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91
Help and Support / Re: Military
« Last post by sin_zaek on October 17, 2017, 02:00:45 PM »
Traps:


Age 2 – Bronze Age

1.   Quicksand

•   Type:  Trap
•   Population: 6
•   Size: 2*2
•   Health: invulnerable
•   Range: 0-0.9
•   Damage to:
           o Common: 3
           o Armored: 1
•   Active effect: Stamina of units in its range decreases faster
•   Particular behavior: Can’t attack Air units
•   Cost: 1500 Wealth, 400 Workers


Age 3 – Iron Age

1.   Tar Pit

•   Type:  Trap
•   Population: 3
•   Size: 1*1
•   Health: invulnerable
•   Range: 0-0.4
•   Damage to:
           o Common: 1
           o Armored: 2
•   Active Effect: Speed of units in its range is decreased
•   Particular behavior: Can’t attack Air units
•   Cost: 1400 Wealth, 300 Workers


Age 4 – Early Medieval age

1.   Smoke Field

•   Type:  Trap
•   Population: 10
•   Size: 3*3
•   Health: invulnerable
•   Range: 0-1.4
•   Damage to:
           o Common: 1
           o Armored: 1
           o Air: 3
•   Active Effect: Range of units in its range is decreased
•   Cost: 45000 Wealth, 11000 Workers

2.   Fire Trap

•   Type: Trap
•   Population: 20
•   Size: 3*3
•   Health: invulnerable
•   Range: 0-1.4
•   Damage to:
           o Common: 3.34
           o Armored: 10
•   Active effect: Damages enemy’s units 3 more seconds after they leave its range
•   Particular behavior: Can’t attack Air units
•   Cost: 45000 Wealth, 11000 Workers

92
Help and Support / Re: Military
« Last post by sin_zaek on October 17, 2017, 01:51:34 PM »
Defense Structures:

Age 1 – Stone Age

1.   Wall

•   Type:  Building
•   Population: 2
•   Size: 1*1
•   Health: 100
•   Cost: 30 Wealth, 10 Workers

2.   Watchtower

•   Type:  Building
•   Favorite Target: Common
•   Population: 5
•   Size: 3*3
•   Health: 130
•   Range: 0-5
•   Damage to:
           o Common: 30
           o Armored: 15
           o Air: 15
•   Cost: 500 Wealth, 130 Workers


Age 3 – Iron Age

1.   Archer Tower

•   Type:  Building
•   Favorite Target: Air
•   Population: 10
•   Size: 3*3
•   Health: 300
•   Range: 0-7.5
•   Damage to:
           o Common: 7.2
           o Armored: 7.2
           o Air: 60
•   Cost: 25000 Wealth, 6000 Workers


Age 4 – Early Medieval age

1.   Greek Fire

•   Type: Building
•   Favorite Target: Common
•   Population: 20
•   Size: 3*3
•   Health: 200
•   Range: 8-13.5
•   Damage to:
           o Common: 30
           o Armored: 13.5
•   Particular behavior: Can’t attack Air units
•   Cost: 151000 Wealth, 38000 Workers


Age 5 – Late Medieval age

1.   Trebuchet Tower

•   Type: Building
•   Favorite Target: Armored
•   Population: 20
•   Size: 3*3
•   Health: 200
•   Range: 8-13.5
•   Damage to:
           o Common: 12
           o Armored: 40
•   Particular behavior: Can’t attack Air units
•   Cost: 544000 Wealth, 136000 Workers

2.   Cannon Tower

•   Type:  Building
•   Favorite Target: Air
•   Population: 20
•   Size: 3*3
•   Health: 200
•   Range: 8-13.5
•   Damage to:
           o Common: 12.6
           o Armored: 12.6
           o Air: 35
•   Particular behavior:
•   Cost: 544000 Wealth, 136000 Workers
93
Help and Support / Re: Military
« Last post by sin_zaek on October 17, 2017, 01:42:01 PM »
Military Units:

Age 1 – Stone Age

1.   Clubman

•   Type:  Common
•   Favorite Target: Common
•   Population: 5
•   Health : 100
•   Range: 0-2
•   Damage to:
           o Common: 30
           o Armored: 15
           o Building: 15
•   Healing: 4
•   Stamina: 30
•   Speed: 1.25
•   Particular behavior: Can’t attack air units

2.   Huntress

•   Type:  Common
•   Favorite Target:
           o In Offense: Building
           o In Defense: Air
•   Population: 5
•   Health : 60
•   Range: 0-5
•   Damage to:
           o Common: 9
           o Armored: 9
           o Air:  100.2
           o Building: 60
•   Healing: 6
•   Stamina: 30
•   Speed: 1
•   Particular behavior: Will not stop moving, while attacking not favorite target

