The Principality is the highest level territorial unit in the Land of Clones. Here you are the Prince and this is your country. You are a ruler and a businessman in one. Creating a highly profitable enterprise is in your hands. Your principality is a center for the development of cities and hamlets, scientific institutions, real estate construction, production and processing of building materials, petroleum products, and consumer goods. For each principality, vast territories are provided for the creation of hunting grounds inhabited by different types of animals. The princes can build such unique structures as the Palace, Great Buildings and Wonders of the World.

The huge size of the safe depositiries for storing a portfolio of securities and receiving daily dividends on them. The improvement of enterprises allows the prince to produce more technologically advanced products, strengthen military power, develop diplomatic ties and social policy, and thus increase the income of his principality. A strong principality and its army are always able to defend their interests against external threats. A wise and just prince will become an authoritative figure, both among his subjects and among his neighbors. The creation of a principality is an important step towards obtaining the highest title - Emperor of the Land of Clones!

Below is a detailed description of the construction, development and management of the principality...

Construction and Repairing of the Principality, hiring builders

Construction Features

Clones that have reached the social status of Townsman or higher can build their own Principality. A prince is a respected citizen of the State, a citizen with a high level of self-awareness and responsibility. Under no circumstances can he embark on the slippery path of robbery. If the clone was previously involved in dirty deeds of Brigands' Den, then in order to receive a princely title, it must change himself. Therefore, at the time of the beginning of the construction of the principality, all the criminal characteristics of the clone (criminal authority, robber's' luck) will be reset to 0.

The principality can be built in two ways - for a "secondary resource types" or for a "tertiary resource types". Below you can find the details of the construction.

Building for a "secondary resource types"

To build a principality for a secondary resource types, your clone will spend characteristics and various building materials in the following amount:

%kingdom_cost%

One builder uses primary and secondary building material per day: %kingdom_cost_daily_usage%. "Principality construction permission certificate" and "reasonableness" units are spent at the beginning of construction.

Building for a "tertiary resource types"

The clone can choose an alternative way to build a principality if desired. In this case, it is necessary to spend the following characteristics and materials:

Characteristic / resource Quantity
Gold coins 50
Petroleum Products 10,000
Cement 350
Sand 1000
Beam 1,300
Edged Board 2600
Mounting Rail 5,200
Clapboard 10,500
Foundation Block 1,300
Overlap Block 2,600
Facing Slab 5,200
Brick 10,500
Channel Bar 105
I-beam 210
Stiffening Angle 450
Armature 850
Golden Egg 20
Reasonableness 600
Principality construction permission Certificate 1

One builder uses 1 unit of tertiary resource and 1 unit of other materials per day. Principality construction permission Certificate, gold coins, reasonableness units and golden eggs are spent at the beginning of construction.

The Principality construction permission Certificate can be purchased at Auction of Permission Certificates. Here they appear as new lands are discovered.

The initial (nominal) cost of the Certificate (and the resource for which it is bought):

  • 10 units of Stone,
  • or 10 units of Wood,
  • or 1 unit of Iron,
  • or 5 units of Cereals,
  • or 0.25 gold coin.

The Certificate can be transferred to any clone of your account through storehouse, but it cannot be sold.

The future prince manages himself the supply of materials for construction and hires the required number of workers for the construction site. The conditions of hiring builders can be found in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

To start construction work, it is enough to have only 30% of each type of resource available (with the exception of those that are fully consumed at the time construction begins), the rest can be added as work progresses.

When calculating the Character Score and Account Score, the score value of a constructed Principality is taken into account at the nominal value of its construction with an increased coefficient of 1.4. Accounting rules in the valuation of constructed enterprises, factories and structures are specified in the relevant sections below.

The prince receives 15 experience units daily, while spending 1 rate of work efficiency consumption. If there is not enough work efficiency to cover these costs, the experience will not be accrued to the prince.

The prince can combine his activities with work in enterprises and institutions of the Land of Clones, according to the general rules.

The prince can receive military ranks in the Command of Military Affairs on a general basis.

Hiring builders

For the construction of the principality or various buildings in it, as well as the development of a number of economic, cultural centers and enterprises of the principality, it is necessary to hire builders. Clones of various social statuses (except serfs) can work on construction sites (the so-called long-term construction projects). The prince can hire an unlimited number of clones, depending on his needs. The prince himself, who carries out the construction, cannot get a job as a builder at a construction site (his own or any other).

The prince can build several objects at once in his principality. But he cannot begin construction of any objects in the principality until the construction of the principality is completed.

The prince hires builders automatically: a clone who submits an application is immediately hired. Implemented the ability to mass hiring and firing your own builders (clones located on your account). The builder cannot quit if less than 24 hours have passed since the moment of employment at the constriction site.

To pay construction workers, the prince can set a fixed salary for each builder. He can limit the maximum number of workers on this construction. These options are available on the construction management page of a specific facility in the Principality. At the time of setting the size of the salary (as well as at each subsequent checkout time), the total gold amount necessary for payment to all employees for the next day is reserved from the prince's account. The difference between the reserved and actually paid amounts is returned to the account at the time of the next checkout time (for example, if builders worked on the site fewer than the maximum possible).

The prince can only increase the salary and the maximum number of workers at the construction site. Their reduction is not allowed. However, the prince can completely reset the salary in the event that he is no longer able to conduct construction with the help of hired workers. In addition, if at the time of reservation the required amount is not on the prince's game account, the salary will also be reset to zero. When resetting, all employees (clones not from your account) will be fired. The prince will be able to change the salary again only after 15 days from the date of reset. If the prince resets the salary manually, the previously reserved amount is returned to the account.

It is important to ensure that sufficient building material is always available on site. In the absence of at least one type of building materials (if this type has not yet been used in 100% amount), the construction process will stop. At the same time, salaries will be paid to workers at the construction site. Only in the case of a decrease the salary fund to 0 by the prince himself, the payment of salaries will be stopped. A sufficient amount of each type of material is the amount equal to the the number of builders multiplied on the daily consumption of this type of material by one builder. If necessary, the prince can set up automatic supply of material from the bag (or storehouse), as well as automatic purchase of it on the Commodities Market.

The rate of consumption of material by one builder is one unit of material per day, unless otherwise indicated directly in the description of the construction object (see the relevant sections below).

A clone working on the construction of a principality spends an additional 1 unit of work efficiency per day.

A clone working on the construction of other facilities in the principality spends an additional 1 unit of work efficiency per day (if he rents a house or lives in /list his own house on the territory of this principality). A clone that is not a resident of the principality spends 1.5 work efficiency units per day on construction work.

Builders repairing the Defensive Wall consume 5 units of work efficiency.

At the same time, builders spend work efficiency even in case of downtime at the construction site due to lack of building materials.

A builder cannot combine work on several construction sites at once, even if they are located in different principalities.

Repairing of the Principality

All principalities in the Land of Clones are in need of periodic repairs. Starting from 1001 days since its construction, the Principality needs to be repaired every 30 days. Repair of the principality is possible only with tertiary types of resources. The cost of repairing each of your principalities depends on how many principalities are available on the player's account. See the table below for details:

%repair_cost_table%

If the principality is not repaired, then collectors will not be able to deliver dividends on securities to the treasury of the principality. Lost dividends will be sent to the State Budget.

An unrepaired Principality cannot be listed for sale at the Principalities Auction. If the Principality, once put up for auction, is not repaired in time, it will be removed from the sale.

Production of goods and products at the factories of the unrepaired principality is not available.

If the user account has at least one unrepaired principality, you will not be able to list a lot on the Currency Market at the Trade Guild.

If the principality is not repaired for a long time, then every 30 days the total cost of repairs increases. For example, if there has not been a repair for two months, then the costs will be double, three months - triple, and so on.

An unrepaired Principality is not taken into account when calculating "Character Score" and "Account Score".

Receiving payments from the Principalities Fund

After the appearance of the first prince, the State daily forms the Principalities Fund, paying into it:

  • 15% of the sale of each mine at the Mines Auction (in case of sale only for gold coins);
  • 10% of all gold mined in all the mines of the Land of Clones per day;
  • 5% of the difference between the nominal price of the security and the cost of its sale at the Securities Auction (in case of sale only for gold coins);
  • 10% of the income from training the "Intention" characteristic at the University.

At the end of the working day, the accumulated Principalities Fund is paid by the State to all princes in an amount proportional to the "Technological level of development" of their principalities.

