Cires

Experimental
Difficulty: Comfortable

Gunpowder is required for Field Cannons and Arquebusiers to fire on defense. Only units for which there is enough gunpowder are able to defend. Gunpowder is distributed to Arquebusiers first and Field Cannons second. No gunpowder is spent if the invading dominion is overwhelmed.

With their spell, Cires can achieve unit training cost reduction greater than 50% (up to 60%).

Units

Unit OP / DP Special Abilities Attributes Cost
Standard Bearer 0 / 0
  • OP: 0 / DP: 0 / T: 4
  • 100% attrition rate per tick.
  • 1 unit protected from attrition per net victory.
  • Immortal on invasion if victorious.
  • Increases morale gains by +1% each of this unit sent.
  • +1% prestige interest for each of this unit.
  • You can at most have 1 of this unit per 1 net victory.
Intelligent, Living, and Sentient 10,000 gold,
1,000 gems,
10 lumber
Archer 0 / 4
  • OP: 0 / DP: 4 / T: 8
Intelligent, Living, and Sentient 340 gold,
15 lumber
Spearguard 0 / 7
  • OP: 0 / DP: 7 / T: 8
Intelligent, Living, and Sentient 680 gold,
100 ore
Arquebusier 15 / 8
  • OP: 15 / DP: 8 / T: 12
  • -15% casualties when successfully invading.
  • Plunders up to 1 Gunpowder on attack.
  • Requires and uses up 1 Gunpowder to defend.
  • Requires and uses up 1 Gunpowder on attack.
Intelligent, Living, and Sentient 1,500 gold,
300 ore
Field Cannon 22 / 4
  • OP: 22 / DP: 4 / T: 12
  • -25% casualties when successfully invading.
  • Requires and uses up 1 Gunpowder to defend.
  • Requires and uses up 1 Gunpowder on attack.
Machine 1,250 gold,
700 ore,
250 lumber
Cavalry 12 / 8
  • OP: 12 / DP: 8 / T: 12
  • Returns 3 ticks faster from battle.
  • Plunders up to 4 Gold on attack.
  • Plunders up to 2 Ore on attack.
  • Plunders up to 1 Gems on attack.
Intelligent, Living, and Sentient 1,350 gold,
100 ore,
1 horse
Scythed Chariot 16 / 0
  • OP: 16 / DP: 0 / T: 12
  • Returns 3 ticks faster from battle.
  • Increases enemy casualties on offense (defender suffers more casualties).
  • Plunders up to 12 Gold on attack.
  • Plunders up to 4 Gems on attack.
Intelligent, Living, and Sentient 300 gold,
175 ore,
80 lumber,
3 horses

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Psionic base strength: 1.000000
Peasant production: 2.70 Gold
Construction cost -10%
Food production +15%
Increased construction speed +2 ticks
Rezoning cost -10%
Salvages ore, lumber, and gems of unit costs from lost units 75%
XP per acre on invasions +100%

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 1.00
Food 0.50 0.10 N/A
Lumber Yes 1.00 0.50 2.00
Ore 1.00 0.50 2.00
Mana N/A N/A N/A
Gems N/A 2.00 12.00
Horse N/A 2.00 N/A
Gunpowder N/A 2.00 N/A

Buildings

Building Land Type Perks
Alchemy Plain
  • Gold production increased by 4% for every 1% (max +20%).
Aqueduct Water
  • Food production increased by 8% for every 1% (max +40%).
  • 18% population growth rate for every 1%.
Barracks Hill
  • Houses 36 military units.
  • Provides 0 jobs.
  • Houses 0 people.
Constabulary Hill
  • Spy strength on defense increased by 20% for every 1%.
  • Houses 40 spies and units that count as spies.
  • Houses 0 people.
Dock Water
  • Resource exchange rates improved by 4% for every 1% (max +20%).
  • Produces 40 food per tick.
  • XP generation increased by 5% for every 1% (max +25%).
Factory Hill
  • Construction costs decreased by 5% for every 1% (max 50% reduction).
  • Rezoning costs decreased by 5% for every 1% (max 50% reduction).
  • Construction time decreased by 2.5% for every 1% (max 25% reduction).
Farm Plain
  • Produces 80 food per tick.
Gem Mine Mountain
  • Produces 15 gems per tick.
Gold Mine Plain
  • Produces 50 gold per tick.
Granary Forest
  • Protects 25000 food from theft.
  • Protects 12500 lumber from theft.
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.
Powder Mill Hill
  • Produces 10 gunpowder per tick.
  • 2000 gunpowder storage.
Residence Plain
  • Houses 30 people.
  • Provides 0 jobs.
School Plain
  • Improvements increased by 2.75% for every 1%.
Shrine Forest
  • Prestige gains increased by 2.5% for every 1% (max +25%)
  • Defensive casualties decreased by -5% for every 1% (max 50% reduction).
  • Offensive casualties decreased by -5% for every 1% (max 50% reduction).
Smithy Plain
  • Unit gold costs -2% for every 1% (max 40% reduction).
  • Unit ore costs -2% for every 1% (max 40% reduction).
Stable Plain
  • Produces 1 horses per tick.
  • Horses stolen from you reduced by 10% for every 1%.
Strip Mine Mountain
  • Produces 90 ore per tick.
  • Produces 20 gems per tick.
  • Houses 0 people.
  • 0.01 collapse per tick, leaving barren land.
Tavern Plain
  • Morale increased by 8% for every 1% (max +40%)
Tower Swamp
  • Produces 25 mana per tick.
Turret Hill
  • Defensive power increased by 1.8% for every 1% (max +36% DP).
  • Defensive casualties decreased by -1.5% for every 1% (max 30% reduction).
  • Houses 20 Archers.
Vault Mountain
  • Protects 25000 gold from theft.
  • Protects 2500 gems from theft.
  • Protects 10000 ore from theft.
Watch Tower Swamp
  • -1.8% target defensive modifiers for every 1% (max -36% or 0% defensive modifiers).
Watermill Water
  • Ore production increased by 4% for every 1% (max +20%).
  • Gem production increased by 4% for every 1% (max +20%).
Wizard Academy Hill
  • Wizard strength on defense increased by 20% for every 1%.
  • Houses 40 wizards and units that count as wizards.
  • Houses 0 people.
Wizard Guild Swamp
  • Wizard strength recovery increased by 0.1% for every 1% (max +2%).
  • 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.

