Monster

Skill level: Advanced | Attacking: | Converting: | Exploring:

If the Monster is present, the Governor is tasked with setting a contribution rate of 0% to 10%. All Imperial dominions must contribute this amount of their food, ore, and lumber stockpile every tick to the Monster.

The Monster starts with 333 Muscles, six Carapaces, two Claws, and one Head.

Units

Unit OP / DP Special Abilities Attributes Cost
Muscle 0 / 0
  • OP: 0.00 / DP: 0.00 / T: 3
  • No draftee required to train.
  • Does not count towards population. No housing required.
  • Massive
  • Mindless
  • 0 gold, 2,000 food, 500 mana
    Carapace 0 / 6000
    • OP: 0.00 / DP: 6,000.00 / T: 9
    • No draftee required to train.
    • Does not count towards population. No housing required.
    • You can at most have 0.18 of this unit per Muscle. Training is limited to Muscle at home.
  • Massive
  • Mindless
  • 0 gold, 20,000 food, 3,000 mana
    Claw 3000 / 1000
    • OP: 3,000.00 / DP: 1,000.00 / T: 12
    • No draftee required to train.
    • Does not count towards population. No housing required.
    • You can at most have 0.12 of this unit per Muscle. Training is limited to Muscle at home.
    • Plunders up to 25 Food on attack.
    • Plunders up to 20 Mana on attack.
    • Plunders up to 20 Gem on attack.
    • Offense increased by 3000 when paired with 0.5 Heads on attack.
  • Massive
  • Mindless
  • 0 gold, 15,000 food, 2,000 mana
    Head 0 / 0
    • OP: 0.00 / DP: 0.00 / T: 12
    • No draftee required to train.
    • Does not count towards population. No housing required.
    • You can at most have 0.007 of this unit per Muscle. Training is limited to Muscle at home.
    • Each unit produces 100 experience points per tick.
    • Plunders up to 1000 Food on attack.
    • Plunders up to 1000 Mana on attack.
    • Each unit generates 25 mana per tick.
  • Intelligent
  • Living
  • Massive
  • Sentient
  • 0 gold, 30,000 food, 5,000 mana

    Perks

    Does not eat food Yes
    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 explore Yes
    Cannot train wizards Yes
    Cannot train spies Yes
    Experience points per acre on invasions +200%
    Cannot construct buildings Yes
    No population Yes
    Cannot join guards Yes
    Cannot vote for Governor Yes

    Lands

    Home land type: Plain
    Construction Materials
    Cannot construct buildings.

    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%).
    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.
    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).
    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.