A Marketplace feature. Allows the user to set manually (Via Marketplace menu >> Settings tab) the difference between the prices of the potentially bought offer and the current one on sale without any warning window about price change popping up. This difference can go from 1% to 50% or can even be set to buy any offer regardless the price. The higher is the market tolerance percentage, the bigger the chance to purchase a more expensive offer.
Example: If the current lowest price for iron is 2 and your market tolerance is set to 10% by default, then you will be buying iron uninterruptedly at price up to 2.2 gold without being warned by the system for any change in price. If you set the tolerance to 1%, when iron's price gets above 2.02 gold while you are still buying, the system will inform you right away.
Prerequisite Technologies: Trade 1, Market Relations 1
Maximum Level: 10
Allows you to place Market Offers, in order to sell resources you don't need, or to purchase resources you need that other players have placed on the Marketplace. The amount of resources you can sell is limited by your Market Capacity.
Allows you to trade with the Imperial Merchant.
Each level of Marketplace allows you to place one additional Market Offer.
Marketplace levels 1-5 increase the Market Capacity by 50 000 per level. Levels 6 and up increase the Market Capacity by 150 000 per level.
By default, the Market Capacity of the Empire is cumulative from the Capacities of all Marketplace buildings. When a Province is under attack, each Marketplace building in the Empire is limited to its own Market Capacity instead.
The amount of resources a player offers for sale on the Marketplace at a certain price. It's possible to withdraw the offer up to 1 minute after sending it, but you won't receive back the posting commission. The offer lasts for 12 hours. It shows up on the Marketplace between 5 and 10 minutes after posting it only if it’s one of the top 5 cheapest offers. If the offer expires without anyone buying it, the resources are returned to the owner in the province it was published from.
Binding of two Great people so that they can give birth to an offspring, pass on to him/her their traits and so that the bloodline continues. A member of the Imperial family can marry one of the Nobles in the Imperial court or a Great person sent from another player with proposal. Nobles can only marry the members of the Imperial family and cannot be sent to other players with proposal for dynasty marriage. Unmarried members of the "Other relatives" category can only be sent abroad unless they appear again in the family tree due to the ascending of a new Emperor on the throne.
All Great people can only marry once and remain married for life. Divorce is not possible. When their spouse dies they become widow/er and cannot remarry.
Unmarried members of the Imperial family and members of the category "Other relatives" can be sent out to other Empires with an invitation for signing a dynasty peace. The proposal is valid for 24 hours and it may be accepted, rejected or just ignored. You can send Great people if they: have reached the age of majority; they don’t have any previous marriages; they are not sent on missions; they are not in the process of training and upgrade of their experience levels.
For more information about Marriage Candidate click here.
One of the skills available to Governors upon leveling up. Increases the Trade Potential of the holding. Level 1: +4% Trade Potential; Level 2: +6% Trade Potential; Level 3: +10% Trade Potential; Level 4: +14% Trade Potential; Level 5: +20% Trade Potential
The maximum amount of each resource a province/colony can stash before the production is frozen. It is determined by the Fortress level. When the maximum capacity is reached the province/colony can gather even bigger amounts but it simply stops producing until the amount drops below the limit or a new Fortress level is built and activated.
For more information about maximum resource capacity click here.
A military order conferred on the winners in the two bloodiest battles, one in defense and one in attack, of the realm for the day. The bloodiest battles are those with the highest value of lost military units in gold equivalent. Medals are not given for attackers in battles which are out of range x2 in Battles of the day.
NB!: The alliance battles do not generate medals.
Army Units with the Melee type need to be adjacent to the enemy to execute an Attack. Upon reaching each other, the Melee units of both armies begin to exchange blows simultaneously.
In battle, the Melee units fight in the Frontline, Flank or Center, depending on their Priority Deployment.
The currently existing Melee units are:
- Light Spearman
- Heavy Spearman
- Light Swordsman
- Heavy Swordsman
- Light Cavalry
- Heavy Cavalry
- Battering Ram
The main means of communication between players from the same realm. It is a short text sent from a source to a receiver. There are ten categories of messages in the game: Transactions, Alliance, Gamemaster, Alliance military, Tribune,Private, Military, Espionage, Announcements and Others. When you receive a new message it shows up next to the profile picture above the Village map in a differently colored envelope. You can find all messages after that in the different sections of the Messages menu. All messages older than 2 weeks are automatically deleted.
One of the main effects of Happiness value. If your happiness points are below 100, you will always run in population losses. However, if your points are above 100 there will be no positive effect - population will not immigrate to your empire.
For more information about migration click here.
A group of certain number of Empires (active in the last 168 hours and with equal or approximately equal net worth points and time of registration) formed every minute in order to be determined which of them will gain and which lose population at the moment of daily migration on the basis of average Happiness comparison.
