Kingdoms

Cyto

Revision History
Revision v119 October 2018Revised by: cyto
User contributed documentation


Background

The landmass of planet Aegic has been divided into more than one hundred provinces. A province is an administrative division within a kingdom. While some provinces are created by colonial powers, others were formed around local groups with their own ethnic identities. While some kingdoms may bear the name of some specific location, their sphere of influence is not locked to that specific location. Each province can be independent, or belong to one of the kingdoms. The purpose of this page is to describe all kingdoms. If you own a province, you can choose whether to stay independent or pledge allegiance to some specific kingdom. If you don't own a province, you don't benefit from kingdoms or choosing allegiance directly, but it may affect into which 'circles' you are accepted if you choose to enter provinces play. Recommendation is to own at least one province before selecting allegiance to any specific kingdom. If you decide to stay independent - meaning no allegiance to any kingdom, you will have only trade caravans available for your province and no economical boons nor banes. Only if you pledge allegiance to a kingdom will you be able to get military units, including the advantages and disadvantages of that specific kingdom. All provinces of a regent must pledge allegiance to the same kingdom, so you cant have provinces with mixed kingdoms. If you choose your allegiance, changing it afterwards will be ridiculously expensive (100,000,000 silver) so consider carefully before making your decision over the kingdom and think of this decision as final. The allegiance will persist over reinc, so even reinc will not set you free from your selected allegiance. Use command 'allegiance' to select your character's allegiance. You can select it also if you don't have a province, but you will just not gain any benefits from it though. The regent of a province cannot be changed without a wizard, and wizard doesn't change it lightly. Your secondary char, if you have one, must have the same kingdom than your primary character. So one player can have two allegiances via his/her secondary character, but those decisions are pretty much final, and regency cannot be changed back and forth.


Kingdom of Valkor

The kingdom of Valkor is one of the most prominent kingdoms in the known realm, which is described more thoroughly in the world history. They encourage the economic development of their provinces, effectively doubling their tax base. However, the bureaucratic oversight that gives them so many economic advantages holds them back from being able to exploit the mineral deposits in their provinces, causing a reduction in mining efficiency. They have a very nice all-round military and they are especially well suited in toe-to-to combat with another units. Legions of Valkor are one of the most powerful military units in the game. The kingdom of Valkor has the widest array of ranged weapons. This kingdom is relatively easy to play - no dirty tricks you need to master first. This kingdom is of good alignment. The armies of Valkor consist of units which are driven mostly by humans, but can include dwarves and elves.

TipTip
 

The upgrade ability of the Valkorian kingdom allows you to build level 10 everything units provided you find the right natives.

Here are the advantages and disadvantages of the kingdom listed:

  • 200% tax rate

  • reduced mining efficiency (only 70%)

  • upgrade commanders, weapons and ranged weapons of an already existing unit

  name                         castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  valkor scout company         no     1     1       0      0      1          50   20   40   5       75000    40  260   180
  valkor light armour company  yes    2     4       2      0      1          70   25   50   7       90000    50  180   190
  valkor hoplite company       yes    5     4       4      0      2          170  12   23   57      100000   30  150    79
  valkor myrmidon battalion    yes    6     4       2      0      2          110  22   47   53      120000   80  140   336
  valkor light battalion       yes    6     4       4      0      2          390  42   61   73      170000  350  470   430
  valkor strike force          yes    9     4       0      12     2          195  25   45   49      173000   65  280   370
  valkor elite battalion       yes    9     6       6      0      2          410  35   53   79      180000   95  350   328
  valkor assault legion        yes    10    10      10     0      4          810  240  343  350     650000  320  560  1810
  

Kingdom of Stormlord the All-Father

The kingdom of Stormlord the All-Father refers to a legendary god-hero of firbolgs who watches over the valley of Aegic from the northern wall of mountains. The mere name of this god-hero units the otherwise nomadic and wandering tribes of firbolgs into a powerful kingdom of giant-kin, in which tall people are not mocked upon. Many of the Stormlords are nomadic hunters and therefore they are a surprisingly sneaky kingdom with extremely powerful ground troops and heroes. Sometimes the Stormlords use their size to threaten both natives and servants of a province into obedience. However, in relation to other kingdoms, their numbers are not that strong, so they have relatively weak military units. The Stormlord army works by hunter-like sneak attacks, and only engages in direct combat when it is unavoidable and victory is assured. This kingdom is of neutral alignment. The armies of Stormlord the All-Father consists of units which are driven mostly by the firbolg.

