Policies
When an empire becomes large, its leader will have to know how to treat its tens of thousands of citizens and support them in many aspects that might seem unimportant, unless we were to evaluate it globally. You will have to invest large sums of gold in promoting a good policy, which will translate into benefits for the entire empire. You must understand that investments in policies apply to all the cities in your empire. In the table below are listed all the policies for all races, along with a brief explanation of each one. It also details which policies fit which race.
This is crucial when choosing where to use the gold, especially at the beginning of the game (which is when you have the least gold). Therefore, every player who wants to get high in the ranking must be very aware of what policies the race he is playing with has, what each one is for, when and how much it will be necessary to invest in them.
There are policies that are more useful than others at the beginning... there are policies that are hardly used, but it all depends on the stage you are at in the game and how you have structured the cities in terms of buildings constructed.
For example, if we carry Elves, we have founded our cities in Forest, and we rule some region with wood bonus and boards, it will be necessary to invest (in addition to full Sawmills) large sums of gold in developing the Nature policy, thus increasing the productive bonuses of wood.
Different aspects
Breeds to which it applies
|
Aspect | Cost per increase | Benefits per each augmentation | |||||
Humans | Dwarves | Elves | Orcs | Undead | Dark Elves | |||
Political Freedom | 20,000 | 4% to avoid adversities of Mafias, Protests, Robberies and Revolt in cities. | ||||||
Justice | 15,000 | 1 point in Happiness and -1 point in Corruption in all cities. | ||||||
Gods | 30.000 | 5% Karma production in all cities. | ||||||
Nobility | 15.000 | Charge -2% Gold, but generates 50 (approx.) levels of each troop up to level 7 (if already generated). | ||||||
Bourgeoisie | 20.000 | Charge 2% Gold, but raises 2 points in Corruption in all cities. | ||||||
Patriotism | 25,000 | Reduces casualties by up to 10%. | ||||||
The Woman | 16,000 | 1% Food, 1% Water in all cities. | ||||||
Medicine | 15,000 | 1 point in Hygiene, 5% avoid adversity Plague in all cities. cities. | ||||||
Military service | 25,000 | 2% Damage to level 1 troops up to level 7. | ||||||
Schools | 15,000 | 1 point in Culture and Religion in all cities. | ||||||
Customs | 22,000 | -2% Gold, 2% population growth in all cities. | ||||||
Torture | 22,000 | 1 point in Fame in all cities. | ||||||
Guilds | 20,000 | Reduces -1 point of Unemployment in all cities. | ||||||
Nature | 22.000 | 2% of Wood and Planks, 1 point in Hygiene in all your cities. | ||||||
Arcane magic | 30.000 | 5% of mana in all cities. | ||||||
Music | 15.000 | 2 points in Happiness in all cities. | ||||||
Architecture | 30.000 | 2% Stone and Blocks, 1 point in Fame in all cities. | ||||||
Rituals | 30.000 | 3% Damage to all Goblin and Giant race troops. | ||||||
Demonic cult | 30,000 | 5% damage to heroes in combat. | ||||||
Cave depth | 25.000 | 2% Iron and Silver, 1% Mithril in all cities. | ||||||
Smuggling Routes | 25,000 | 6% to the gold you generate when creating a trade route. | ||||||
Slavery | 25,000 | 1% Wood 2% Iron 2% Stone in all cities. | ||||||
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