, letting you destroy
farms, kill peasants, etc.
A special selection of missions are also available only to members
of the Science path. The most potent of these is the "Cold
War" attack: by using this attack, provinces can destroy an
entire "plan". This can be decisive in warfare: a province
which loses its walls is completely open to attack, and a province
with no fire brigades is extremely vulnerable to further "fire
storm" spy attacks. These are extremely powerful, but use these
and expect deadly retaliation.(cf. section c). Religion provinces
also have a special mission that converts peasants from the target
province to your faith, leading them back to your lands.
c) The dangers of spy ops
Spies, if they succeed, leave without a trace: your enemy will be
left with only the damage done or possibly a brief message explaining
there have been rumours of spies. If your spies are caught however,
it can be disastrous. Your opponent will receive a clear message
explaining they have caught and hung a spy from your province, and
if you have caused a lot of havoc, you can expect a deadly retaliation.
This is all the more important for Science path attacks, and mainly
"Cold War": its power is often considered to rival other
path attacks, and hence you may be retaliated with Rains of Fire
or Wraths of God.
Agents are your only defence against spies. These are also employed
through the mercenary screen, and their fitness recharges similarly
to that of spies. However, on the spy screen, they cannot conduct
missions: all they have is a "protect" percentage. This
explains just how safe your province is against spies, and can range
anywhere from 0 to 100%, depending on the amount of agents you have
and their fitness. Although I am not completely clear about this
issue, I do not believe the protect ratio is the amount of spy ops
which are stopped, it is merely an indication of how safe your province
is. For this reason, different kingdoms have different suggestions
about Agent Protection. Some recommended keeping it at 95% whenever
possible, others suggest keeping it rather low. However, it is usually
accepted that the price to pay for 95% agent protect is barely anything
compared to the price you might have to pay if you are attacked
through spy ops.
A (VERY) SHORT GUIDE TO PATHS!
Paths are a sort of speciality for your kingdom: they define the
very nature of your kingdom, and make you especially powerful in
some areas. They do not weaken you at all, apart from the significant
time lost in reaching path status, so a path should be chosen as
soon as possible, although at the same time it should not be developed
before other, more important, plans. To "chose" a path,
all you have to do is develop one of the 3 special plans: the University
of Science, the Temple of the Gods, or the Grand Tower of Magic.
All of these require an extremely large amount of time, textiles
and gold to design, and are a long undertaking even for large kingdoms.
An outline of the paths:
1) Magic: Probably the most popular path, and not only for its coolness
factor. The magic path is usually accepted as the path which lets
provinces grow very fast: magic provinces build at twice the normal
speed. Magic path`s special ability, Rain of Fire (RoF) is a very
potent special attack which can decimate most provinces, although
its power is complimented by a hefty price tag. Rain of fire destroys
all types of buildings apart from Construction Yards, Towers, Walls
In short, magic is the path which gives you the power to grow powerful,
in the open, and openly exert influence. You will be able to develop
very powerful armies, with drakes and warlocks, and rain fire on
your enemies. However, your NW will probably grow very fast, and
you should be prepared to be designated as the main attacker of
2) Science: Science is a much more delicate path. Although it does
gives its followers high power troops, the main advantages of Science
lie in its darker, hidden abilities: spies from science provinces
are extremely quick to train, powerful, and usually undetectable.
Combined with the ability to explore land very fast "finance
expedition" ability, this can make science provinces very deadly.
However, they are unlikely to win an all out fight with a magic
province: the ability to nearly cancel out fraud is not quite enough
to raise armies which compare to magic path, hence science provinces
usually have a much more supporting role, and will probably play
a much more inconspicuous (although just as important)role in warfare.
3) Religion: Religion is often considered the "defensive"
path. However, this is not entirely true. It is, however, its primary
ability: with Paladin Faith Keepers, and its very high influx of
peasants, Religion provinces can usually hold the siege against
much more powerful opponents, and will not lose much production
power. However, attacking power reflects this: the main offensive
abilities, Conversion, Wrath of God, and Conversion, can mainly
only server to slow down, damage, but not destroy other provinces.
As shown here, Religion also uses open warfare much less than Magic,
although it can be just as apt as Science, if not more, when used
properly. Instead, it will be used to slow down and destroy the
coordination of opponents, and possibly destroy weaker provinces
using the much hated "False Modesty".