3.   Tiger Rider

•   Type:  Armored
•   Favorite Target: Common
•   Population: 10
•   Health : 150
•   Range: 0-2
•   Damage to:
           o Common: 50
           o Armored: 15
           o Building: 15
•   Healing: 7
•   Stamina: 30
•   Speed: 1.25
•   Particular behavior: Can’t attack air units


Age 2 – Bronze Age

1.   Turtle

•   Type:  Armored
•   Favorite Target: Building
•   Population: 12
•   Health : 300
•   Range: 0-2
•   Damage to:
           o Common: 6
           o Armored: 6
           o Building: 40
•   Healing: 11
•   Stamina: 30
•   Speed: 0.75
•   Particular behavior: Will not stop moving, while attacking not favorite target

2.   Swordsmen

•   Type:  Common
•   Favorite Target: Armored
•   Population: 8
•   Health : 120
•   Range: 0-2
•   Damage to:
           o Common: 10
           o Armored: 100
           o Building: 10
•   Healing: 8
•   Stamina: 30
•   Speed: 1.25

3.   Warballoon

•   Type:  Air
•   Favorite Target: Building
•   Population: 12
•   Health : 100
•   Range: 0-1.4
•   Damage to:
           o Building: 190
•   Healing: 11
•   Stamina: 15
•   Speed: 1.5
•   Particular behavior: Will not stop to attack it’s favorite target; Will not collide with other flying units


Age 3 – Iron Age

1.   Marauder

•   Type:  Common
•   Favorite Target: Armored
•   Population: 9
•   Health : 120
•   Range: 0-5
•   Damage to:
           o Common: 9
           o Armored: 60
           o Air: 9
           o Building: 9
•   Healing: 8
•   Stamina: 30
•   Speed: 1
•   Particular behavior: Will not stop moving, while attacking not favorite target

2.   Ballista

•   Type:  Armored
•   Favorite Target:
           o In Offense: Building
           o In Defense: Air
•   Population: 13
•   Health : 150
•   Range: 0-7.5
•   Damage to:
           o Common: 6.4
           o Armored: 6.4
           o Air: 40
           o Building: 40
•   Healing: 12
•   Stamina: 40
•   Speed: 1.25
•   Particular behavior: Will not stop moving, while attacking not favorite target

3.   Birdie

•   Type:  Air
•   Favorite Target: Common
•   Population: 13
•   Health : 100
•   Range: 0-7.5
•   Damage to:
           o Common: 50
           o Armored: 10
           o Building: 10
•   Healing: 10
•   Stamina: 20
•   Speed: 1.25
•   Particular behavior: Will not stop to attack it’s favorite target; Will not collide with other flying units


Age 4 – Early Medieval age

1.   Catapult

•   Type:  Armored
•   Favorite Target:  Armored
•   Population: 12
•   Health : 150
•   Range: 0-5
•   Damage to:
           o Common: 7.5
           o Armored: 75
           o Building: 7.5
•   Healing: 10
•   Stamina: 30
•   Speed: 1
•   Particular behavior: Can’t attack air units; Will not stop moving, while attacking not favorite target

2.   Archer

•   Type:  Common
•   Favorite Target: Common
•   Population: 7
•   Health : 50
•   Range: 0-7.5
•   Damage to:
           o Common: 60
           o Armored: 6
           o Air: 6
           o Building: 6
•   Healing: 8
•   Stamina: 30
•   Speed: 1.25
•   Particular behavior: Will not stop moving, while attacking not favorite target

3.   Gyrocopter

•   Type:  Air
•   Favorite Target: Armored
•   Population: 15
•   Health : 200
•   Range: 0-5
•   Damage to:
           o Common: 7.5
           o Armored: 75
           o Building: 7.5
•   Healing: 12
•   Stamina: 30
•   Speed: 1.5


Age 5 – Late Medieval age

1.   Knight

•   Type:  Armored
•   Favorite Target: Armored
•   Population: 25
•   Health : 500
•   Range: 0-2
•   Damage to:
           o Common: 30.6
           o Armored: 90
           o Building: 30.6
•   Healing: 19
•   Stamina: 40
•   Speed: 1.25
•   Particular behavior: Can’t attack air units