One of the skills available to the Emperors upon gaining a Governor level. Decreases the Construction time of Military Buildings. Level 1: -1% Construction time; Level 2: -2% Construction time; Level 3: -4% Construction time; Level 4: -6% Construction time; Level 5: -10% Construction time
A research which allows the sovereign to conduct several simultaneous attacks and recruit several training groups at the same time. Every level of the research increases the number of attacks sent at once by 1 and the number of training groups recruited simultaneously by 3.
One of the skills available to the Emperors upon gaining a Governor level. Decreases the Upkeep of all troops. Level 1: -1% Upkeep; Level 2: -2% Upkeep; Level 3: -4% Upkeep; Level 4: -6% Upkeep; Level 5: -10% Upkeep
А Technology that increases the distance from the Empire at which a military post can be established. 1st level grants distance of 20 Imperial miles from the Capital. Each subsequent level grants an 8% increase over the previous level and additional 5 Miles to the radius.
A research which gives the sovereign the know-how of recovering more killed units after the battle. Increases the percentage of recovered units after a battle by 1% per level. Maximum recovery percentage - 75%.
Measurement for the military achievements and commanding abilities of players. Military points are earned in battles with other active players and in defense against barbarian camps. A killed army worth 5000 gold equivalent is equal to 1 military point. Different destroyed Fortress levels give certain amount of military points too. Pillaged population grants military points as well but only in a war and accounted just to war score. Attacking destroyed fortress and an independent city does not bring the attacker any military points.
For more information about Military points click here.
A holding that takes 1 point (1x1 IM) on the Global map and can be established anywhere outside the exclusive zones, with the exception of independent cities or special resource terrains. Its main function is to protect the trading posts because they have no defending army. In order to perform this function, the military post must have a common border with the trading post. Thus the enemy must first destroy the military post and only after that will have the opportunity to attack the trading post. Military posts can be built next to other holdings but have a defensive effect only on trading posts.
For more information about military posts click here.
One of the skills available to Generals upon leveling up. Increases the deployment limit for troops in a Military Post. Level 1: +2% limit; Level 2: +4% limit; Level 3: +6% limit; Level 4: +10% limit; Level 5: +15% limit
One of the skills available to the Emperors upon gaining a Governor level. Decreases Research Times at the Military University. Level 1: -1% Research Times; Level 2: -2% Research Times; Level 3: -4% Research Times; Level 4: -6% Research Times; Level 5: -10% Research Times
The symbol of knowledge and enlightenment along with the University and Academy of Sciences. University, available only in the capital, is the building where all Military technologies are developed. Its levels decrease the Research time by 0.5 times per level from the basic time and the price by 0.02 times per level. Level 20 allows the construction of Academy of Military Sciences.
One of the skills available to Governors upon leveling up. Increases Iron Production. Level 1: +2% Production; Level 2: +4% Production; Level 3: +6% Production; Level 4: +8% Production; Level 5: +12% Production
Troops' march on their way to the target or on their way back to the Empire of origin. An army on a mission is a moving army ready to attack or has already attacked. Mission's time is reduced by Cartography and War horses (in case of an army consisting just of cavalry units) levels and Special resource 'Horses', but no mission can last for less than 2.5 minutes, in peaceful times, and 10 minutes, in a war.
Type: Local, Add-on, Defensive Structure
Prerequisites: Fortification 1, Military Architecture 3, Fortress 4
Maximum Level: 10
Fortress add-on. During Fortress Assault, each level of Moat decreases the Hit Points of all units in the enemy Assault Line by 2%.
Letting the already trained units get out of the barracks and be deployed in field or garrisoned. If training groups haven't been mobilized manually, they are automatically mobilized after 18 hours pass from training's end upon the first login.
NB! The mobilized units are deployed in the province they have been recruited from, NOT in the province they are mobilized from.
A factor with either negative or positive effect on some statistic or feature, changing the base values.
Maximum Level: 15
Each level of Monument grants +2 daily bonus to Happiness in the Holding.
Army’s fighting spirit which depends on the overall behavior of the player. Both armies start to fight against each other with basic Morale of 100.
Morale can be raised by Army Drills levels, alliance daily bonus for Leaders, First Officers and Commanding Officers and positive Honor, and can be decreased by negative Honor and attacks out of range. Each round Morale drops due to fatigue and damage and when it drops below 50 there is a progressively increasing chance for the army to flee.
For more information about Morale click here, here and here.
Popular denomination of a player using multiaccounting.
Use of more than one account in the same realm with the purpose of interacting and benefiting in an illegal way. Multiaccounting is totally forbidden and strictly sanctioned by temporary or permanent deprivation of access to the respective accounts.
The reporting of supposed multiaccounts is executed via e-mail: firstname.lastname@example.org. The reporter is always investigated before the reported one.
NB! Similar usernames are NOT a premise for multiaccount accusations and definitely NOT a plausible and reasonable proof.
A ranking that shows your Facebook friends progress. You can also invite your friends to join the fun and receive rewards.