See the following sections for additional income items for the Prince.

Q&A

Question Can I have only 30% of the required amount of reasonableness, that is, 180 units, to start construction?
Answer No, when starting construction, all the specified amount of reasonableness is spent at once.
Question Is it possible after the start of construction to reduce the amount of any type of resource submitted to the construction site so that it becomes less than 30%?
Answer No, It is Immpossible. You can reduce the amount of resource that has not yet been used (by returning the excess to the prince's bag), but so that its balance is at least 30%.

Transfer the Rights to control the Principality

If necessary, the prince can completely transfer the rights to manage the principality (transfer the keys of the principality) to another clone on your account. This can be done on the page «Your Principality → Principality». A clone who is going to become a new prince must meet the necessary status requirements (Townsman and higher), and also not be the owner of another principality.

The transfer cost is 100 gold coins. Once a transfer request has been created, it will be reviewed within 24 hours.

When transferring a principality, the following restrictions apply:

  • Cannot transfer Empire;
  • Principality must not be under siege;
  • The clone transferring the principality and the clone accepting it must not be in the auction of principalities or be in combat (any type);
  • Principality should not have unfinished construction sites;
  • The receiving clone must not be in a gang or bandit army.

Technological level of development of the Principality

Technological level is one of the main indicators of the development of your principality. The technological level is calculated as a value equal to the number of gold coins spent on the construction of the principality and its enterprises, factories, structures (in this case, the spent resource is converted into gold coins at nominal price).

Increasing the technology level of the Principality allows you to expand the hunting grounds, increase the number of safe depositories for storing securities in your account, and also allows you to receive a larger proportional share of payments from various principalities' funds.

The technological level of the Principality can be increased in the following ways:

  1. Develop the main processing and military enterprises of the Principality.
  2. Expand hunting grounds.
  3. Expand the infrastructure of the Principality (construction of administrative units, real estate).
  4. Build Wonders of the World, Palace, Great Buildings, other structures.
  5. Open additional industrial factories (bakery, kvass production, atelier, oil rigs, and so on).

Each gold coin spent on the development of your principality increases its technological level.

The construction of each level of the main processing and military enterprises increases the technological level by the amount according to the table:

%building_weight%

The influence of administrative units and real estate in the principality on the technological level can be calculated as follows. First, the base tech level is calculated by summing the development costs. The resulting value is multiplied by coefficients that depend on the ratio of the levels of settlements and real estate in a given principality to the general level of settlements and real estate in the State. The calculation is made according to the following formula:

TL = TLb * (1 + REp/REt) * (1 + AUp/AUt),

where:

  • TLb - basic technological level of the principality;
  • REp - the sum of real estate levels in the principality;
  • REt - the total amount of real estate levels in the World of Clones (or in the Conquered Lands);
  • AUp - the sum of the levels of administrative units in the principality;
  • AUt - total amount of levels of administrative units in the World of Clones (or in the Conquered Lands).

Calculation examples

Example 1

The resulting base value of the technology level of your principality at the time of calculation is 1000. The built-up level of your principality is 200 units of real estate levels and 100 units of administrative unit levels (hamlets-cities), provided that the total sum of real estate levels and administrative units in the State is equal to 1000 units respectively. In total, the technological level of your principality = 1000 * (1 + 200/1000) * (1 + 100/1000) = 1320 units.

Example 2

The resulting base value of your principality's tech level at the time of calculation is 1000. Your principality has 50 units of settlement level, but there is no real estate in the principality (0). The total sum of levels of real estate and hamlets-cities in the state is still equal to 1000 units respectively. In total, the technological level of your principality = 1000 * (1 + 0/1000) * (1 + 50/1000) = 1050 units.

Development of the administrative infrastructure of the Principality. Population of the Principality

The Population

Population of the Principality is a numerical value equal to the total number of levels of all houses located on the territory of the principality.

A wise ruler is interested in populating his lands with new residents. Mayors lay down and develop cities and hamlets in which residents can build houses and living into them. When building or upgrading their enterprises, as well as when buying a resource from their production enterprises, mayors pay a tax to the prince. The prince also receives deductions from the tax levied when harvesting from all fields of the inhabitants of the principality.

To conduct a competent social policy, the prince has the opportunity to pay additional benefits to the owners of houses and administrative units. To do this, the prince (as well as other clones on the account) must have a work efficiency indicator of at least 0.

Real estate and settlements in the territory of the principality increase the Technology level according to the rules described in the chapter §Technological level of development of the Principality.

The Registry of Principalities

The Registry of Principalities provides detailed information on the structures available in the Principalities, the amount of benefits for mayors and real estate developers. Also there you can find statistical information on various items of income of the principality. This information can be useful for making strategic decisions. To view it, click on the icon of the crest of the principality.

A prince can create a short description of his principality (in the appropriate section), which will also be displayed in the Registry. Directly from the Registry of Principalities, any participant can send a letter to the prince by internal mail by clicking on the envelope image.

Additional information about the amount of benefits, as well as the number of hamlets, cities and real estate, cultivated fields in the principality can be obtained by clicking on its name. If your prince has developed the Embassy to level 3 or higher, he can also use the Espionage function here by clicking on the corresponding icon.

Prince's Reception Room

Any Prince can create a topic for his Principality in the section "Principalities" on our forum to communicate with residents and resolve various organizational issues. Before creating a topic, please read the Rules section.

The main processing and military Enterprises of the Principality

Each Prince has the ability to develop several enterprises in his Principality, which gives him various advantages in civil and military activities. These enterprises can be conditionally divided into two groups: processing and military.

In the newly created principality, all these enterprises already have the first level of development. The higher the level of development of the enterprise, the greater the advantage it provides. The cost of developing all levels of enterprises, as well as a description of the benefits they provide, can be found in the chapter §Technological Eras of development.

There are several rules for upgrading enterprises:

  • The level of development of any enterprise cannot be higher than the level of development of the University in the Principality.
  • Upgrading any enterprise to the next level is possible only if all enterprises in the Principality have the same current level.

In other words - first you need to develop the next level of the University, and only then proceed to the development of other objects. As soon as the level of all enterprises reaches the level of the University, you can again increase its level of development, and so on.

When calculating the Character Score and Account Score, the score value of the constructed enterprises of the principality is taken into account with an increased coefficient of 1,4.

Processing of Resources

Processing enterprises include the following:

  • Sawmill;
  • Mill;
  • Stone Mine;
  • Ore Mine.

Eenterprises in Principalities are able to process primary products (wood, stone and iron) into secondary (processed wood, processed stone and processed iron), and cereals - into flour or compound feed.

The quality of processing, as well as the volume available for processing per day, depend on the level of development of the corresponding enterprise - the higher the level, the less primary resource the prince will spend to obtain 1 unit of secondary products:

%building_weight_production_rate%

Processing is available at "Secondary Production" section, which also shows your current volumes and processing rates.

Also, princes can place orders for processing secondary resource into tertiary resource at the tertiary "Tertiary Production Processing Plant". A tertiary resource is a wonderful building material that is used almost everywhere!

Military Enterprises

The military enterprises include the following fasilities:

  • University
  • Embassy
  • Port
  • Shipyard
  • Hospital
  • Rolling Steel Plant

By developing these enterprises, the prince improves the defense capability and military power of his principality, and establishes diplomatic ties with his neighbors.

Q&A

Question Can I produce a "primary resource" in my principality's enterprises?
Answer No, only processing of resource is available in the principality. The production of the primary resource is carried out by enterprises in Administrative Units (hamlets - cities).

Technological Eras of development

Starting from the moment of creation, each principality goes through certain stages of its development - Technological Eras of development. These stages are determined by how well developed the main processing and military enterprises in the principality are. Successively, the prince can move from the Initial Era to the Era of the Oil, and then to the Era of the Megaliths. The transition to a more developed era opens up additional opportunities for the construction of new structures.

Initial Era

In the newly created principality, basic opportunities are available for the construction of the main processing and military enterprises, industrial factories, hunting grounds. The construction of the Palace, Wonders of the World and Great Buildings is available. A recruitment of warriors in the Prince's Troops is available.

Initial Era of development: all enterprises have a development level of no higher than IV, and the University is no higher than V. At this stage, upgrading enterprises mainly gives advantages in processing resources into secondary and tertiary types.