2.   Airship

•   Type: Air
•   Favorite Target: Building
•   Population: 25
•   Health : 200
•   Range: 0-7.5
•   Damage to:
           o Common: 103.5
           o Armored: 13.5
           o Building: 90
•   Healing: 13
•   Stamina: 40
•   Speed: 1.25
•   Particular behavior: Will not stop moving, while attacking not favorite target

94
Help and Support / Military
« Last post by sin_zaek on October 17, 2017, 01:18:07 PM »
Military Units, Defense Structures and Traps


There are different military units and defense structures. Access to more units, defense structures and traps is granted when unlocking discoveries and progressing through the ages. They all have different features. Some of them can be used to attack only, others are powerful in defense and the defense structures and traps are simply irreplaceable when defending your home. You can upgrade them (increasing their health points and the damage they deal) in the Temporal Academy.

Different military units have different army limit costs (‘population’). Also they differ in speed, way of moving, stamina (visualized as yellow bar in battle), health points, range, favorite targets, damage, and healing points. Military units can be of common (infantry), armored or air type. Common and armored units can be used in both offense and defense except for the Turtle that can be used in offense only. Some of the units have different favorite targets depending on whether they are in offense or in defense. Air units can be used in offense only.

In order to have access to military units in your army you have to build the corresponding military building. Every military building can hold and train up to 5 corresponding units -- first two are trained for free, to train the third one amount of workers is needed (different units require different amount of workers), to train the forth one you need to use Goods, and the fifth one requires Gems. To have access to more than five units of the same kind you can build more than one military building of that kind.
More information on military buildings can be found in the Buildings post.

Defense structures and traps can be used in defense only. Their features differ as well -- population, size (how many squares they occupy), range, health points, favorite target, and damage. When they have taken damage they are healed or repaired using wealth and workers instead of healing points (or by themselves over time). Traps are invulnerable.  Traps are not visible to the attacker until the battle starts and a unit is going to step on them. Traps also have special features affecting the units that step on them.


A short explanation of the different features of the military units, defense structures and traps follows:

•   Type: Common, Armored, Air; Building (Defense structure), Trap
•   Favorite Target: Common, Armored, Air; Building (both defense structures and other buildings); in offense and in defense if different
•   Population – army limit cost
•   Size (Defense Structures and Traps only) – how many squares the structure occupies
•   Health – how many health points the unit or defense structure has
•   Range – what is the range of the military unit, defense structure or trap (measured from the center of the place it occupies)
•   Damage to – what damage is done to common, armored, air units and buildings
•   Healing – how many healing points are needed to heal the unit completely
•   Stamina – how long a unit can hit a defense structure or building (measured in seconds)
•   Speed – how fast a unit moves (squares per 1 second)
•   Active Effect (Traps only) – how the trap affects units stepping on it
•   Particular behavior – particularities (if any) concerning the unit’s behavior in offense or in defense
•   Cost: (Defense Structures and Traps only) – how much does it cost to build the structure or trap

95
Дискусии за играта / Re: Рейтинг системата
« Last post by Xektor on October 16, 2017, 06:04:55 PM »
хора,играта умря от към битки.Едно че никой не иска да се бие в шампионска,второ че няма смисъл защото нищо няма да вземеш.Почти всички места в шампионска лига сме от един клан и дава един или двама играчи за битка .Просто съсипахте играта с тези разлики от печелени бонуси с рейтинга.Искате да се бием но не знаете как да го направите,играта вече не е ragewar a ragefarm.TОЛКОВА ЛИ БЕШЕ СЛОЖНО ДА НЕ СЕ ПОКАЗВАТ ОПОНЕНТИ ОТ ПЪРВИТЕ 4 ЛИГИ СЛАБИ И така системата ще търси само опоненти от 3те големи лиги.Няколко играча които вкарахме пари и се развихме по бързо за да можем да бъдем по силни сега ни отрязахте тотално.СЕДИМ И ФЕРМЕМ.Kak да събереш рес да отвориш дневното ковчеже,как да събереш рес да си купиш монети,как да събереш рес да си построиш сграда,да отключиш наука,да заредиш стоки

Кво стана бре ся се напълни с играчи в Шампионска стана ли ти по интересно ?
96
Идеи и Нови опции / Маркетинг Мениджър
« Last post by Xektor on October 16, 2017, 06:02:01 PM »
Маркетинг Мениджър от такъв субект има нужда играта.По безумно тъпи промоции не съм виждал никъде ...Няма нищо което да ми нашепва Хекторе абе дай един петак да си помогнеш малко.Вложете малко мисъл в платените предложения към играчите ,че иначе на края на месеца финансовите резултати ще са трагични .... Да не говорим за Поляците който се нагушиха безплатно ... от това няма как да спечели никой...
97
Help and Support / Re: Buildings
« Last post by sin_zaek on October 13, 2017, 10:36:26 AM »
Age 5 – Late Medieval age


