Name | Type | Rare | Effect |
---|---|---|---|
Access the reserves | Merchant | Immediately obtain 2 Food, 2 Gold, 2 Iron, 2 Ale, 2 Herbs. | |
Appropriations | Merchant | At the start of every season obtain 2 random resource for every Merchant District. | |
Bigger Companies | Merchant | Mercenary Guild provides an extra Mercenary Die. | |
Commissioners | Citizen | Increases the range of the Tax Office by 1. | |
Divine inspiration | Monk | Dice used inside a Temple have 20% chance of getting Blessed. | |
Domestic trading | Merchant | At the start of every season obtain 1 Gold for every Merchant District. | |
Double exposure | Citizen | y | Enhancement Chamber empowers an additional random face. |
Early Training | Soldier | All newly obtained Dice have 1 extra power to {Attack}. | |
Elite companies | Merchant | Newly obtained Mercenary Dice now start with 3 {Attack}, 3 {Attack}, 2 {Attack}, 2 {Attack}, {Raid}, {Raid}. | |
Expert Workers | Peasant | y | Increase the resource gathered in all Locations inside Peasant Disctricts by 1. |
Firewatch | Peasant | Buildings inside Peasant Districts are immune to fire. | |
Forced Enlisting | Soldier | Immediately obtain 4 Soldier Dice. | |
Free Market | Merchant | y | Doubles the Gold produced in all Buildings inside Merchant Districts. |
Free rations | Merchant | Fully restores the Durability of Mercenary Dice when used in Merchant Districts. | |
Fur Coats | Peasant | Dice are immune to Freeze while used in Peasant Districts. | |
Fur padding | Soldier | Soldier Dice are always immune to Freezing. | |
Greenhouses | Peasant | Wheat Farms inside Peasant Disctricts work also in Winter. | |
Healers | Monk | Wounded Dice used in Monk districts are healed. | |
Healing chemicals | Citizen | Enhancement Chamber also heals Wounded and Sickness. | |
Higher education | Citizen | Newly obtained Citizen Dice now start with 2 {Work}, {Work}, 2 {Build}, {Build}, 2 {Study}, {Study}. | |
Inheritance | Merchant | Newly obtained Merchant Dice now start with 2 {Gather}, 2 {Gather}, 2 {Explore}, {Explore}, 2 {Trade}, {Trade} | |
Looting | Soldier | Defeated attackers have 15% chance to provide some Food. | |
Mandatory cutting | Peasant | At the start of every season obtain 2 Wood for every Forest inside Peasant Districts. | |
Mandatory harvesting | Peasant | At the start of every season obtain 2 Wheat for every Wheat Farm inside Peasant Districts. | |
Mandatory mining | Peasant | At the start of every season obtain 2 Stone or 2 Iron for every Mine inside Peasant Districts. | |
Mandatory training | Soldier | Soldier Dice have a 15% chance of being empowered when used in Soldier Districts. | |
Nature studies | Citizen | At the start of every season obtain 1 Knowledge per different Location type inside Citizen Districts. | |
Mandatory excercise | Peasant | A Peasant Die generated from the house starts with full Durability. | |
Mobilisation | Soldier | Military Academy requires an extra Die and provides an extra Soldier Die. | |
Monastic brewing | Monk | Doubles the Ale produced in all Buildings inside Monk Districts. | |
Monetary incentives | Merchant | Mercenary Dice won't leave when Wounded. | |
Pioneers | Merchant | y | All newly obtained Dice have 1 extra power to {Explore}. |
Precision tools | Citizen | Workshop requires 1 less {Knowledge}. | |
Preachers | Monk | y | Restores 4 Durability to Dice when used in Monk Districts. |
Preparations | Monk | At the start of every season obtain 1 Herbs for every Location inside Monk Districts. | |
Production reviews | Citizen | Citizen Dice have 15% chance to provide 1 Knowledge when used in Citizen Districts. | |
Protective medecine | Monk | y | Raise the Maximum Durability of all Dice to 24. |
Representatives | Merchant | y | District Hall requires no Gold to be upgraded into Class District Hall. |
Sacred ceremony | Monk | Immediately heal all effects from Dice and completely restore their Durability. | |
Salting | Peasant | y | Doubles the Food produced in all Buildings inside Peasant Districts. |
Seminaries | Monk | Newly obtained Monk Dice now start with 2 {Work}, 2 {Work}, {Gather}, {Explore}, 2 {Pray}, {Pray}. | |
Sharing Experience | Peasant | y | All newly obtained Dice have 1 extra power to {Gather}. |
Sharing wisdom | Monk | y | All newly obtained Dice have 1 extra power to {Work} |
Supervisors | Citizen | y | Increase the resources production in all Buildings inside Citizen Districts by 1. |
Training standards | Soldier | Newly obtained Soldier Dice now start with 2 {Attack}, 2 {Attack}, {Attack}, 1 {Build}, 2 {Raid}, {Raid}. | |
Solstice celebration | Peasant | Immediatelly obtain 2 Peasant Dice. | |
Prosperity | Peasant | House can be used by Any Dice. | |
Mandatory Schooling | Citizen | At the start of every season obtain 1 Knowledge for every Citizen District. | |
Breakthrough | Citizen | Immediately obtain 4 Knowledge | |
Architects | Citizen | y | All newly obtained Dice have 1 extra power to {Build}. |
Education Standards | Citizen | Every Building that allows a Die to be converted into a different Class requires 1 less resource to operate. | |
Elite training | Soldier | Military Academy empower 2 random face of the new Soldier Dice | |
Scavenging | Soldier | Defeated attackers have 15% chance to provide some Iron. | |
Sentinels | Soldier | y | Towers inside Soldier Districts provide double {Attack} |
Civil Service | Soldier | Replaces {Gather} with {Attack} in all Locations inside Soldier Districts. | |
Military dictatorship | Soldier | y | Pleased Soldiers also prevent all negative effects of any Angry Classes. |
Roaming companies | Merchant | At the start of every season obtain 1 Mercenary Die for every Merchant District. | |
Liturgies | Monk | Monument fully restores Durability of all Dice in Pool | |
Restoration | Monk | Temple also fully restores Durability | |
Mandatory offerings | Monk | At the start of every season obtain 1 Gold for every non Monk District. |
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