Below are the cost of developing each level of enterprises, as well as the benefits you receiving. The first level of enterprises has already been developed immediately after the construction of the principality.

Enterprise Level Construction cost, resource
Golden coins Processed wood Processed stone Processed iron
University I Writing. This is a graphic system for recording information, first of all - one of the forms of transmission and storage of information.
Available initially.
II Mathematics. The next stage of development is mathematics. The knowledge of this exact science allows the Principality to get an impetus in development and enter the next stage of evolutionary development. The study of science opens up opportunities for the Prince to develop the enterprises and buildings of his Principality.
10 300 300 50
III Logic. Logic is the basic tool of almost any science. Application of the acquired knowledge for a deeper knowledge of the phenomena and events of the surrounding world. This is the next confident step of the ruler in the development of his state.
30 600 600 60
IV Philosophy. The science of philosophy makes it possible to look at many things from different angles. The development of philosophy at the University will allow the use of existing technologies on a new scale for the benefit of their people. The people will glorify the wise and generous Prince-ruler.
50 1000 1000 100
Enterprise Level Construction cost, Primary Resource/Characteristics
Wood Cereals Stone Iron Experience
Sawmill I Sawmill. Daily limit of secondary/tertiary production: 100 units. Rate of processing primary into secondary products: 2.5 to 1.
Available initially.
II Sawmill artel. Daily limit of secondary/tertiary production: 200 units. Rate of processing primary into secondary products: 1.67 to 1.
2000 - - - -
III Sawmill facility. Daily limit of secondary/tertiary production: 300 units. Rate of processing primary into secondary products: 1.25 to 1.
4000 - - - -
IV Sawmill factory. Daily limit of secondary/tertiary production: 500 units. Rate of processing primary into secondary products: 1 to 1.
10,000 - - - -
Mill I Mill. Daily limit of secondary/tertiary production: 100 units of flour / 1000 units of compound feed. Rate of processing primary into secondary products: 2.5 to 1 (flour), 0.25 to 1 (compound feed).
Available initially.
II Windmill.Daily limit of secondary/tertiary production: 200 units of flour / 2000 units of compound feed. Rate of processing primary into secondary products: 1.67 to 1 (flour), 0.17 to 1 (compound feed).
- 1000 - - -
III Watermill. Daily limit of secondary/tertiary production: 300 units of flour / 3000 units of compound feed. Rate of processing primary into secondary products: 1.25 to 1 (flour), 0.13 to 1 (compound feed).
- 2000 - - -
IV Flour mill. Daily limit of secondary/tertiary production: 500 units of flour / 5000 units of compound feed. Rate of processing primary into secondary products: 1 to 1 (flour), 0.1 to 1 (compound feed).
- 5000 - - -
Stone Mine I Stone quarry. Daily limit of secondary/tertiary production: 100 units. Rate of processing primary into secondary products: 2.5 to 1.
Available initially.
II A large quarry. Daily limit of secondary/tertiary production: 200 units. Rate of processing primary into secondary products: 1.67 to 1.
- - 2000 - -
III Stone quarries. Daily limit of secondary/tertiary production: 300 units. Rate of processing primary into secondary products: 1.25 to 1.
- - 4000 - -
IV Stone mines. Daily limit of secondary/tertiary production: 500 units. Rate of processing primary into secondary products: 1 to 1.
- - 10,000 - -
Ore Mine I Ore mine I. Daily limit of secondary/tertiary production: 10 units. Rate of processing primary into secondary products: 2.5 to 1.
Available initially.
II Ore mine II. Daily limit of secondary/tertiary production: 20 units. Rate of processing primary into secondary products: 1.67 to 1.
- - - 400 -
III Ore mine III. Daily limit of secondary/tertiary production: 30 units. Rate of processing primary into secondary products: 1.25 to 1.
- - - 800 -
IV Ore mine IV. Daily limit of secondary/tertiary production: 50 units. Rate of processing primary into secondary products: 1 to 1.
- - - 2000 -
Port I Port. The most important building for the prosperity and security of the Principality. Merchants unload and load their ships here. The port is not so big at first - in addition to merchant ships, there is anchorage for only five warships.
Available initially.
II Lighthouse. So that sailors do not risk their ships, a high lighthouse is built in the port, which is visible in any weather for tens of miles. Navigation becomes more convenient, the captains of merchant ships find a safe route faster. As a result, there is anchorage for fifteen warships in the port without prejudice to the volume of maritime trade.
2000 1000 2000 200 -
III Great port. The construction of a large port is necessary for a developing principality. Trade routes are an important component of a powerful nation. In addition, the building increases naval military influence (a large port can accommodate up to 50 military ships).
10,000 5000 10,000 1000 -
IV Military port. These are not only great trade routes, but also a real naval base, which can accommodate a whole flotilla. The number of ships at the berths of the military port is limited to 500 units.
20,000 10,000 20,000 2000 -
Shipyard I The shipyard. The shipyard, which a young principality can afford to maintain, is a very weak enterprise. Warships launched by local craftsmen are not a formidable force, but they can protect against small pirate ships.
Available initially.
II Doc. The docks are a place to build a fast and reliable fleet to protect the prince's domains. The scaffolding built around the skeletons of warships is manned by educated workers, so that a ruler who owns the docks can count on a more serious naval force.
2000 1000 2000 200 -
III Shipbuilding company. This is a powerful enterprise, where every worker has to learn before he can be trusted to participate in the production of ships. Therefore, the fleet released here has always been appreciated by the rulers. He will beat off the desire to attack not only pirate ships. Not every organized enemy squadron will dare to attack.
10,000 5000 10,000 1000 -
IV The Guild of Shipbuilders. This is not only a guarantee of the principality's maritime greatness, but also the personal pride of the ruler and the object of envy of his opponents. Here they build the largest merchant ships and the most powerful warships available to the rulers of the Middle Ages.
20,000 10,000 20,000 2000 -
Hospital I Hospital. The level of development of medieval medicine is extremely low, but still, the inhabitants of the Principality can always find warmth and help from doctors here.
Available initially.
II The Order of the Sisters of Mercy. At the prince's hospital, you can build a monastery of sisters of mercy. Members of this order - simple nuns - consider fulfilling the Hippocratic oath as a duty of their lives.
1000 500 1000 100 -
III Hospital wards. Hospital wards allow for the maintenance and treatment of a much larger number of residents of the Principality, so the waiting time for medical care is minimized. Doctors and nurses take good care of their patients.
2000 1000 2000 200 -
IV Operating room. Surgical intervention is often the only way not only to quickly cure the patient, but also to save the patient's life.
10,000 5000 10,000 1000 -
Steel Rolling Plant I Forge I. Blacksmiths work day and night to keep the coals in the forge warm. Not the most perfect tools are available to local craftsmen - a couple of vices, anvils, hammers, clamps and saws.
Available initially.
II Forge II. Powerful bellows and a large forge allow you to heat steel white. As a result, the metal becomes more ductile when forged and more durable after hardening.
1000 500 1000 100 -
III The smelter. They learned to melt metal before, but in the smelter the metal is uniform, of high quality, so that it can immediately be poured into molds. From such blanks, tools and military weapons are of good quality, and production takes less time.
2000 1000 2000 200 -
IV Mechanical hammer. Under a mechanical hammer, iron can also be forged in a cold way, which means that household tools, as well as weapons and armor, will turn out to be strong and elastic. A mechanical hammer will significantly increase the productivity of blacksmiths.
4000 2000 4000 400 -
Embassy I Embassy. The main institution in all that relates to relations with other powers. Many workers work here for the benefit of the development of the principality.
Available initially.
II The Diplomatic Office. The best minds of the Principality work in the Diplomatic Office, protecting the peace of the inhabitants by peacefully resolving any disputes and clashes.
- - - - 200
III The secret office. These are the eyes and ears of the wise ruler around the world. Espionage is the best way to gather important information about the enemy in order to be ready for a possible war or to know the weakest point in the ideology of the enemy principality.
- - - - 500
IV War moratorium. This is a powerful weapon in the hands of a wise ruler. Not a single principality that is at war with you will be able to resist the persuasiveness and eloquence of your diplomats.
- - - - 3000

Era of the Oil

The ruler, who has developed all the main principality enterprises to level 5 (and the University - to level 6), enters into the next technological era - Era of the Oil. This era allows the inhabitants of the principality to conduct a convenient social policy at a lower cost. In houses and administrative units with a developed social policy, residents may not be afraid for the safety of the safe depositories at their housee. You just need to enable corresponding defense settings in your house or hamlet - city. The prince becomes an oil tycoon and can build rigs and enterprises for oil production and its processing. This is an extremely profitable event - oil and petroleum products are used in many areas of activity of clones.