Housing:

1.   Peasant house

•   Discovery needed: Pretty Nice Homes
•   Production: Workers 651/15 minutes
•   Size: 2*2
•   Time to build: 07:10:18
•   Cost: 78125 Wealth
•   Culture needed: 78
•   Health: 299

2.   Hall House

•   Discovery needed: Life is Perfect
•   Production: Workers 3125/1 hour
•   Size: 2*2
•   Time to build: 35:51:28
•   Cost: 156250 Wealth
•   Culture needed: 117
•   Health: 357

3.   Merchant House

•   Discovery needed: Best House in Town
•   Production: Workers 15625/4 hours
•   Size: 3*2
•   Time to build: 00:00:05
•   Cost: 300 Gems
•   Culture needed: 195
•   Health: 622


Wealth:

1.   Carpenter

•   Discovery needed: Woods Come in Handy
•   Production: Wealth 586/5 minutes
•   Size: 3*3
•   Time to build: 07:10:18
•   Cost: 175781 Workers
•   Culture needed: 174
•   Health: 672

2.   Grocery

•   Discovery needed: Everything for Sale
•   Production: Wealth 781/5 minutes
•   Size: 3*2
•   Time to build: 35:51:28
•   Cost: 234375
•   Culture needed: 174
•   Health: 535

3.   Alchemy Lab

•   Discovery needed: The Happy hour
•   Production: Wealth 3125/5 minutes
•   Size: 4*3
•   Time to build: 00:00:05
•   Cost: 300 Gems
•   Culture needed: 195
•   Health: 1244


Goods:

1.   Silk Trader

•   Discovery needed: Signs of Wealth
•   Production: Silk
•   Size: 3*3
•   Time to build: 57:22:21
•   Cost: 364500 Wealth
•   Culture needed: 117
•   Health: 746
•   Cost of Goods: 51200 Wealth

2.   Glass Workshop

•   Discovery needed: Signs of Wealth
•   Production: Glass
•   Size: 3*4
•   Time to build: 57:22:21
•   Cost: 273375 Wealth
•   Culture needed: 156
•   Health: 995
•   Cost of Goods: 51200 Wealth

3.   Brass Foundry

•   Discovery needed: New Alloy
•   Production: Brass
•   Size: 3*3
•   Time to build: 57:22:21
•   Cost: 364500 Wealth
•   Culture needed: 195
•   Health: 746
•   Cost of Goods: 51200 Wealth

4.   Brick Factory

•   Discovery needed: Stronger Foundations
•   Production: Bricks
•   Size: 4*4
•   Time to build: 57:22:21
•   Cost: 205031 Wealth
•   Culture needed: 195
•   Health: 1327
•   Cost of Goods: 51200 Wealth

5.   Paper Maker

•   Discovery needed: Healing the Wounds
•   Production: Paper
•   Size: 2*3
•   Time to build: 57:22:21
•   Cost: 546750 Wealth
•   Culture needed: 195
•   Health: 498
•   Cost of Goods: 51200 Wealth


Culture:

1.   Painter

•   Discovery needed: Mind Expressions
•   Production: 469 Culture
•   Size: 2*3
•   Time to build: 10:45:26
•   Cost: 150000 Wealth, 150000 Workers
•   Health: 498

2.   Infirmary

•   Discovery needed: Healing the Wounds
•   Production: 1406 Culture
•   Size: 3*3
•   Time to build: 57:22:21
•   Cost: 450000 Wealth, 450000 Workers
•   Health: 746

3.   Fair

•   Discovery needed: Messing with Elements
•   Production: 5000 Culture
•   Size: 4*4
•   Time to build: 00:00:05
•   Cost: 300 Gems
•   Health: 1244

4.   Small Park

•   Discovery needed: More Culture
•   Production: 234 Culture
•   Size: 1*1
•   Time to build: 00:00:05
•   Cost: 150 Gems
•   Health: 104


Military:

1.   Knight Stables

•   Discovery needed: Sworn to Valor
•   Production: unit Shining Knight
•   Size: 3*5
•   Time to build: 14:20:35
•   Cost: 640000 Workers
•   Culture needed: 117
•   Health: 1555
•   Training costs:
        o Training of 3rd unit: 1600000 Workers
        o Training of 4th unit: 15 Silk, 15 Glass
        o Training of 5th unit: 100

