Sacred Order

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

Units

Unit OP / DP Special Abilities Attributes Cost
Martyr 15 / 0
  • OP: 15.00 / DP: 0.00 / T: 0
  • Always suffers 100% casualties.
  • Takes up 0.25 housing (instead of 1).
  • Cannot be trained.
  • Living
  • Mindless
  • 0 gold
    Monk 0 / 1
    • OP: 0.00 / DP: 1.00 / T: 1
    • Each unit produces 0.03 experience points per tick.
    • Reduces combat losses.
  • Intelligent
  • Living
  • Sentient
  • 0 gold
    Fanatic 2 / 5
    • OP: 2.00 / DP: 5.00 / T: 10
    • Offense increased by 1 for every 5% Temples (max +2).
    • Defense increased by 1 for every 5% Temples (max +2).
    • No draftee required to train.
    • Converts enemy peasants formerly living on land conquered on invasion into Martyrs.
    • Converts enemy casualties into Martyrs.
  • Intelligent
  • Living
  • Sentient
  • 800 gold, 75 ore, 1 Monk
    Paladin 6 / 3
    • OP: 6.00 / DP: 3.00 / T: 10
    • Offense increased by 1 for every 5% Shrines (max +2).
    • No draftee required to train.
    • Defense increased by 1 for every 10% Shrines (max +1).
    • Converts enemy peasants formerly living on land conquered on invasion into Martyrs.
    • Converts enemy casualties into Martyrs.
  • Intelligent
  • Legendary
  • Living
  • Sentient
  • 1,250 gold, 80 ore, 1 Monk

    Perks

    Max population +25%
    Salvages resources 15%
    Food production +5%
    Prestige gains +10%

    Lands

    Home land type: Plain
    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%).
    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)
    Monastery Plain
    • Houses 30 people.
    • Houses 10 military units.
    • Provides 0 jobs.
    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.