TipTip
 

If you have at least one Stormlord military unit with at least one weapon in the province bay, their presence will cause happiness of natives and servants to rise by 5 points.

Here are the advantages and disadvantages of the kingdom listed:

  • extremely powerful heroes - Stormlord heroes are the most powerful from those of all other kingdoms

  • 2x faster mining thanks to their incredibly strong bodies

  • Stormlord military unit presence improves province happiness

  • extreme durability due to huge size - all Stormlord units can take 150% damage in relation to units from all other kingdoms

  name                            castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  stormlord scout company         no     1     2       0      0      1          40   15   33   5       82500    20  160    35 
  stormlord light armour platoon  yes    3     4       0      0      2          50   22   33   15      90000    50  120    45 stealth
  stormlord assault battalion     yes    4     4       3      0      2          190  42   81   30      240000  290  330   430 stealth
  stormlord hunter company        yes    5     4       4      0      2          170  12   23   57      150000   30  140    79
  stormlord titan battalion       yes    7     4       2      0      2          85   32   67   23      180000  150  260   336 stealth
  stormlord strike force          yes    9     4       0      10     2          420  110  123  90      496500  150  290   910
  stormlord titan legion          yes    10    10      5      0      2          350  140  153  100     631500  190  490   810
  

The elven kingdom of Silverspire

The elven kingdom of Silverspire bears the name of the city as the royal family of silverian elves is located there. This is a kingdom which is capable of using stealth and information superiority for tactical advantage. They are defined by a large army of stealth capable units, including the only stealth capable legion in the game. The elves are superior in espionage and use this power to sniff out allied codes (but not command codes) of the units they encounter, so this means your allied codes will not be safe if you deal with them. This means the elves might slip through your province security and use this opportunity to spy or steal your resources. Even Silverian trade caravans and other non-military units are able to go stealth. Best way to ensure this wont happen is to cycle your allied codes on a regular basis, especially if you have had any contact with them. This kingdom is of neutral alignment. The armies of Silverians consists of units which are driven mostly by the elves.

TipTip
 

Each time you try to spy out the allied code of another unit, you have a 10% chance of getting caught, so be careful. With 90% chance your enemy will not know his allied code has been compromised.

Here are the advantages and disadvantages of the kingdom listed:

  • are able to spy out allied codes of others

  • most of their units are capable of stealth, so their movement wont show in player-events nor in unit scans

  • even silverian trade caravans and other non-military units are able to go stealth

  name                              castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  silverian scout company           no     1     2       0      0      1          60   6    20   5       45000    20  170   126 stealth
  silverian light armour platoon    yes    3     4       1      0      2          110  32   61   33      120000  140  430   150 stealth
  silverian archer company          yes    3     2       4      0      2          140  22   43   15      80000    40   90   122 stealth
  silverian archer battalion        yes    5     6       1      0      2          180  52   81   63      150000  240  360   300 stealth
  silverian light armour battalion  yes    5     4       2      0      2          250  52   61   83      150000  250  370   270
  silverian light strike force      yes    6     7       0      6      2          380  52   61   123     180000   80  190   322
  silverian bladesinger battalion   yes    6     6       4      0      2          280  25   45   89      113000   35  140   240 stealth
  silverian high guard battalion    yes    7     8       3      0      2          380  52   71   93      180000  280  480   348 stealth
  silverian silent strike force     yes    8     2       0      4      2          150  22   37   15      70000    60   85    40 stealth
  silverian silent legion           yes    10    10      8      0      2          450  170  183  110     491000  150  290   910 stealth
  