The State pays daily 10% of the the Technology Reserves to all Princes who have entered into the Era of the Oil, in proportion to the technological level of their principalities.

You can find the construction specifics of Oil Rigs and Oil Refinery in chapter §Industrial Factories.

Below are the development costs of each level of enterprises, as well as the benefits received.

Enterprise Level Construction cost, resource
University V Architecture. The development of architecture provides fundamentally new opportunities for the academic staff of the University. The prince will have access to such buildings as the Great Ear Wonder of the World. This building is a great achievement of technology and impresses with its mighty design. Such power is the embodiment of the slogan "Wisdom and power" - the goal of any great ruler.
Gold coins Flour
100 2400
Beam Edged Board Mounting Rail Clapboard
1200 2400 4800 9600
Foundation Block Overlap Block Facing Slab Brick
1200 2400 4800 9600
Channel Bar I-beam Stiffening Angle Armature
120 240 480 960
Enterprise Level Construction cost, resource
Sand Oil
University VI Chemistry. The development of chemistry allows the ruler to move into the next technological era. The open possibilities of using oil will allow you to successfully improve all the enterprises of the principality, in addition, the prince will have the opportunity to build oil rigs and an oil refinery.
2000 30,000
Enterprise Level Construction cost, resource
Sand Oil
Sawmill V Band saw. Daily limit of secondary/tertiary production: 600 units. Rate of processing primary into secondary products: 1 to 1.
4000 50,000
Mill V Elevator. Daily limit of secondary/tertiary production: 600 units of flour / 6000 units of compound feed. Rate of processing primary into secondary products: 1 to 1 (flour), 0.1 to 1 (compound feed).
4000 50,000
Stone Mine V Stone mines. Daily limit of secondary/tertiary production: 600 units. Rate of processing primary into secondary products: 1 to 1.
4000 50,000
Ore Mine V Bur. Daily limit of secondary/tertiary production: 60 units. Rate of processing primary into secondary products: 1 to 1.
6000 60,000
Port V A trading port. Not only are there great trade routes, but also the infrastructure of the port, which allows the warehouses of merchants and their ships to be efficiently located.
1000 15,000
Shipyard V Cargo ships. This is not only a guarantee of the naval greatness of the principality, but also the personal pride of the ruler and the object of envy of his opponents. Here they build large merchant ships and barges for the transportation of oil and other goods.
1000 15,000
Hospital V Anesthesia. The technologies of the new era of development make it possible to obtain ether, which is successfully used in the course of operations.
400 8000
Steel Rolling Plant V Hydraulic press. The force exerted by the hydraulic press is superior to that of a mechanical hammer, resulting in higher quality products used in all technological processes. Allows you to develop the main enterprises of the principality to the 5th level.
4000 80,000
Embassy V Social policy. A new technological level that has a positive effect on the social atmosphere of the inhabitants of the principality.
400 8000

Era of the Megaliths

The next era of development is Era of the Megaliths. You can enter to it by developing the main principality enterprises to the 6th level (and the University - to the 7th level).

Megalithic Structures (Aqueduct, Thermae, Warrior Temple Complex) have a beneficial effect on agriculture, on the development of the characteristics of the inhabitants of the principality. These structures have a great influence on the dragons living in the principality. For detailed information on the construction of these buildings, see the chapter § Majestic buildings of the Principality → § Megalithic Structures (Aqueduct, Thermae, Warrior Temple Complex).

To upgrade the enterprises of the principality, the prince spends a resource and gold coins. Coins are paid to the State budget. From this income item, the State replenishes these funds:

  • 25% - to the "next Technological Era" Fund. Premium gold is paid to princes who have reached the next technological era after the Megalithic one;
  • 50% goes to the fund of technological era of the megaliths. Princes whose principalities have reached this level of development are paid bonuses from this fund in the amount of 50 gold coins per day. The amount of the payment is divided equally among all the princes of the megalithic era. If the fund does not have the minimum required amount, no payment is made until the size of the fund increases.

After the completion of all the required buildings, the Principality enters Era of the Megaliths. New buildings become available to the prince, the presence of which brings the principality to a fundamentally new technological stage of development (this possibilities will be soon...).


Below are the cost of developing each level of enterprises, as well as the benefits received.

Enterprise Level Construction cost, resource
Gold coins Diamond Emerald Ruby Amethyst Sapphire Golden egg Amaranth Linseed Oil
University VII Knowledge of the construction of megalithic structures. The study of fundamentally new knowledge that opens the way to new technological possibilities. Opportunity to train design engineers of megalithic structures.
100 100 200 400 800 1600 100 1000 100
Enterprise Level Construction cost, resource / characteristic
Gold coins Limestone Cement Amaranth Linseed Oil Intention
Sawmill VI Power increase. Daily limit of secondary/tertiary production: 1200 units. Rate of processing primary into secondary products: 1 to 1.
100 5000 1500 1000 100 -
Mill VI Power increase. Daily limit of secondary/tertiary production: 1200 units of flour / 12,000 units of compound feed. Rate of processing primary into secondary products: 1 to 1 (flour), 0.1 to 1 (compound feed).
100 5000 1500 1000 100 -
Stone Mine VI Basalt mining. Daily limit of secondary/tertiary production: 1200 units. Rate of processing primary into secondary products: 1 to 1.
100 5000 1500 1000 100 -
Ore Mine VI Power increase. Daily limit of secondary/tertiary production: 120 units. Rate of processing primary into secondary products: 1 to 1.
100 5000 1500 1000 100 -
Port VI Capacity increase. Significant territorial expansion of the port. Huge cargo barges can enter the port and have enough space for any maneuver (required to enter to the Era of the Megaliths).
100 10,000 1500 - - -
Shipyard VI Increased power. All warships entering the emperor's service (belonging to the same account) have the opportunity to be serviced at the shipyard for free and are equipped with an additional protective corset (light armor) for the duration of their service. The ships of the imperial squad have their base defense increased by 5% (required to enter to the Era of the Megaliths).
100 10,000 1500 - - -
Hospital VI Social growth. Free reception and maintenance of the inhabitants of the empire. Residents of the empire (living and renting housing in the territory of the empire) restore 5% of the clone's daily rate of health consumption (required to enter to the Era of the Megaliths).
150 2000 500 2000 200 -
Embassy VI Foreign policy. Growth of the foreign policy rating and influence of the empire (required to enter to the Era of the Megaliths).
300 - - - - 5000
Enterprise Level Construction cost, resource
Channel Bar I-beam Stiffening Angle Armature
Steel Rolling Plant VI Increased power. All artillery pieces entering the service of the emperor (belonging to the same account) have the opportunity to be serviced at the steel mill for free and are equipped with an additional protective corset (light armor) for the duration of service. Artillery of the imperial squad increases the basic defense by 5% (required to enter to the Era of the Megaliths).
1200 2400 4800 9500

Industrial Factories

On the territory of the principality, you can build various factories that will produce demanded goods. Detailed information on these facilities can be found in the following sections.

Steel Rolling Plant

Own production of trays for panning gold sand and gold bars can be opened by:

  • Any Prince who has developed the Steel Rolling Plant enterprise to level II or higher.

This enterprise produces special trays - a tool for gold mining. The prince can set up automatic production of trays. According to the contract with the prince's Steel Rolling Plant, all produced trays will be automatically redeemed by the State at a fixed cost: 6,007 gold coin. The prince 'cannot keep the products he has produced.

The number of trays produced by the prince per day depends on the level of development of the Steel Rolling Plant enterprise in the principality:

  • 2 level of development: 10 trays;
  • 3 level of development: 50 trays;
  • 4 level of development: 100 trays;
  • 5 level of development: 200 trays;
  • 6 level of development: 1000 trays.

The Plant produces trays in packs. Each pack contains 10 trays. The production cost of 1 pack of trays is:

  • 59 gold coins;
  • 5 units of Processed iron;
  • 1 unit of Chrome;
  • 1 unit of Nickel.

All transactions with the manufactured products can be seen in ledger of the Bag of clone-prince.