2.   Airship Docs

•   Discovery needed: Air Command
•   Production: unit Airship
•   Size: 3*5
•   Time to build: 14:20:35
•   Cost: 640000 Workers
•   Culture needed: 156
•   Health: 1555
•   Training costs:
o   Training of 3rd unit: 1600000 Workers
o   Training of 4th unit: 15 Brass, 15 Bricks
o   Training of 5th unit: 100


Castles:

1.   Vendor Guild

•   Discovery needed: New Age Stronghold
•   Capacity: 1026700
•   Size: 6*7
•   Health: 2028

2.   Trade Guild

•   Discovery needed: Fabricator Palace
•   Capacity: 1683700
•   Size: 6*7
•   Health: 2231

3.   Merchant Guild

•   Discovery needed: Industrializer
•   Capacity: 2616700
•   Size: 6*7
•   Health: 2454
98
Help and Support / Re: Buildings
« Last post by sin_zaek on October 13, 2017, 10:22:34 AM »
Age 4 – Early Medieval age


Housing:

1.   Cottage

•   Discovery needed: Better Times
•   Production: Workers 260/15 minutes
•   Size: 2*2
•   Time to build: 03:35:09
•   Cost: 21094 Wealth
•   Culture needed: 31
•   Health: 249

2.   Brick House

•   Discovery needed: Warm and Dry
•   Production: Workers 1250/1 hour
•   Size: 2*2
•   Time to build: 17:55:47
•   Cost: 42188 Wealth
•   Culture needed: 47
•   Health: 297

3.   Manor

•   Discovery needed: Even Richer
•   Production: Workers 6250/4 hours
•   Size: 3*2
•   Time to build: 00:00:05
•   Cost: 250 Gems
•   Culture needed: 78
•   Health: 518


Wealth:

1.   Sawmill

•   Discovery needed: Paper for Homework
•   Production: Wealth 313/5 minutes
•   Size: 3*4
•   Time to build: 03:35:09
•   Cost: 63281 Workers
•   Culture needed: 93
•   Health: 746

2.   Wheel Maker

•   Discovery needed: Wagons
•   Production: Wealth 469/5 minutes
•   Size: 3*3
•   Time to build: 17:55:47
•   Cost: 94922 Workers
•   Culture needed: 93
•   Health: 669

3.   Bakery

•   Discovery needed: Bread but No Fish
•   Production: Wealth 625/5 minutes
•   Size: 2*3
•   Time to build: 00:00:05
•   Cost: 250 Gems
•   Culture needed: 78
•   Health: 518


Goods:

1.   Furs Shop

•   Discovery needed: Frozen No More
•   Production: Furs
•   Size: 4*3
•   Time to build: 28:41:11
•   Cost: 91125 Wealth
•   Culture needed: 47
•   Health: 829
•   Cost of Goods: 12800 Wealth

2.   Mithril Foundry

•   Discovery needed: My precious
•   Production: Mithril
•   Size: 4*4
•   Time to build: 28:41:11
•   Cost: 68344 Wealth
•   Culture needed: 63
•   Health: 1106
•   Cost of Goods: 12800 Wealth

3.   Pottery

•   Discovery needed: Crafting the Clay
•   Production: Pottery
•   Size: 3*4
•   Time to build: 28:41:11
•   Cost: 91125 Wealth
•   Culture needed: 78
•   Health: 829
•   Cost of Goods: 12800 Wealth

4.   Salt Purifier

•   Discovery needed: Best Spice Ever
•   Production: Salt
•   Size: 4*3
•   Time to build: 28:41:11
•   Cost: 91125 Wealth
•   Culture needed: 78
•   Health: 829
•   Cost of Goods: 12800 Wealth

5.   Linen

•   Discovery needed: Linen revolution
•   Production: Linen
•   Size: 3*2
•   Time to build: 28:41:11
•   Cost: 182250 Wealth
•   Culture needed: 78
•   Health: 415
•   Cost of Goods: 12800 Wealth


Culture:

1.   School

•   Discovery needed: Paper for Homework
•   Production: 375 Culture
•   Size: 3*4
•   Time to build: 05:22:43
•   Cost: 60000 Wealth, 60000 Workers
•   Health: 829

2.   Clock Tower

•   Discovery needed: Showing the Time
•   Production: 250 Culture
•   Size: 2*2
•   Time to build: 28:41:11
•   Cost: 40000 Wealth, 40000 Workers
•   Health: 276

