Beastfolk

Skill level: Intermediate | Attacking: | Converting: | Exploring:

Instead of traditional improvements, Beastfolk use natural resources (land types) to strengthen their dominion.

  • Gold production increased by 0.75 x Mountains %.
  • Max population increased by 0.75 x Forest %.
  • Wizard Strength increased by 2 x Swamp %.
  • Defensive Power increased by 0.65 x Hills %.
  • Offensive Power increased by 0.15 x Plains %.
  • Food and Boat production increased by 5 x Water %.

These bonuses are increased by Prestige using the standard prestige multiplier.

Units

Unit OP / DP Special Abilities Attributes Cost
Boarman 3 / 0
  • OP: 3.00 / DP: 0.00 / T: 9
  • Intelligent
  • Living
  • Sentient
  • 265 gold, 25 ore
    Ram 0 / 4
    • OP: 0.00 / DP: 4.00 / T: 9
  • Intelligent
  • Living
  • Sentient
  • 325 gold, 25 ore
    Goat Witch 5 / 3
    • OP: 5.00 / DP: 3.00 / T: 12
    • Defense increased by 1 for every 10% Forests (max +3).
    • Counts as 0.25 of a wizard on offense.
    • Counts as 0.25 of a wizard on defense.
  • Intelligent
  • Living
  • Sentient
  • 900 gold
    Minotaur 7 / 2
    • OP: 7.00 / DP: 2.00 / T: 12
    • Defense increased by 1 for every 10% Forests (max +3).
  • Intelligent
  • Living
  • Sentient
  • 1,000 gold, 100 ore

    Perks

    Max population +10%
    Population from barren land +10
    Cannot use improvements Yes
    Cannot train Arch Mages Yes
    Land based improvements Yes

    Lands

    Home land type: Forest
    Construction Materials
    Primary: Gold
    Secondary: Lumber

    Buildings

    Building Land Type Perks
    Aqueduct Water
    • Food production increased by 8% for every 1% (max +40%).
    Barracks Hill
    • Houses 36 military units.
    • Provides 0 jobs.
    Camp Forest
    • Houses 8 military units.
    • Unit gold costs 2.5% for every 1% (max 50% reduction).
    • Unit ore costs 2% for every 1% (max 40% reduction).
    Dock Water
    • Produces 40 food per tick.
    • XP generation increased by 5% for every 1% (max +25%).
    • Resource exchange rates improved by 4% for every 1% (max +20%).
    Factory Hill
    • Construction costs decreased by 4% for every 1% (max 80% reduction).
    • Rezoning costs decreased by 2% for every 1% (max 40% reduction).
    Farm Plain
    • Produces 80 food per tick.
    Forest Haven Forest
    • Spy losses decreased by 3% for every 1% (max 30% reduction).
    • Damage from fireballs reduced by 8% for every 1%.
    • Gold stolen from you reduced by 8% for every 1%.
    • Houses 40 spies and units that count as spies.
    • Houses 0 people.
    Gem Mine Mountain
    • Produces 15 gems per tick.
    Gold Mine Plain
    • Produces 50 gold per tick.
    Grove Forest
    • Houses 30 people.
    • Provides 0 jobs.
    Guard Tower Hill
    • Defensive power increased by 1.8% for every 1% (max +36% DP).
    Lumberyard Forest
    • Produces 50 lumber per tick.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Ore Mine Mountain
    • Produces 60 ore per tick.
    Shrine Forest
    • Defensive casualties decreased by 5% for every 1% (max 50% reduction).
    • Offensive casualties decreased by 5% for every 1% (max 50% reduction).
    Temple Swamp
    • Reduces target's defensive modifiers by by 1.8% for every 1% (max 36% reduction or 0% defensive modifiers).
    • Population growth rate increased by 6% for every 1%.
    Tower Swamp
    • Produces 25 mana per tick.
    Watermill Water
    • Gem production increased by 4% for every 1% (max +20%).
    • Ore production increased by 4% for every 1% (max +20%).
    Wizard Guild Swamp
    • Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
    • Spell mana costs decreased by 2% for every 1% (max 40% reduction).
    • Houses 40 wizards and units that count as wizards.
    • Houses 0 people.