The products redeemed by the State go on sale for all inhabitants of the Land of Clones. They, in turn, can pan for gold in Administrative Units (Hamlet - City).

When a clone joins a gold mine, it automatically buys a tray from the State at a price equal to 6.01 gold coin per tray.

Tray production construction cost:

Resource Quantity
Chromium 300 units
Nickel 300 units

This factory does not need periodic repairs.

Leather Production

Own Leather Production can be opened by:

  • Prince who upgraded all processing and military enterprises in the principality to level 3;
  • The owner of the administrative unit of the "City" level.

At this factory, calfskins are processed into first-class material for sewing leather products. The dressed calfskin can be further processed at another factory - in a "Leather Atelier and Tailoring".

Only one calfskin can be processed per day. The cost of processing one calfskin is 0.5 gold coin.

You can turn on the automatic processing of calfskins. In this case, the processing of calfskins (if any) will occur daily at the checkout time, even if you do not log into your account.

Processed calfskin can be sold at Fair or used to order tailoring at your own Atelier.

The cost of construction a Leather Production:

%leather_manufacture_building_cost%

This factory does not need periodic repairs.

Leather Atelier and Tailoring

Own Leather Atelier can be opened by:

  • A Prince who has upgraded all the processing and military enterprises of the Principality to level 2;
  • The owner of the Administrative Unit of the minimum level of development "Town".

The tailoring of the following products is carried out in the Atelier:

- Everyday clothing made from Linen fiber (restores clones' work efficiency units);

- Special "State Dependent" attire (for the hand over the clone to the State dependency);

- Utility vests (for using in tourmament battles);

- Protective leather clothing: cloaks, jackets, vests (used to reduce damage from shots/hits of salt and combat cartridges and cold steel arms in battles).

You can enable the automatic tailoring function. In this case, tailoring (if raw materials are available) will take place daily at the checkout time, even if you do not log into your account.

The cost of construction an Atelier:

%leather_atelier_building_cost%

This factory does not need periodic repairs.

Types of everyday clothing for clones and their characteristics

In the World of Clones, high-quality clothing is not only a means of protection from the weather, but also plays the role of a kind of social "passport" in society, reflecting the class affiliation, wealth and individuality of the owner. Such clothing are made from linen fiber, which is grown in abundance on the territory of the State of Clones.

Everyday clothing are available for male and female clones, as well as for clones of different statuses, but any clone can wear it, regardless of their gender and status. Wearing clothing gives certain bonuses in the form of intention and work efficiency units, however, if the clone wears clothing that do not correspond to his social status, he will not be awarded with intention units, but work efficiency will be accrued.

A certain number of items of men's and women's clothing can be sewn per day (with a total "units" of no more than 7). At the same time, men's and women's clothing is taken into account separately. The cost of manufacturing, bonuses from weared clothing and its "units" are shown in the table:

Clothing type Production cost Bonus from wearing Level
Craftsman's clothing
  • 10 kg of flax
  • 0.5 gold coin
  • +1 unit of intention/day (if it matches clone's status)
  • +20% of the daily rate of work efficiency consumption
one
Peasant's clothing
  • 12 kg of flax
  • 0.5 gold coin
  • +1 unit of intention/day (if it matches clone's status)
  • +25% of the daily rate of work efficiency consumption
2
Townsman's clothing
  • 15 kg of flax
  • 1 gold coin
  • +1 unit of intention/day (if it matches clone's status)
  • +30% the daily rate of work efficiency consumption
3
Merchant's clothing
  • 25 kg of flax
  • 2 gold coins
  • +1 unit of intention/day (if it matches clone's status)
  • +35% the daily rate of work efficiency consumption
4
Nobleman's clothing
  • 50 kg of flax
  • 3 gold coins
  • +1 unit of intention/day (if it matches clone's status)
  • +40% the daily rate of work efficiency consumption
5
Boyar's clothing
  • 70 kg of flax
  • 4 gold coins
  • +1 unit of intention/day (if it matches clone's status)
  • +45% the daily rate of work efficiency consumption
6
Emperor's clothing
  • 100 kg of flax
  • 4 gold coins
  • +1 unit of intention/day (if it matches clone's status)
  • +50% the daily rate of work efficiency consumption
7

Attention! Only a clone whose current work efficiency indicator is at least 0 can wear everyday clothing. If the clone has put on clothing, and then the work efficiency for some reason has become less than 0, the clothing will be automatically removed from all clones of this account and placed in their bags.

New, freshly sewn linen clothing can be sold at the Fair to other residents. Sale of used clothing is not allowed. The durability of new clothing is 365 days.

"State Dependent" Attire

This type of clothing is required for the gratuitous and final donation of clones to the care of the State. If the participant can no longer maintain any clone on his own - he must equip it accordingly and then transfer it to the State dependency. The clone must be well fed (work efficiency indicator must be at least 0) and dressed in "State Dependent" attire. The transfer of the clone to the maintenance of the State is gratuitous and irreversible.

No more than 10 pieces of such clothing can be sewn per day. The cost of producing "State Dependent" attire:

  • 10 kg of flax;
  • 0.5 gold coin.

Ready-to-wear attires are sold at the Fair. This attire are suitable for clones of all statuses, except for Serfs. The "State Dependent" attire cannot be worn at the same time as the clone's everyday clothing.

Types of protective leather clothing and their characteristics

Per day, you can order only one calfskin for cutting, from which you can sew a certain number of clothing. You can cut both calfskin made at your own Leather Production (see the corresponding chapter), and bought at the Fair.

Leather clothing, both new and used, can be sold to other clones at the Fair.

The protective properties of various types of leather clothing, the cost of manufacture and its initial durability are shown in the table below. Durability is reduced with accurate shots/hits at the clone.

Clothing type Production cost Protective properties Durability
Leather Vest
  • 1/8 calfskin
  • 0.125 gold coin
  • 6% to 12% health damage from salt cartridges
  • 1% to 5% health damage with cold steel arms/fists
  • 3% to 7% health damage from combat cartridges and cannonballs
  • 0% health damage from dragon fire
3000
Leather Jacket
  • 1/4 calfskin
  • 0.25 gold coin
  • 15% to 25% health damage from salt cartridges
  • 5% to 10% health damage with cold steel arms/fists
  • 7% to 13% health damage from combat cartridges and cannonballs
  • 0% health damage from dragon fire
5000
Leather coat
  • 1/2 calfskin
  • 0.5 gold coin
  • 30% to 50% health damage from salt cartridges
  • 10% to 20% health damage with cold steel arms/fists
  • 10% to 25% health damage from combat cartridges and cannonballs
  • 0% health damage from dragon fire
10,000
Samurai leather coat
  • 1 calfskin
  • 1 unit gland
  • 1 gold coin
  • 30% to 80% health damage from salt cartridges
  • 10% to 40% health damage with cold steel arms/fists
  • 10% to 50% health damage from combat cartridges and cannonballs
  • 0% health damage from dragon fire
10,000
Dragonscale Leather Cloak
  • 1 calfskin
  • 100 dragon scales
  • 1.5 gold coins
  • 80% to 100% health damage from salt cartridges
  • 80% to 100% health damage with cold steel arms/fists
  • 70% to 100% health damage from combat cartridges and cannonballs
  • 85% to 95% health damage from dragon fire
15,000
An example of Durability consumption calculation

For example, a clone is dressed in a samurai leather cloak, and his opponent attacks with a saber. The damage dealt by the saber can range from 22 to 45 health units. The cloak absorbs from 10% to 40% of damage inflicted by cold steel arms. Specific damage and defense values are calculated during the battle separately for each strike. Let's assume that the opponent delivered a blow capable of taking away 40 health units, and the amount of protection of the cloak from this blow is calculated as 20%. Then 20% of the damage (8 health units) will be absorbed by the cloak, its durability will decrease by 8 units. The clone will only take 32 health units damage.

If the remaining durability of the cloak is less than the strength of the absorbed strike, the impact will be absorbed only by the amount of residual durability, the remaining units will be counted as damage inflicted on the clone. Upon reaching 0 durability, the cloak will disappear, it will need to be replaced after the end of the battle.