3.   Red Lantern

•   Discovery needed: Simple Pleasures
•   Production: 1125 Culture
•   Size: 3*4
•   Time to build: 00:00:05
•   Cost: 250 Gems
•   Health: 1037

4.   Town Well

•   Discovery needed: Chitchat and Rest
•   Production: 125 Culture
•   Size: 1*1
•   Time to build: 00:00:05
•   Cost: 125 Gems
•   Health: 86


Military:

1.   Catapult Workshop

•   Discovery needed: Under Siege
•   Production: unit Catapult
•   Size: 3*4
•   Time to build: 07:10:18
•   Cost: 128000 Workers
•   Culture needed: 47
•   Health: 1037
•   Training costs:
        o Training of 3rd unit: 320000 Workers
        o Training of 4th unit: 15 Steel, 15 Furs
        o Training of 5th unit: 100 Gems

2.   Archery Range

•   Discovery needed: Sharpshooter
•   Production: unit Archer Infantry
•   Size: 3*4
•   Time to build: 07:10:18
•   Cost: 96000 Workers
•   Culture needed: 63
•   Health: 1037
•   Training costs:
        o Training of 3rd unit: 240000 Workers
        o Training of 4th unit: 15 Mithril, 15 Pottery
        o Training of 5th unit: 100 Gems

3.   Gyropad

•   Discovery needed: Military Fliers
•   Production: unit Gyrocopter
•   Size: 4*3
•   Time to build: 41:50:03
•   Cost: 96000 Workers
•   Culture needed: 63
•   Health: 1037
•   Training costs:
        o Training of 3rd unit: 240000 Workers
        o Training of 4th unit: 15 Salt, 15 Linen
        o Training of 5th unit: 100 Gems


Castles:

1.   Stone Keep

•   Discovery needed: Like a Fortress
•   Capacity: 221700
•   Size: 6*7
•   Health: 1560

2.   Citadel

•   Discovery needed: The Royal Joust
•   Capacity: 363700
•   Size: 6*7
•   Health: 1716

3.   Castle

•   Discovery needed: The Lady and the Knight
•   Capacity: 564700
•   Size: 6*7
•   Health: 1887
99
Help and Support / Re: Buildings
« Last post by sin_zaek on October 13, 2017, 09:52:31 AM »
Age 3 – Iron Age


Housing:

1.   Insula

•   Discovery needed: Poor’s Delight
•   Production: Workers 104/15 minutes
•   Size: 2*2
•   Time to build: 00:35:51
•   Cost: 5625 Wealth
•   Culture needed: 13
•   Health: 207

2.   Equites Home

•   Discovery needed: The Middle Class
•   Production: Workers 500/1 hour
•   Size: 2*2
•   Time to build: 02:59:17
•   Cost: 11250 Wealth
•   Culture needed: 19
•   Health: 248

3.   Villa

•   Discovery needed: Living Better
•   Production: Workers 2500/4 hours
•   Size: 3*2
•   Time to build: 00:00:05
•   Cost: 200 Gems
•   Culture needed: 31
•   Health: 432


Wealth:

1.   Cloth Work

•   Discovery needed: Pants and Dresses
•   Production: Wealth 42/5 minutes
•   Size: 2*2
•   Time to build: 00:35:51
•   Cost: 5625 Workers
•   Culture needed: 13
•   Health: 207

2.   Shield Maker

•   Discovery needed: Living Better
•   Production: Wealth 250/5 minutes
•   Size: 4*3
•   Time to build: 02:59:17
•   Cost: 33750 Workers
•   Culture needed: 53
•   Health: 743

3.   Roof Tiles

•   Discovery needed: Tiling the Roof
•   Production: Wealth 500/5 minutes
•   Size: 4*3
•   Time to build: 00:00:05
•   Cost: 200 Gems
•   Culture needed: 31
•   Health: 864


Goods:

1.   Iron Mine

•   Discovery needed: A New Place
•   Production: Iron
•   Size: 3*3
•   Time to build: 04:46:52
•   Cost: 40500 Wealth
•   Culture needed: 19
•   Health: 518
•   Cost of Goods: 3200 Wealth

2.   Threads

•   Discovery needed: Threat or Thread
•   Production: Threads
•   Size: 3*2
•   Time to build: 04:46:52
•   Cost: 60750 Wealth
•   Culture needed: 25
•   Health: 346
•   Cost of Goods: 3200 Wealth

3.   Olive Oil

•   Discovery needed: A New Place
•   Production: Olive Oil
•   Size: 3*4
•   Time to build: 04:46:52
•   Cost: 30375 Wealth
•   Culture needed: 31
•   Health: 691
•   Cost of Goods: 3200 Wealth

