Personalities
Your country's individuality depends on lots of things, like your
strategy, experience; your country's background, race and neighbourhood. Personalities
offer you one more way to develop your country the way you like.
Unlike races, personalities only give you advantages. When you make your
choice, think about your strategy, your country's race advantages and
disadvantages. Personalities can make your country even stronger.
Every country can choose a personality. While it is not compulsory, we
recommend you choose one when you see which way you would like to develop.
Once you have made your choice, your selected personality can only be changed when
you level up, or restart your country.
Countries that have completed the game and restart, have a small blue "2" (or a higher
number) next to their names /
(2) /. These
countries can have two or more personalities at the same time.
These personalities must be different.
Personalities
Merchant |
Masters of gold. They can protect and circulate their money extremely
well. Their enemies can only steal 50% less gold from them, than from others.
Their money yields interest as well, depending on the number of banks and
available money. One bank can handle up to 150.000 gold and the gold in bank
yields an interest of 5% per round. |
Thief |
The thieves of countries with this personality recover faster. +1% regeneration
in every round. |
Mage |
The mages of countries with this personality recover faster. +1%
regeneration in every round. |
Warrior |
In battles they get more land and more loot. In conquest they get +1% land,
in pillage they get +10% loot. |
General |
They have 1 more general who can lead one more troop to war or with the other
generals combined, can make the troops even stronger. |
Wanderer |
These countries can go long distances at great speed. Each country is 1 round closer to
them, but the minimum distance stays 2 rounds. |
Farmer |
Men of lands. Their mines and farms yield +10%. |
Sage |
They write scrolls 10% cheaper and in their sciences the maximum value is 5%
higher than normal, except for the area of housing, where no bonus is
added. |
Survivor |
They have extra vital force. Each magic and thievery attack against their
men are 30% less effective. |
Wagonmaster |
Wagonmasters can handle twice as many
caravans as other people. (Please note that only VIP members have access to
caravans. If you do not plan to become a VIP member, then this personality
is of no use to you: two times zero is still zero. You can read more about
VIP membership by clicking here.) You can use the two caravans to send
goods to two diferent countries, or send both to the same place and reduce
the losses on the way. |
Architect |
The architect needs 20% less raw materials for all builgings, and he even
works one round faster. He also has a very good eye for usable materials:
when demolishing buildings, he can save 20% of the raw materials for future
use.
|
Strategist |
The Strategist commands the troops in a way that avoids the destruction of
the concored buildings, and saves the lives of many soldiers. When conquering land from opponents, no buildings
are destroyed during the battle. Military losses during the battle are 30%
lower.
|
Pedlar |
A man of the market. The pedlar can visit each market one extra time each
day. He can also extend the availability of his market goods by 24 hours
whenever the remaining time of the given goods is less that 3 hours. If the
goods are on their way back, this extension can no longer be done. Each item
can only be extended maximum 3 times.
|