The dwarven kingdom of Khazakul

This kingdom of dwarves is a people with a glorious past, for in the War they were stalwart guardians of Valkor. As time moved their people held onto the ground for which they had shed tears of blood and now the land and the endurance of rock itself is theirs to command. The dwarven fighting force is notorious of the ultimate craftsmanship of their weapons and of warriors who are able to wield them masterfully. In addition, they are capable of entering a powerful berserker state, in which they will harm every other military unit in the same room with them. However, as a conclusion to this mindless rampage the unit will commit mass suicide. All Khazakul military units strike double damage with their weapons (but not ranged weapons) and their heroes are very powerful, second only to heroes of the Stormlord. This kingdom is of good alignment. The armies of Khazakul consists of units which are driven mostly by the dwarves.

TipTip
 

Dont use your berserker ability until hit points of your berserker unit are very low. This way you have damaged the target in regular fight plus then cause even more damage with berserk.

Here are the advantages and disadvantages of the kingdom listed:

  • very strong heroes (only heroes of Stormlords are stronger)

  • berserker units which are able to go berserk and damage every unit in the same room, but the unit will be killed in the process

  • unit weapons cause double damage

  • are able to support at least 60 servants in warm provinces

  name                            castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  khazakul scout battalion        yes    2     2       4      0      2          90   42   81   43      170000  120  230   352 
  khazakul light armour company   yes    2     6       0      0      2          60   12   27   45      75000    20  180   175
  khazakul stalwart battalion     yes    4     4       2      0      2          120  42   71   63      175000  100  430   373 stealth
  khazakul light strike force     yes    6     7       0      6      2          380  52   61   123     180000   80  190   322 
  khazakul berserker battalion    yes    6     7       0      0      2          180  32   53   65      96000    40  160   265 berserker
  khazakul berserker brigade      yes    8     10      0      0      2          280  25   35   95      153000   25  150   420 berserker
  khazakul dragonslayer legion    yes    10    10      6      0      2          410  170  193  90      451000  130  290   810
  

The kingdom of Bandits

The ruthless kingdom of Bandits is statistically one of the most successful kingdoms because they respect no rules of engagement and will cut all corners in achieving their goals. Their power is built around the ability to hide and rob other units of food, leaving them stranded, and then extort and blackmail them to acquire their resources. They are weak in a straight fight, however they have valuable advantages in speed and stealth. Playing the bandits will require coordination and planning, so it is not a good kingdom for a beginner. The bandits have special 'raider' units which are able to travel twice as fast as the regular unit with same commander, so e.g. in a normal unit a sergeant would move in 128 ticks, whereas the same sergeant in a bandit raider unit would be able to move in 64 ticks. The bandits have tuned their weapons for the specific purpose of killing the staff of the unit but without damaging the unit itself too much - thus all bandit weapons cause three times more staff damage than those of any other kingdom. This kingdom is of evil alignment. The bandit units consist mostly of humans, but can include other races too.

TipTip
 

Note that units robbed of food cannot move, and this applies even to legions - if you just bring enough raiders, you are able to rob all food from the legion unit and render it immobile.

Here are the advantages and disadvantages of the kingdom listed:

  • some of their units are capable of stealth so they will not be seen in player-events or in unit scans

  • units are weak in a straight fight

  • are able to rob other units of food, rendering them incapable of moving

  • raider units go twice as fast as any other unit in the game - level 10 raiders are fastest units in the game

  • tuned weapons will kill three times more staff than those of any other kingdom

  name                            castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  bandit scout company            no     1     1       0      0      1          50   20   40   5       75000    40  260   180 
  bandit scout battalion          yes    2     4       0      0      2          90   42   81   43      170000  120  230   352
  bandit raider platoon           yes    1     5       0      0      2          60   12   17   35      55000    20   80    55 2x speed, stealth
  bandit light armour company     yes    2     6       0      0      2          60   12   27   45      75000    20  180   175
  bandit blockade runner company  yes    5     4       4      0      2          250  22   17   55      90000   120  285   102 2x speed, stealth
  bandit light strike force       yes    8     2       0      4      2          150  22   37   15      70000    60   85    40 stealth
  