4.   Papyrus

•   Discovery needed: Clear the Forest
•   Production: Papyrus
•   Size: 4*3
•   Time to build: 04:46:52
•   Cost: 30375 Wealth
•   Culture needed: 31
•   Health: 691
•   Cost of Goods: 3200 Wealth

5.   Steel Foundry

•   Discovery needed: Better Than Iron
•   Production: Steel
•   Size: 5*3
•   Time to build: 04:46:52
•   Cost: 24300 Wealth
•   Culture needed: 31
•   Health: 864
•   Cost of Goods: 3200 Wealth


Culture:

1.   Temple

•   Discovery needed: Ancient Not Aliens
•   Production: 75 Culture
•   Size: 2*3
•   Time to build: 00:53:47
•   Cost: 6000 Wealth, 6000 Workers
•   Health: 346

2.   Theater

•   Discovery needed: World Is a Stage
•   Production: 225 Culture
•   Size: 3*3
•   Time to build: 04:46:52
•   Cost: 18000 Wealth, 18000 Workers
•   Health: 518

3.   Pantheon

•   Discovery needed: Praise the Heaven
•   Production: 450 Culture
•   Size: 3*4
•   Time to build: 00:00:05
•   Cost: 200 Gems
•   Health: 864

4.   Water Shrine

•   Discovery needed: Stay a While and Listen
•   Production: 50 Culture
•   Size: 1*1
•   Time to build: 00:00:05
•   Cost: 100 Gems
•   Health: 72


Military:

1.   Bounty Hall

•   Discovery needed: Burning Wishes
•   Production: unit Marauder
•   Size: 2*2
•   Time to build: 01:11:43
•   Cost: 16000 Workers
•   Culture needed: 19
•   Health: 288
•   Training costs:
        o Training of 3rd unit: 40000 Workers
        o Training of 4th unit: 15 Beer, 15 Iron
        o Training of 5th unit: 100 Gems

2.   Ballista Workshop

•   Discovery needed: Protomissile
•   Production: unit Ballista
•   Size: 3*4
•   Time to build: 01:11:43
•   Cost: 24000 Workers
•   Culture needed: 25
•   Health: 864
•   Training costs:
        o Training of 3rd unit: 60000 Workers
        o Training of 4th unit: 15 Threads, 15 Olive Oil
        o Training of 5th unit: 100 Gems

3.   Flight School

•   Discovery needed: Fly Like an Arrow
•   Production: unit Birdie
•   Size: 4*3
•   Time to build: 06:58:21
•   Cost: 24000 Workers
•   Culture needed: 25
•   Health: 864
•   Training costs:
        o Training of 3rd unit: 60000 Workers
        o Training of 4th unit: 15 Papyrus, 15 Steel
        o Training of 5th unit: 100 Gems


Castles:

1.   Council Hall

•   Discovery needed: Royal Classic
•   Capacity: 47900
•   Size: 6*7
•   Health: 1200

2.   Senate

•   Discovery needed: Stylish Castle
•   Capacity: 78500
•   Size: 6*7
•   Health: 1320

3.   Parliament

•   Discovery needed: Make it beautiful
•   Capacity: 121700
•   Size: 6*7
•   Health: 1452

100
Help and Support / Re: Buildings
« Last post by sin_zaek on October 12, 2017, 11:06:58 PM »
Age 2 – Bronze Age


Housing:

1.   Round House

•   Discovery needed: Home for the Soul
•   Production: Workers 42/15 minutes
•   Size: 2*2
•   Time to build:  00:05:00
•   Cost: 1500 Wealth
•   Culture needed: 5
•   Health: 173

2.   Dwelling

•   Discovery needed: Bring in the New Furniture
•   Production: Workers 200/1 hour
•   Size: 2*2
•   Time to build: 00:25:00
•   Cost: 3000 Wealth
•   Culture needed: 8
•   Health: 206

3.   Long House

•   Discovery needed: The Bronze Must Flow
•   Production: Workers 667/4  hours
•   Size: 2*2
•   Time to build: 00:00:05
•   Cost: 100 Gems
•   Culture needed: 13
•   Health: 240


Wealth:

1.   Tools

•   Discovery needed: Hammer Time
•   Production: Wealth 17/5 minutes
•   Size: 2*2
•   Time to build: 00:05:00
•   Cost: 1500 Workers
•   Culture needed: 5
•   Health: 173

