Kerranad

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

The City-state of Kerranad starts with different land and buildings:

  • Plains: 50 farms, 200 smithies
  • Forest: 50 lumberyards, 25 forest havens
  • Mountain: 100 ore mines, 300 gem mines
  • Hill: 100 homes
  • Swamp: 50 towers, 50 temples, 25 wizard guilds
  • Water: 50 docks

It also starts with improvements:

  • Markets: 2.5%
  • Keep: 2.5%
  • Forges: 2.5%
  • Walls: 2.5%
  • Armory: 2.5%
  • Observatory: 2.5%
  • Harbor: 5%

Units

Unit OP / DP Special Abilities Attributes Cost
Assassin 4 / 0
  • OP: 4.00 / DP: 0.00 / T: 6
  • Counts as 1 of a spy on offense.
  • Counts as 1 of a spy on defense.
  • No draftee required to train.
  • Immortal in combat if invasion is successful.
  • Intelligent
  • Living
  • Sentient
  • 100 gold, 10 ore, 1 Spy
    Immortal Guard 0 / 4
    • OP: 0.00 / DP: 4.00 / T: 6
    • Increases base morale by 1% for every 1% of population.
  • Intelligent
  • Living
  • Sentient
  • 400 gold, 100 ore, 10 gem
    Battlemage 6 / 7
    • OP: 6.00 / DP: 7.00 / T: 6
    • Counts as 0.25 of a wizard on offense.
    • Counts as 0.25 of a wizard on defense.
    • Immortal wizard (cannot be killed when casting spells).
    • No draftee required to train.
  • Intelligent
  • Legendary
  • Living
  • Sentient
  • 800 gold, 50 ore, 1 Wizard
    Immortal Knight 9 / 5
    • OP: 9.00 / DP: 5.00 / T: 9
    • Increases base morale by 2% for every 1% of population.
    • Increases prestige gains by 0.5% for every 1% of units sent.
    • No draftee required to train.
  • Intelligent
  • Legendary
  • Living
  • Sentient
  • 700 gold, 50 ore, 20 gem, 1 Immortal Guard

    Perks

    Max population +10%
    Gold production +10%
    Salvages resources 95%
    Improvement points +35%
    Ore production +25%
    Cannot train Arch Mages Yes
    Mininum number of rounds played to play this faction 5 rounds
    Max dominions of this faction per round 1
    Cannot rezone Yes
    Improvement bonuses max +35%

    Lands

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

    Buildings

    Building Land Type Perks
    Barracks Hill
    • Houses 36 military units.
    • Provides 0 jobs.
    Dock Water
    • Produces 0.05 boats per tick.
    • Protects 2.5 boats from sabotage.
    • Produces 40 food per tick.
    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).
    Lumberyard Forest
    • Produces 50 lumber per tick.
    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.
    Residence Plain
    • Houses 30 people.
    • Provides 0 jobs.
    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).
    • Unit ore costs 2% for every 1% (max 40% reduction).
    Tavern Plain
    • Base morale increased by 4% for every 1% (max +30%)
    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.
    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.