- The emperor position is often seen as the ultimate accomplishment
in the lands of Aegis. A player can take the position if he holds
the Number 1 position in the Emperor scores. You can see who has
the score by accessing the Scores' Page and selecting the 'Sort
by Emperor Score' option. It is the emperor score that allows you
to receive the crown and not the normal score derived from your
Networth which is displayed by default in the Scores' Page. The
emperor score is calculated differently for each path and is subject
to periodic reviews. Roughly, Magic provinces have an emperor score
equal to half their Nw while the other two paths have an emperor
score roughly equal to their NW. I emphasize that these are subject
to review so it is best to check up on the emperor scores and announcements
by Moderator. Achieving the No 1 position, allows you to grab the
emperor crown (the option will appear in your End of Turn Screen)
if the previous Emperor is dead. For Details READ the Emperor Section
in the Guide. The emperor's edicts affect everyone and before grabbing
the crown make sure you have considered the consequences of being
emperor. It can be the end of a rewarding path through the lands
of conflict, or the beginning of another age of strife and war.
It is up to the emperor and his supporters to plan and try to achieve
the desired results so consider in advance your moves and more importantly
============ROLEPLAY, AEGIS AND THE ETERNAL CONFLICT=======
All of the above is aimed at providing the new player with a firm
grasp of the mechanics and assisting with province development.
Aegis is much more than a number crunching game though. It is a
game of skill and to enjoy it, you need to decide on your role in
You can be a scoundrel or a pirate taking away the hard earned gold
of others to fund your schemes. A blood thirsty warrior set out
to terrorize and conquer other kingdoms and whole continents; an
honourable knight protecting the weak or the peace against would-be
tyrants; a politician or a demagogue riling the crowds and kingdoms
against your enemies; a peaceful expansionist trying to resolve
conflicts; a mercenary travelling the lands and trafficking in war.
The possibilities are only limited by your time and imagination.
Adopting a role and sticking with its theme is how you get to have
the most fun in the game and this is from where the eternal conflict
arises. As players have different views and outlooks, there will
always be friction and the most common means of expressing that
friction is war. Empires rise and fall under the heel of armies
marching across the lands, storms of fire conjured by cruel magelords
leave ash and desolation behind, whole towns vanish by the wrath
of vengeful gods, spies under the cover of shadows remove your research
in the blink of an eye.
Do not fear conflict. Create a role, a purpose and pursue it to
the best of your abilities. It is what adds excitement and invigorates
the game. Seeing your province and yourself as a character with
his own agenda and worldview also helps the player keep things in
perspective instead of interpreting any hostile move against him
as a personal attack leading to aggravation and consternation.
Find like minded people and form or join kingdoms. Themed kingdoms
are often the most successful and fun to play. Imagine a kingdom
of rogues, who spy on other kingdoms under the cover of night passing
information about defences and armies to warlords eager to plunder;
mercenaries that can be bought with enough gold; blackguards masquerading
as honourable paladins; silver tongued demagogues conquering through
the power of words alone; crazed berserkers tearing apart everything
in their path. The options are many and varied, and it is up to
the players to realise them.
Amidst all of that, do not be afraid to interact with fellow players.
It is the very nature of multiplayer online games that require you
to do so. Backroom deals, conspiracies, betrayal, alliances, promises,
dark schemes; all of that require the biggest resource available
and that is the other players.
Of-course, all of these take time and time is often at a premium.
But do not forget that you are not alone. That is the purpose of
kingdoms. To gather like minded players and delegate tasks. Having
a clear stance and idea of how you want to play and then deciding
on a stance or purpose allows everyone to contribute and plan it
right. Avoid becoming a passive consumer of the dramas playing out
in kingdom politics, take command of your fate and carve your name
into the annals of Aegis!
============KEEPING THE GAME ALIVE============
1) Remember to vote for Aegis on the main page. Some of the vote
links may offer game benefits.(Depending if the link host permits
this or not). Not only will the voting benefit you, but it will
attract new players to the game, and that contributes to keeping
the game alive.
2) Aegis is free to play, but if you really like the game and are
able to donate a couple of "euros", it will help pay for
the servers and other expenses. In the Aegean market on the main
page, you will find more info on this.
This is purely voluntary.
Mek, Antiquity, Athyton, Aukflarer, Burama Bull, Calanthe, Caligula,
Crimsoneer, Dragonclaw, Favouritas, Gondolin Shador, Hassan, Iamevilhomer,
Iant Aman, Nebuchadnezzar, Marduk, Maws, Mulder, Osiris, Ramasi,
Rampart, Rhadycall, Royr, Satanias, Shade, Sorami, TheDragon, Ulgar,
Wind00, Yogibear, Zoneghost.