Utility vests

Utility vests are made from flax and allow the clone to take additional health potions with them to tournament battle or duel; this potions clone can use if necessary, right during the battle. In other battles, the utility vest is not used, even if it is worn by a clone. The vest will fit up to 5 bottles of health potion. If during a tournament battle or a duel the clone's health drops below 10 units, then he can manage to get the potion from the vest and drink it. The potion will restore health by +50 points. The clone may not have time to drink the potion, then he can use the combat skill "Last Chance" he has, and if it is not available, he will lose the battle according to the standard rules. The probability of successfully using the potion decreases with each subsequent bottle during the battle:

  • 1st bottle: 80%;
  • 2nd bottle: 70%;
  • 3rd bottle: 60%;
  • 4th bottle: 50%;
  • 5th bottle: 40%.

Before the battle, you need to load the required number of bottles of health potion into the vest in a special section of Gunsmithing. Potions cannot be removed from the vest back into the bag, they can only be spent in battle. But you can remove the vest from the clone, even if there are potions left in it after the battle.

The cost of production of an Utility vest:

  • 12 units of flax;
  • 0.5 gold coins.

Durability of Utility vest is 100 fights and decreases only if the clone was wearing a vest during a tournament fight or a duel (if the vest worked at least 1 time during the battle). No more than 3 utility vests can be produced per day. You can buy or sell utility vests at the Fair (both empty and with potions).

Glass Foundry

Own Glass Foundry can be opened by:

  • Any Prince;
  • The owner of the Administrative Unit of the minimum level of development "Town".

In the Glass Foundry, you can melt sand into glass and produce glass bottles. According to statistics, 1 bottle is obtained from 0.5 kg of sand.

Bottles can be used for Kvass Production, oil mining at Oil Rigs, Linseed Oil Production or sell at Fair.

The cost of construction a Glass Foundry:

%bottle_production_building_cost%

This factory does not need periodic repairs.

The bottle production limit in the principality depends on the level of development of all processing and military enterprises in the principality, and in administrative units - on the level of settlement (town-city) (see the corresponding help section):

The minimum level of development of all enterprises in the Principality Number of bottles/day
Level I 1000
Level II 3000
Level III 7000
Level IV 10,000
Imperial Glass Foundry 15,000

You can enable the automatic bottle production function. In this case, production (if the required volume of raw materials is available) will take place daily at the checkout time.

Production of Kvass drink

Own Kvass Production can be opened by:

  • Any Prince;
  • The owner of any Administrative Unit (hamlet - city).

The cost of building a Kvass Production:

%kvass_production_building_cost%

This factory does not need periodic repairs.

In the Land of Clones, Kvass is made from bread. To prepare 1 bottle of Kvass, you need to spend:

  • 0.1 kg of bread;
  • 1 glass bottle;
  • 1 bottle cap;
  • 0.068 gold coin (State tax).

Caps for corking bottles are made here too. For the manufacture of one box of caps (200 pieces), you will need 1 unit of processed iron. Caps can also be purchased at Fair.

You will also need glass bottles for bottling Kvass. They can be crafted at the Glass Foundry or bought at the Fair.

You can enable the automatic production of kvass and caps. In this case, your production (if you have the right amount of raw materials) will occur daily at the checkout time, even if you are offline.

Kvass production limit: 10,000 bottles/day, caps: 50 boxes/day.

Kvass and caps can be sold to other clones at the Fair.

From the production of each bottle of kvass, the State get a tax in the amount of 0.068 gold coin. From this income item, the State pays:

  • 10% - to the fund of the Emperors' Residence Reserves;
  • 25% - to the State fund of Tournaments (from this fund the State can increase the size of prize funds of tournaments);
  • 23% - to the general fund of the Settlements (hamlet-city) of the Land of Clones. Payment to the treasury of each settlement of the Land of Clones are made according to the level of development;
  • 23% - to the general real estate fund of the Land of Clones (payment to the treasury of each house according to its level of development);
  • 4% - to the dividend fund of the State Bank securities;
  • 15% - to the fund for the development of the technical base of the project.

Consumption of the wonderful drink "Kvass" is very useful. You can read about its properties, as well as the peculiarities of its use, in the Canteen Help section.

Cold pressed oil Workshop

Own linseed oil production can be opened by:

  • Any Prince;
  • Owner of any Administrative Unit (hamlet - city).

The cost of construction a Cold pressed oil Workshop:

%kvass_production_building_cost%

This factory does not need periodic repairs.

Linseed oil is an exceptionally valuable and useful product. To prepare 1 box (7 bottles of oil) you need to spend:

  • 100 kilograms of flax;
  • 7 glass bottles;
  • 7 bottle caps.

Bottles can be crafted at the Flass Foundry and caps can be crafted at the Kvass Production. Bottles and caps can also be purchased at Fair.

Linseed Oil production limit: 3 boxes/day (21 bottles of linseed oil).

You can turn on the automatic linseed oil production function. In this case, production (if the right amount of raw materials is available) will occur daily at the checkout time, even if you are offline.

Linseed Oil can be sold to other clones at Commodities Market.

Rigging Factory

To equip the warships at the Land of Clones, their owners require rigging equipment. A fully equipped warship has greater speed, maneuverability and protection, which means that its combat characteristics are increased. Detailed information can be found at «Business → Gunsmithing → Upgrading of the Combat Fleet».

Own rigging production can be opened by:

  • A prince who has upgraded all the processing and military enterprises of the principality to level 3 or higher;
  • Owner of an Administrative Unit of the "Town" level or higher.

A limited number of rigging equipment sets can be produced per day - with a total "level" of no more than 3 units. The "level" and cost of production of each set are equal to:

Ship type Production cost per set Level
Brig
  • 105 kg of Flax
  • 1 gold coin
one
Corvette
  • 160 kg of Flax
  • 2 gold coins
2
Battleship
  • 280 kg of Flax
  • 3 gold coins
3

50% of the gold coins spent in the production the state sends to the Captains' Fund of the Land of Clones.

The cost of construction a Rigging Production is:

%rigging_factory_building_cost%

This factory does not need periodic repairs.

Equipment of ships is made right there, at the enterprise, or in the section «Business → Gunsmithing → Upgrading of the Combat Fleet». You can sell or buy rigging equipment for ships at Commodities Market.

Bakery

Bread Baking in the Land of Clones is a State monopoly and is run by a State Bakery. Only princes can order bread baking. The rest of the inhabitants of the Land of Clones can purchase bread at Trade Guild. The Bakery will not accept an order from the prince if he does not have a "Nominal Business License".

A "Nominal Business License" is acquired once for life, it cannot be sold or transferred. The cost of a "Nominal Business License" is:

Resource type Quantity
Wood 500 units
Cereals 500 units
Stone 500 units
Iron 50 units

To bake 1 kg of bread, the Prince must spend:

  • 1 kg of flour;
  • 0.02 gold coin (State tax).

Immediately after acquiring a "Nominal Business License", the available bread production limit is 20 kg per day. If the limit is not fully used for the current day, production is reduced by -5 kg / day. In case of full use of the limit, the production volume is increased by +1 kg of bread/day. The maximum possible bread baking limit for one Principality is 50 kg per day. The minimum limit is 5 kg per day.

You can turn on the automatic bread baking function. In this case, baking (if the required amount of raw materials is available) will take place daily at the checkout time, even if you are offline.

Cement Factory

Own Cement Factory can be opened by:

  • Any Prince;
  • The owner of the Administrative Unit of the minimum level of development "Town".

Cement is a building material that is required for the construction of certain types of structures. Initial materials for the production of 1 unit of cement are:

  • 3 units of limestone;
  • 1 unit of clay;
  • 0.03 gold coin (State tax).

The cost of construction a Cement Factory is:

Resource type Quantity
Processed Wood 500 units
Processed Stone 500 units
Processed Iron 50 units
Oil 1400 units
Petroleum product 1400 units

For continuous operability, every 30 days it is necessary to carry out routine maintenance of the enterprise. Repair costs are:

Resource type Quantity
Processed Wood 15 units
Processed Stone 15 units
Processed Iron 1 unit
Oil 40 units
Petroleum product 40 units

The maximum amount of cement produced per day depends on the level of development of all processing and military enterprises of the principality, and in administrative units - on the level of development of the AU (town-city) (see the corresponding help section):

The minimum level of development of all enterprises in the Principality Production level
Level I 100 units of cement/day
Level II 250 units of cement/day
Level III 500 units of cement/day
Level IV 1000 units of cement/day
Level V 3000 units of cement/day

Oil Rig

Oil Rig can be built by a Prince who has upgraded all main processing and military enterprises in the Principality to Level 5.

