Imperial Gnome

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

Units

Unit OP / DP Special Abilities Attributes Cost
Arquebusier 4 / 0
  • OP: 4.00 / DP: 0.00 / T: 9
  • Increases enemy casualties on offense (defender suffers more casualties).
  • Intelligent
  • Living
  • Sentient
  • 350 gold, 65 ore
    Sapper 0 / 4
    • OP: 0.00 / DP: 4.00 / T: 9
    • Reduces combat losses.
    • Reduces training costs by 0.5% for every 1% of population consisting of this unit. Max 7.5% reduction.
  • Intelligent
  • Living
  • Sentient
  • 420 gold, 80 ore
    Turret 0 / 300
    • OP: 0.00 / DP: 300.00 / T: 12
    • 25% fewer casualties.
    • No draftee required to train.
    • Does not count towards population. No housing required.
    • You can at most have 3 of this unit per Factory. Increasable by Workshops improvements.
    • Costs 4 ore per tick.
    • Costs 50 gold per tick.
  • Machine
  • 60,000 gold, 22,000 ore
    Airship 120 / 20
    • OP: 120.00 / DP: 20.00 / T: 12
    • No draftee required to train.
    • Does not count towards population. No housing required.
    • You can at most have 2.5 of this unit per Factory. Increasable by Workshops improvements.
    • 50% fewer casualties on offense.
    • Each unit drains 1 mana per tick.
  • Machine
  • 33,000 gold, 10,000 lumber, 1,000 mana

    Perks

    Food consumption -15%
    Gem production +10%
    Salvages resources 75%
    Population from barren land +5

    Lands

    Home land type: Mountain
    Construction Materials
    Primary: Gold
    Secondary: Ore

    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.
    Chamber Mountain
    • Houses 30 people.
    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.
    Guard Tower Hill
    • Defensive power increased by 1.8% for every 1% (max +36% DP).
    Masonry Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    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).
    Smithy Plain
    • Unit gold costs 2% for every 1% (max 40% 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.