The kingdom of Tyranus

The kingdom name 'Tyranus' comes from the word 'eye tyrant' which is a common word used to describe ancient, evil beholders. This is an evil kingdom built on shoulders of huge masses of slaves from various races, which are controlled by their beholder overlords. Being highly xenophobic their purpose is to find and enslave every lifeform they happen to encounter. They are like a disease which is capable of spreading widely and their slave-driven military units are feared throughout known realms. They are considered a more challenging kingdom to play, as the planning required can be daunting and time consuming, but the rewards are ample, as they offer unparallel mobility and once established the Tyranus presence is extremely tenacious and difficult to eradicate. In the Tyranus kingdom, servants are not servants, but slaves. Some of their units are specifically tailored for detection of new life, and they are capable of rifting vast distances in order to find new sources of slaves. When their life detection units detect new sources of slaves, their slave-carrying units will soon follow, and start enslaving natives of the province into new slaves. Eventually, all non-Tyranus natives of the province have been converted into slaves and the damage is irreversible - they cannot be converted back. If a damaged Tyranus unit returns to a bay, they will automatically repair themselves at the rate of 10% damage repaired per each rule at no cost as the slaves are simply replenished. This kingdom is of evil alignment. The Tyranus units consist of slaves which can be from various different races.

TipTip
 

Eradicate all natives and make them your slaves by finding them with your detection units and then bringing in slaves as soon as possible to start the enslavement process.

Here are the advantages and disadvantages of the kingdom listed:

  • transforms natives into slaves, allowing for massive servant outputs supporting heavy infrastructure

  • any damaged tyranus unit will heal itself with each rule when it is in the bay

  • their life detection units are capable of rifting

  name                            castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  tyranus scout platoon           no     1     2       0      0      1          50   6    25   5       47000    50  270    86 
  tyranus detection squad         yes    1     2       0      0      1          30   12   17   7       30000    15   80     6 rift
  tyranus explorer squad          yes    2     4       0      0      1          40   6    20   15      35000    70  270     8 
  tyranus infiltrator battalion   yes    2     1       0      4      1          80   22   23   10      60000    70  320   258 
  tyranus destructor company      yes    5     7       0      0      2          130  32   43   65      86000    40  160   165
  tyranus annihilator legion      yes    10    10      10     0      6          910  340  343  550     960000  320 1260  2910
  

The Mantis Hive

The Mantis Hive, aka the Mantis kingdom, is the largest body of governance mainly for thri-kreen and other insectoid races. The mantis kingdom lacks any signs of individuality as the nature of insectoid life is to form into swarms of highly cohesive, single-minded entities. They like warmth, so the warmer the province, the higher the servant cap. They cannot habitate arctic provinces at all. Their scientists are currently designing a unit which can permanently warm provinces to support them better, but this unit has not yet become available. As the thri-kreen society is highly effective, they are able to cannibalize and therefore recycle units in their province bays, back into the resources they were made of, which can then be re-used in constructing an another unit. However, this recycling process is not 100% effective so some losses are expected. Palisades of the Mantis kingdom are different - they use certain kind of spider webs. When an enemy unit drives into this web, it will not get damage but it will lose some of its food. This kingdom is of neutral alignment. Units of the Mantis kingdom consist mostly of thri-kreen.

TipTip
 

Warm provinces will bring most benefit to you, acquire them as quickly and possible and heat up the cold ones, who cares if Aegic supports only mantis based life in the future.

Here are the advantages and disadvantages of the kingdom listed:

  • are able to support 1000 servants for each degree of temperature of the province

  • will 'ruin' provinces by heating them to be more suitable for the mantis kingdom

  • are able to recycle units via effective cannibalization

  • will lay spider web instead of palisades, and if unit hits the web it loses some of its food

  name                            castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  mantis scout swarm              yes    2     1       1      0      1          60   12   29   20      67000    19   55    25 spider web
  mantis patrol swarm             yes    3     4       2      0      2          95   32   47   43      120000  370  390   136 spider web
  mantis attack swarm             yes    3     4       0      0      1          60   12   27   25      65000    15   60    20
  mantis defender swarm           yes    5     7       1      0      2          110  32   43   25      90000    30  120    80 spider web
  mantis deep children            yes    8     8       1      0      2          280  25   35   95      153000   10  150   320 heat provinces
  mantis locust swarm             yes    9     10      6      0      2          410  70   93   390     451000   90  400   510 spider web
  mantis hive swarm               yes    10    6       0      16     4          480  42   61   233     320000   80  290   422
  

