Kobold

Units | Buildings | Improvements | Spells | Spy Ops Skill level: Intermediate | Attacking: | Converting: | Exploring:

Units

Unit OP / DP Special Abilities Attributes Cost
Grunt 2 / 0
  • OP: 2.00 / DP: 0.00 / T: 9
  • Offense increased by 0.5 when paired with 1 Overlords on attack.
  • Plunders up to 0.1 Gold on attack.
  • Plunders up to 0.01 Gems on attack.
  • Takes up 0.5 housing (instead of 1).
  • Living
  • Sentient
  • 200 gold, 20 ore
    Underling 0 / 2
    • OP: 0.00 / DP: 2.00 / T: 9
    • Defense increased by 1 when paired with 1 Beasts at home.
    • Takes up 0.5 housing (instead of 1).
  • Living
  • Sentient
  • 200 gold, 20 ore
    Beast 0 / 5
    • OP: 0.00 / DP: 5.00 / T: 12
    • Defense increased by +1 if your troops at home (including units with no defensive power) outnumber the invading units.
  • Intelligent
  • Living
  • Sentient
  • 600 gold, 80 ore
    Overlord 5 / 2
    • OP: 5.00 / DP: 2.00 / T: 12
    • Offense increased by +1 if the troops you send outnumber the target's entire military at home (including units with no defensive power).
    • Defense increased by +1 if your troops at home (including units with no defensive power) outnumber the invading units.
  • Intelligent
  • Living
  • Sentient
  • 800 gold, 100 ore

    Perks

    Max population +50%
    Population growth rate +20%
    Spy strength -10%
    Wizard strength -10%
    Food consumption -25%
    Reduced conversions +25%
    Salvages ore, lumber, and gems of unit costs from lost units 10%
    Morale normalisation per tick -50% normal rate if current morale is over base
    Morale changes on invasion +100% (gains and losses)

    Lands

    Home land type: Hill
    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.
    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%).
    Dwelling Hill
    • Houses 38 people.
    • Provides 0 jobs.
    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.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Ore Mine Mountain
    • Produces 60 ore per tick.
    School Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    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.
    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.

    Improvements

    Building Perks
    Cartography
    • Exploration gold costs:
      • Max: -35%
      • Coefficient: 4,000
    • Land discovered:
      • Max: 35%
      • Coefficient: 4,000
    Commerce
    • Gold production:
      • Max: 25%
      • Coefficient: 4,000
    Construction
    • Construction costs:
      • Max: -25%
      • Coefficient: 4,000
    • Rezoning costs:
      • Max: -25%
      • Coefficient: 4,000
    Defense
    • Defensive power:
      • Max: 25%
      • Coefficient: 7,500
    Espionage
    • Spy strength:
      • Max: 45%
      • Coefficient: 5,000
    • Reduced spy losses:
      • Max: -45%
      • Coefficient: 5,000
    • Forest Haven housing:
      • Max: 45%
      • Coefficient: 5,000
    Farming
    • Food production:
      • Max: 45%
      • Coefficient: 5,000
    Housing
    • Population:
      • Max: 20%
      • Coefficient: 4,000
    Logging
    • Lumber production:
      • Max: 25%
      • Coefficient: 4,000
    Medicine
    • Defensive casualties:
      • Max: -25%
      • Coefficient: 4,000
    • Offensive casualties:
      • Max: -25%
      • Coefficient: 4,000
    Mobilisation
    • Unit gold costs:
      • Max: -25%
      • Coefficient: 4,000
    • Unit ore costs:
      • Max: -25%
      • Coefficient: 4,000
    Offense
    • Offensive power:
      • Max: 25%
      • Coefficient: 7,500
    Research
    • XP generation:
      • Max: 25%
      • Coefficient: 5,000
    • XP gained:
      • Max: 25%
      • Coefficient: 5,000
    Stonecutting
    • Ore production:
      • Max: 25%
      • Coefficient: 4,000
    Wizardry
    • Wizard strength:
      • Max: 45%
      • Coefficient: 5,000
    • Mana production:
      • Max: 45%
      • Coefficient: 5,000
    • Spell damage:
      • Max: -45%
      • Coefficient: 5,000
    • Wizard Guild housing:
      • Max: 45%
      • Coefficient: 5,000