2.   Farm

•   Discovery needed: No Harm in Farm
•   Production: Wealth 100/5 minutes
•   Size: 4*3
•   Time to build: 00:25:00
•   Cost: 9000 Workers
•   Culture needed: 21
•   Health: 619

3.   Armory

•   Discovery needed: Armor Up
•   Production: Wealth 150/5 minutes
•   Size: 3*3
•   Time to build: 00:00:05
•   Cost: 150 Gems
•   Culture needed: 13
•   Health: 540


Goods:

1.   Wheat Granary

•   Discovery needed: The Wheat Reaper
•   Production: Wheat
•   Size: 4*3
•   Time to build: 00:40:00
•   Cost: 10125 Wealth
•   Culture needed: 8
•   Health: 576
•   Cost of Goods: 800 Wealth

2.   Copper Foundry

•   Discovery needed: Pinch of Copper
•   Production: Copper
•   Size: 3*3
•   Time to build: 00:40:00
•   Cost: 13500 Wealth
•   Culture needed: 10
•   Health: 432
•   Cost of Goods: 800 Wealth

3.   Bronze Foundry

•   Discovery needed: The Bronze Must Flow
•   Production: Bronze
•   Size: 3*3
•   Time to build: 00:40:00
•   Cost: 13500 Wealth
•   Culture needed: 13
•   Health: 432
•   Cost of Goods: 800 Wealth

4.   Wool Barn

•   Discovery needed: Tick-Tock Gather the Flock
•   Production: Wool
•   Size: 3*4
•   Time to build: 00:40:00
•   Cost: 10125 Wealth
•   Culture needed: 13
•   Health: 576
•   Cost of Goods: 800 Wealth

5.   Beer Brewery

•   Discovery needed: To Beer or Not to Beer
•   Production: Beer
•   Size: 3*2
•   Time to build: 00:40:00
•   Cost: 20250 Wealth
•   Culture needed: 13
•   Health: 288
•   Cost of Goods: 800 Wealth


Culture:

1.   Sanctuary

•   Discovery needed: Home for the soul
•   Production: 30 Culture
•   Size: 2*3
•   Time to build: 00:07:30
•   Cost: 1200 Wealth, 1200 Workers
•   Health: 288

2.   Tavern

•   Discovery needed: Burp and Slurp
•   Production: 90 Culture
•   Size: 3*3
•   Time to build: 00:40:00
•   Cost: 3600 Wealth, 3600 Workers
•   Health: 432

3.   Great Hall

•   Discovery needed: Feast Like a Beast
•   Production: 180 Culture
•   Size: 4*3
•   Time to build: 00:00:05
•   Cost:  150 Gems
•   Health: 720

4.   Sun Clock

•   Discovery needed: Tick-Tock Gather the Flock
•   Production: 20 Culture
•   Size: 1*1
•   Time to build: 00:00:05
•   Cost: 75 Gems
•   Health: 60


Military:

1.   Turtle Workshop

•   Discovery needed: Ramming Speed
•   Production: unit Turtle
•   Size: 3*4
•   Time to build: 00:10:00
•   Cost: 4000 Workers
•   Culture needed: 8
•   Health: 720
•   Training costs:
        o Training of 3rd unit: 10000 Workers
        o Training of 4th unit: 15 Fruit, 15 Wheat
        o Training of 5th unit: 100 Gems

2.   Swordsmen Barracks

•   Discovery needed: Sharpen Your Swords
•   Production: unit Swordsmen
•   Size: 2*2
•   Time to build: 00:10:00
•   Cost: 2000 Workers
•   Culture needed: 10
•   Health: 240
•   Training costs:
o   Training of 3rd unit: 5000 Workers
o   Training of 4th unit: 15 Copper, 15 Bronze
o   Training of 5th unit: 100 Gems

3.   Warballoon Port

•   Discovery needed: Ready for Takeoff
•   Production: unit Warballoon
•   Size: 4*3
•   Time to build: 00:58:20
•   Cost: 4000 Workers
•   Culture needed: 10
•   Health: 720
•   Training costs:
o   Training of 3rd unit: 10000 Workers
o   Training of 4th unit: 15 Wool, 15 Beer
o   Training of 5th unit: 100 Gems


Castles:

1.   Rampart

•   Discovery needed: Hammer Time
•   Capacity: 10500
•   Size: 6*7
•   Health: 923

2.   Fort

•   Discovery needed: Come Fort
•   Capacity: 17000
•   Size: 6*7
•   Health: 1015

3.   Stronghold

•   Discovery needed: Crown of Bronze
•   Capacity: 26400
•   Size: 6*7
•   Health: 1117

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