The Czardom of Graemor

The Czardom of Graemor is the seat of power of the capricious dark elves. They are specialized in dark magic and have some of the biggest and baddest legions available. Their dark powers give all graemorian units the ability to detect other units from double or even triple distance compared to normal units. These same powers wielded by Graemorian warlocks allow them to rift over huge distances. A lot of fools try to be seen as heroes in eyes of the dark elf government, so there are a LOT of heroes available. Because of this all Graemorian heroes come free of gold cost - although they will cost the remaining resources 'as usual'. This kingdom is of evil alignment. Units of Czardom of Graemor consist mostly of dark elves.

TipTip
 

Graemor is exceptionally well suited to using heroes and they are cheap - so with this kingdom you should specialize in using heroes to your advantage.

Here are the advantages and disadvantages of the kingdom listed:

  • warlocks are capable of rifting

  • all units have double and some even triple detection range in outworld

  • heroes come free of gold cost (although they will cost the set amount of resources)

  name                            castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  graemor scout squad             no     1     2       0      0      1          50   6    25   5       37000    20  270    10 
  graemor light armour squad      yes    1     4       0      0      1          60   12   27   25      65000     1   90    10
  graemor warlock                 yes    1     1       0      0      1          30   1    1    25      25000    20  180     1 rift
  graemor light strike force      yes    2     2       0      4      2          120  42   91   53      170000  120  230   352
  graemor escort battalion        yes    3     4       0      4      2          285  25   55   89      173000   65  140   370
  graemor patrol company          yes    4     5       3      0      2          140  32   51   62      150000   80  180   102
  graemor attack battalion        yes    5     6       0      8      2          320  42   91   143     250000  180  240   352
  graemor invader battalion       yes    6     8       0      6      2          390  42   71   92      250000   80  180   458 
  graemor black legion            yes    10    10      0      20     6          790  142  471  442     960000  250 1760  2287
  

The Bloodaxe clan

The Bloodaxe clan, or the kingdom of Orcs, is a sinister kingdom of bloodthirsty orcs who have joined forces with other goblinoids. They are used to living near volcanoes, caves and other barren locations with extreme temperatures so they are able to support some servants in warm provinces. As they breed fast, their units tend to have more crew than in those of any other kingdom. This makes even the most primitive orc military units extremely resilient and difficult to destroy. They are masters of building battlements, so they are able to build palisades four times more effectively than any other kingdom. This kingdom is of mediocre difficulty to play as it contains the economic difficulty of having to build such massive units, and keeping them fed properly. This kingdom is of evil alignment. Units of clan Bloodaxe consist mostly of orcs and other goblinoids.

TipTip
 

Nobody likes the sight of orc units because due to their sheer size they are hard to defeat.

Here are the advantages and disadvantages of the kingdom listed:

  • are able to support at least 60 servants in warm provinces

  • units tend to have low number of weapons but high number of staff

  • even low level units can be difficult to destroy because they have so many orcs

  • are able to build four times more palisades than any other kingdom

  name                            castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  bloodaxe scout company          no     2     4       2      0      2          120  32   61   5       120000  300  300   258
  bloodaxe light armour company   yes    2     1       0      4      1          80   22   23   10      60000    70  320   258
  bloodaxe strike team            yes    3     0       0      2      2          50   10   2    20      80000   120  600     2
  bloodaxe assault battalion      yes    3     2       0      4      2          130  342  20   10      260000   40  720   358
  bloodaxe light legion           yes    4     3       0      10     4          150  292  163  5       340000   50  980   558  
  bloodaxe terror legion          yes    6     4       0      14     4          390  242  71   12      350000   80  980   958
  bloodaxe assault legion         yes    9     4       0      16     6          690  242  131  45      560000  200 1480  1258 
  bloodaxe death legion           yes   10     6       0      20     8          990  442  171  32      850000  300 2000  1959
  