Improvements

Building Perks
Cartography
Perk Max Coefficient
Exploration Gold Costs -35% 4,000
Land Discovered +35% 4,000
Combat
Perk Max Coefficient
Own Defensive Casualties -20% 5,000
Own Offensive Casualties -20% 6,000
Commerce
Perk Max Coefficient
Gold Production +25% 4,000
Construction
Perk Max Coefficient
Construction Costs -25% 4,000
Rezoning Costs -25% 4,000
Defense
Perk Max Coefficient
Defensive Power +25% 7,500
Espionage
Perk Max Coefficient
Spy Strength +45% 5,000
Spy Losses -45% 5,000
Spy Units Housing +45% 5,000
Farming
Perk Max Coefficient
Food Production +45% 5,000
Housing
Perk Max Coefficient
Population +20% 4,000
Husbandry
Perk Max Coefficient
Horse Taming +45% 5,000
Logging
Perk Max Coefficient
Lumber Production +25% 4,000
Mobilisation
Perk Max Coefficient
Unit Gold Costs -25% 4,000
Unit Ore Costs -25% 4,000
Offense
Perk Max Coefficient
Offensive Power +25% 7,500
Research
Perk Max Coefficient
XP Generation +25% 5,000
XP Gained +25% 5,000
Stonecutting
Perk Max Coefficient
Ore Production +25% 4,000
Wizardry
Perk Max Coefficient
Wizard Strength +45% 5,000
Spell Damage -45% 5,000
Mana Production +45% 5,000
Wizard Units Housing +45% 5,000

Spells

Friendly Auras

Spell Cost Duration Cooldown Effect

Hostile Auras

Spell Cost Duration Cooldown Effect
Blight 1x 1 ticks None
  • -10% food production
Earthquake 1x 1 ticks None
  • -5% ore production
  • -5% gem production
Plague 1x 1 ticks None
  • -25% population growth rate

Self Auras

Spell Cost Duration Cooldown Effect
Bregon's Arsenal 12x 12 ticks 96 ticks
  • -15% military unit gold costs
  • -15% military unit ore costs
  • -6 ticks training time for military units (does not include Spies, Wizards, or Archmages)
Bregon's Call 10x 12 ticks None
  • 1 raw defensive power per peasant
  • No draftees are drafted.
Druva's Chant 2.5x 48 ticks None
  • +50% population growth rate
Druva's Granaries 5x 36 ticks 72 ticks
  • -100% lumber lost to theft.
  • -100% food lost to theft.
Druva's Watch 2x 48 ticks None
  • +10% food production
Mirnon's Strength 2x 48 ticks None
  • +10% ore production
Mirnon's Vault 5x 36 ticks 72 ticks
  • -100% gold lost to theft.
  • -100% gems lost to theft.
  • -100% ore lost to theft.
Sazal's Fog 0.5x 12 ticks 96 ticks
  • Hidden from Insight
Sazal's Perception 4x 24 ticks None
  • Reveals the dominion casting spells or spying on you
Sazal's Shield 3x 24 ticks None
  • -20% damage from spells

Friendly Impact Spells

Spell Cost Cooldown Effect

Hostile Impact Spells

Spell Cost Cooldown Effect
Fireball 1x None
  • Kills 0.25% of the target's peasants.
  • Destroys 0.25% of the target's Food.
Lightning Bolt 1x None
  • Destroys +0.05% of the target's improvements.

Self Impact Spells

Spell Cost Cooldown Effect
Sazal's Charge 8x 480 ticks
  • Resets spell cooldowns.
Transmogrify 10x 24 ticks
  • Converts 25% of your Ore to Gems at a rate of 4:1.

Invasion Spells

Spell Effect

Sabotage

Operation Effect
Assassinate Draftees
  • Assassinate draftees (base damage 0.1).
Assassinate Peasants
  • Assassinate peasants (base damage 0.1).
Magic Snare
  • Reduce wizard strength (base damage +0%).