The cost of construction one Oil Rig:

Resource type Quantity
Oil 8000 units
Sand 400 units

A maximum of 5 Rigs can be built in one Principality. The term of operation of one Oil Rig is 500 days.

One Oil Rig allows to extract 2000 liters of oil per day.

Oil can be redeemed in minimum batches of 5 liters, while spending 1 glass bottle and 0.01 gold coin, this money goes to the State budget.

From this income item, the State makes payments to funds:

  • 50% - goes to the the Technology Fund;
  • 25% - goes to the Era of the Megaliths Fund;
  • 25% - to the fund for the development of the technical base of the project.

Bottles can be crafted at Glass Foundry or purchased at Fair.

The extracted oil can be sold to other clones at Commodities Market. The scope of its application is wide, ranging from construction to feeding dragons.

Oil Refinery

Oil Refinery can be built by a Prince who has upgraded all of the Principality's main processed and military enterprises to Level 5.

The cost of construction an Oil Refinery:

Resource type Quantity
Oil 45000 units
Sand 1000 units

This factory does not need periodic repairs.

Oil refining limit is 10,000 liters/day.

One liter of oil produces 1 unit of "petroleum product".

The produced "petroleum product" can be sold to other clones at Commodities Market.

Water Well

The construction of Water Wells is only available on the game server "Conquered Lands".

At the moment, a dry period has begun on the game server "World of Clones". The lack of fresh water can be filled with supplies from the Conquered Lands Server, where there are extensive water reserves. Transportation of water between servers is done using Transport Portals.

Own Water Well can be built by:

  • Any prince (no more than 10 wells);
  • The owner of the Administrative unit of the "Hamlet" level (no more than 1 well);
  • The owner of the Administrative unit of the "Village" level (no more than 5 wells);
  • The owner of the Administrative unit of the "Town" level (no more than 7 wells);
  • The owner of the Administrative unit of the "City" level (no more than 12 wells).

The cost of construction one Water Well:

Resource type Quantity
Wood 100 units
Stone 100 units
Iron 5 units

Working life of each Well is 500 days.

One Water Well allows you to extract 100 liters of water (10 buckets) per day.

The obtained water can be sold to other clones at the Commodities Market, and also transferred to the "World of Clones" game server using portals. On the Commodities Market, water is sold in buckets (1 bucket = 10 liters). The maximum volume of water that can be transported through the portal at one time is 10 tons (1000 buckets). Read more about renting portals and transporting resources through portals here.

Development of Hunting Grounds

The lands of the principality are not idle. In the vast territories can be opened various Hunting Grounds with a variety of beast. By developing a hunting ground in his principality, the prince increases its technological level, since the State nominal cost of all built hunting grounds (in gold coins) is added to the technological level of the principality.

Hunting grounds are purchased from the State either for gold coins or for a certain resource:

%hunting_ground%

In one hunting ground, a certain number of beasts can be placed, which the prince buys in the State Reserve's Nursery. The more hunting grounds of each type in the principality, the more beasts can be kept in them at the same time and the more beasts are available for hunting by hunters per day. The cost of purchase, capacity and the maximum number of beasts purchased per day in each type of hunting ground are given in the tables:

%hunting_ground_animal%

Hunting ground type Capacity The maximum number of purchased beasts per day
Spruce-broad-leaved forest 40 martens 120 martens
Oakwood forest 40 foxes 120 foxes
Forest-steppe 80 wolves 240 wolves
| 80 wild boars 240 wild boars
Mixed light forest 70 deer 210 deer
Pinery Forest 60 elks 180 elks
Spruce Forest 60 bears 180 bears

If necessary, the Prince can set up the automatic purchase of a beast in the State Reserve, but not more than the maximum possible number per day.

The number of hunting grounds of each type is limited and depends on the current technological level of the Principality. This number can be calculated using the formula (the fractional result is rounded down):

Q = L / (P * 4),

where:

  • Q - the number of hunting grounds available to the principality;
  • L - principality's technological level;
  • P - the cost of one hunting ground of this type, in gold coins.

At the same time, a limited number of hunters can hunt in the Principality: no more than 8 in one hunting ground.

Calculation examples

Calculation of the number of hunting grounds:

Let's say a Principality has a technological level of 1500 units. The Prince wants to calculate how many Oakwood forest type hunting grounds he can build. This type of hunting ground has a cost of 8 gold coins. Thus, no more than K = 1500 / (8 * 4) = 46 Oakwood forest type hunting grounds can be built in the Principality.

Calculate the number of hunters:

Let's say the Prince built 10 "Spruce Forest" type hunting grounds. No more than 8*10=80 hunters will be able to hunt in the Spruce Forest at the same time.

The Prince receives income from each shot fired by hunters in his territory. Namely, 50% of the cost of hunting cartridges spent by hunters on that day (for more information about the principles of hunting, see the help section "Business" → "Hunting"). This income is credited to the Prince's game account once a day, at checkout time.

The Prince can assign bonuses to all hunters of a certain type of beast. In this case, the hunters will be automatically returned "cashback" in the amount of 1 to 95%. It's the prince's income from the hunter's shots minus the prince's expense for the purchase of the beast in the State Reserve, which this hunter got. The profit of the prince and bonuses for each hunter are calculated for each 15-minute hunting cycle, during which cartridges were spent and the beast was taken. If the profit for the current cycle is less than or equal to 0, no bonuses are paid.

Hunting statistics for the last day, month, or all time are available at "Profitability" section.

Majestic buildings of the Principality

The Palace

The construction of the Prince's Palace is another step the Grand Prince takes before gaining the title of Emperor of the Land of Clones. The presence of a Palace is a prerequisite for obtaining this title. As soon as the first Palace is built, the State begins to pay 7% from the income item "Upgrading in social status" to the "Fund of Palaces". At the end of each working day, the accumulated fund is evenly paid out to all owners of Palaces.

Any Prince can build a Palace. At the moment, the cost of construction of the Palace is:

%palace_cost%

One builder uses 1 unit of each type of resource per day. Gold coins are spent out in full at the beginning of construction, and it is a State tax.

To start construction work, it is enough to have only 30% of each type of resource available (with the exception of those that are fully consumed at the beginning of construction), the rest can be added as work progresses.

The prince himself manages the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

When calculating the Character Score and Account Score, the score value of the built Palace is taken into account with an increased coefficient of 1,5.

This building does not need periodic repairs.

Hurry to build! Palaces currently built in the Land of Clones: %palace_count%.

Wonders of the World

The Wonders of the World built in the Principality have a beneficial effect on various aspects of the activities of residents. A common feature is the beneficial effect on dragons. You will learn about other features of each Wonder of the World in this chapter.

If a dragon was born in a Principality surrounded by Wonders of the World (including those built in Settlements on the territory of the Principality), each of these structures affects its characteristics, increasing the strength of Intention by 5%. This coefficient applies to the animal throughout its life, even if the dragon moved to another Principality.

If a dragon lives in a Principality surrounded by Wonders of the World (including those built in Settlements on the territory of the Principality), each of these structures affects its characteristics, increasing the strength of Intention by 5%. This coefficient applies to the animal during the period when it lives next to the specified buildings.

The same coefficients are added together. For example, if a dragon was born in a Principality with two Wonders of the World and lives in it, then its intention indicator will be 120%.

All Wonders of the World in the Land of Clones that are over 1000 days old need to be repaired every 30 days. The first repair is made on the 1001st day and then with a frequency of 30 days. Repair of Wonders of the World is carried out only by tertiary types of resource. The cost of repairs for all types of buildings is given in the relevant sections below. Please note that the Wonder of the World "Queen of the Night" needs to be repaired regularly, regardless of its age.

The broken Wonder of the World does not participate in the calculation of the "character score" and "account score", and does not receive State bonuses.

If there is at least one unrepaired Wonder of the World on the user's account, it will be impossible to create the lot on the Currency Market at the Trade Guild.

When calculating the Character Score and Account Score, the value of the score of the built Wonder of the World is taken into account with an increased coefficient of 1,5.

The first 11 builders of the Wonders of the World "Giant Sunflower" and "Great Ear" (account owners) who completed their constructions were awarded the "Architect's Gold Rings" and "Golden Clone Anniversary Medallions" by the Administration. At the moment, the promotion for the presentation of jewelry is over, but in the future, new gifts await participants. Follow the news of the project!