The kingdom of Cenedoiss

The kingdom of Cenedoiss is the representative government of the mysterious race of Ciloss. They are somewhat suited to warm temperatures and therefore can support some servants on warm provinces. The Ciloss are a brooding, somewhat inward turned race, who tend to keep their secrets to themselves and all this makes them somewhat isolated. They are masters of long distance operations and have some very powerful units e.g. units which are capable of rifting multiple times while carrying loads. Their heroes are much more independent and have a very long command range. They are specialized in guerrilla type warfare. This kingdom is of neutral alignment. The cenedian units consist mostly of ciloss.

TipTip
 

The cenedian riftwalkers are probably the most powerful unit you have. Use them wisely.

Here are the advantages and disadvantages of the kingdom listed:

  • are able to support at least 60 servants in warm provinces

  • their heroes have a very long command range

  • very well suited to extremely long range guerrilla style warfare

  • some units are capable of rifting AND able to carry loads

  name                                   castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  cenedoiss scout company                no     1     2       0      0      2         50   20   40   5       95000   140  590   180
  cenedoiss light armour company         yes    1     4       4      0      1         70   25   50   7       90000    50  130   190
  cenedoiss riftwalker platoon           yes    2     2       0      0      1         50   5    5    12      30000   120  150    27 rift
  cenedoiss special operatives           yes    5     2       0      2      2         75   14   12   38      99000   300  450   226
  cenedoiss strike force                 yes    6     2       0      12     1         90   5    45   35      90000    30  140   172
  cenedoiss armored transport battalion  yes    6     4       0      2      2         145  14   42   48      140000  400  350   326
  cenedoiss ranger company               yes    9     8       2      0      2         290  22   23   47      150000   60  210    99
  cenedoiss ranger legion                yes    10    5       0      20     6         987  242  171  242     645000  390 1550  1858
  

The kingdom of Eskara

The fabled kingdom of Eskara is also known as the Pearl of the North. It is a kingdom born out of desolation and urgent need of survival. It consists of people of various origins who have been raised and nurtured by the harsh arctic environment. Many shapeshifters and wilders have found their home in this kingdom. They are very well suited to extremely cold temperatures and therefore can support much more servants in arctic provinces. Their heroes are much more independent and have extremely long range, e.g. barbarian hordes. Eskarans are very mobile, suited in roaming over extremely long distances. They have a special unit using which able to convert resources into food. Their heroes are able to destroy palisades in addition to their units. This kingdom is of neutral alignment. The Eskaran units are made mostly of human individuals.

TipTip
 

The most powerful feature of the Eskarans is their ability to support much more servants in arctic provinces.

Here are the advantages and disadvantages of the kingdom listed:

  • are able to support 90000 servants in arctic provinces

  • very long range heroes - eskaran barbarians are more independent with a greatly extended command range

  • are able to destroy palisades with heroes instead of units, and heroes are able to destroy them quickly

  • have alchemy battalion which can convert resources (iron, wood, crystal) into food

  name                            castle level weapons ranged heroes commanders gold iron wood crystal hp    cargo food staff special
  eskaran scout company            no    1     2       0      0      2          50   20   40   5       95000   140  590   180
  eskaran light armour company     yes   1     4       4      0      1          70   25   50   7       90000    50  130   190
  eskaran barbarian horde          yes   2     6       0      0      1          50   42   5    15      65000    20   85   175
  eskaran special operatives       yes   5     2       0      2      2          75   14   12   38      99000   300  450   226
  eskaran alchemy battalion        yes   5     2       0      0      2          65   14   12   25      69000   260  260   226 alchemy
  eskaran infantry battalion       yes   6     4       2      0      2          140  42   71   43      160000  380  460   330
  eskaran barbarian legion         yes   10    10      0      16     8          887  142  371  142     625000  290 1550  1858
  

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Last modified: 2018-10-29 14:10:36