Giant Sunflower

The experiments of magicians have shown that if you collect a large number of "Magical Solar Slabs" in one place and make a special design out of them, then they can accumulate so much solar energy that it is enough to provide additional food and the necessary energy to the areas of the land that need it. Magical Solar Slabs are produced at Mages Tower.

Agricultural fields on the territory of the Principality with built “Giant Sunflower” Wonder of the World are in a state of "black fallow" 3 days less (20%).

Any Prince can build the Wonder of the World "Giant Sunflower". To build, you need to spend:

%sun_flower_cost%

One builder uses 1 unit of each type of resource per day. Gold coins are spent out in full at the beginning of construction, and it is a State tax.

To start construction work, it is enough to have only 30% of each type of resource available (with the exception of those that are fully consumed at the beginning of construction), the rest can be added as work progresses.

The prince himself manages the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

The State pays daily to the Fund for the Wonders of the World "Giant Sunflower":

  • 20% from the processing of fertilizers by the livestock breeders of the Land of Clones;
  • 10% from the sale of seeds at the State Farm;
  • 20% from State agricultural taxes;
  • 10% from the income of the State Farm (commissions at the Renting Fairs, Animal Fairs).

The fund is paid out at the end of the day equally to all owners of the majestic building.

Repair of the Wonder of the World

Starting from 1001 days since its construction, the Wonder of the World needs to be repaired every 30 days. Repair costs are shown in the table below:

Resource type Repair cost every 30 days
Beam 181
Edged board 363
Mounting rail 717
Clapboard 1434
Foundation block 181
Overlap block 363
Facing slab 717
Brick 1434
Channel bar 181
I-beam 363
Stiffening angle 726
Armature 1449
Magical solar slab 3

If the building is not repaired on time, the time until the next repair is still taken into account. That is, after 60 days it will be necessary to spend twice the amount of material, and so on.

Great Ear

The mighty construction of the Wonder of the World "Great Ear" with the help of "Magical rain slabs" that are produced in Mages Tower, is able to magically attract majestic clouds, additionally irrigating agricultural land with fertile moisture, thereby increasing the profitability of agriculture.

The rate of maturation of agricultural products (stage "Fields in the process of growth and maturation") in all fields located on the territory of the Principality or City in which the Wonder of the World "Great Ear" is built, is increased by 5%.

Build the Wonder of the World "Great Ear" can:

  • A Prince who has developed a University in the Principality to the 5th level;
  • The owner of an administrative unit that has developed to a City, with a technological level of 9440 or higher. At the same time, this AU must be located on the territory of the Principality, the Prince of which has developed the University to the 5th level.

To build the Wonder of the World "Great Ear", you need to spend:

%great_ear_cost%

Attention! If the Prince has already built the Wonder of the World "Giant Sunflower", then he will need 20% less "solar slabs" to build the Wonder of the World "Great Ear".

One builder uses 1 unit of each type of resource per day. Gold coins are spent out in full at the beginning of construction, and it is a State tax.

To start construction work, it is enough to have only 30% of each type of resource available (with the exception of those that are fully consumed at the beginning of construction), the rest can be added as work progresses.

The prince manages himself the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

The State, to help the development of such rulers, allocates subsidies (to the Princes and Mayors who built the Wonder of the World "Great Ear"):

  • 10% from the cost of recycling fertilizers at the State Farm;
  • 10% from the sale of seeds at the State Farm;
  • 10% from State agricultural taxes;
  • 10% from the income of the State Farm (commissions at the Renting Fairs, Animal Fairs).

The fund is paid at the end of the day equally to all owners of the majestic building (both Princes and Mayors).

Repair of the Wonder of the World

Starting from 1001 days since its construction, the Wonder of the World needs to be repaired every 30 days. Repair costs are shown in the table below:

Resource type Repair cost every 30 days
Flour 167
Beam 111
Edged board 223
Mounting rail 446
Clapboard 892
Foundation block 111
Overlap block 223
Facing slab 446
Brick 892
Channel bar 11
I-beam 22
Stiffening angle 45
Armature 89
Magical solar slab 2
Magical rain slab 2

If the building is not repaired on time, the time until the next repair is still taken into account. That is, after 60 days it will be necessary to spend twice the amount of material, and so on.

Queen of the Night

Any Prince can build a Wonder of the World. The structure must be covered with "lunar slabs", which are produced in Mages Tower. The uniqueness of the design lies in the principles of its operation. The flower opens only at night, transforming moonlight into a unique type of energy that has a beneficial effect on agriculture and the dragons living in the amber caves of this Principality.

  • Fields on the territory of the Principality with the built Wonder of the World are in a state of "black fallow" for 2 days less.
  • Dragons living in amber caves begin to feel a huge surge of energy at night. Additional energy provokes them to take off from their native cave. With an additional night walk, they can find and bring gold to their cave. In the World of Clones, there are 5 levels of development of amber caves. The simpler the amber cave, the more gold its guests bring. However, given that much more dragons can live in the highest level amber cave, the total amount of gold brought will be disproportionately greater than in lower level caves. A dragon that is not 100% fed will, under the influence of the Wonder of the World, bring less gold than a well-fed one, and a hungry one will not search for gold at all, it will be disturbed by problems of a different nature.

The cost of construction is quite high. The State assists the Prince in the construction of the Queen of the Night, adding as many resources to the construction as the Prince spends. Therefore, 50% of the amount of gold brought by the dragons of the amber caves under the influence of the Wonder of the World, the Prince automatically transfers to the State Budget in the form of a tax. This item of income is transferred in full to the dividend fund of "Dragons' Gold" securities.

To build the Wonder of the World “Queen of the Night”, the PRINCE needs to spend the following resource:

%queen_of_the_night_cost%

The consumption of building material by one builder per day is:

%queen_of_the_night_per_day_cost%

Gold coins are spent out in full at the beginning of construction, and it is a State tax.

To start construction work, it is enough to have only 30% of each type of resource available (with the exception of those that are fully consumed at the beginning of construction), the rest can be added as work progresses.

The Prince himself manages the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders. Hired workers will work only with the amount of resource that the Prince added himself (the resource brought by the State Carters' Guild from State Reserve is immediately installed by state workers).

Repair of the Wonder of the World

Every 30 days, it is necessary to carry out current repairing of the Wonder of the World "Queen of the Night".

The cost of repairing a building less than 1000 days old is:

%queen_of_the_night_repair_cost%

The cost of repairing a building more than 1000 days old is:

Resource type Repair cost every 30 days
Beam 79
Edged board 159
Mounting rail 314
Clapboard 627
Foundation block 79
Overlap block 159
Facing slab 314
Brick 627
Channel bar 79
I-beam 159
Stiffening angle 318
Armature 634
Lunar slab 1

If the building is not repaired on time, the time until the next repair is still taken into account. That is, after 60 days it will be necessary to spend twice the amount of material, and so on.

Great Buildings (Terem, Theatre, Statue of a Warrior)

There are 3 types of Great Buildings in the Land of Clones:

  • Terem;
  • Theatre;
  • Statue of a Warrior.

Great Buildings can be built by:

  • Any Prince;
  • Owner of an Administrative Unit of any level.

When calculating the Character Score and Account Score, the value of the score of a completed Great Building is taken into account with an increased coefficient of 1,5. The score of a level 5 building is always calculated according to the cost of a "gradual" building.

How to build?

Each building has 5 levels of development. The Prince can build a building gradually developing it - level by level. Or he can immediately build a level 5 building, receiving a discount on construction. The cost of construction is shown in the table below:

Building Type/Level Terem Theatre Statue of a Warrior
Cost, Gradual Level Up
1 level
  • 40,000 units of processed wood
  • 1330 units of cement
  • 40,000 units of processed stone
  • 1330 units of cement
  • 6,000 units of processed iron
  • 1330 units of cement
2 level
  • 40,000 units of processed wood
  • 1330 units of cement
  • 40,000 units of processed stone
  • 1330 units of cement
  • 6,000 units of processed iron
  • 1330 units of cement
3 level
  • 40,000 units of processed wood
  • 1330 units of cement
  • 40,000 units of processed stone
  • 1330 units of cement
  • 6,000 units of processed iron
  • 1330 units of cement
4th level
  • 40,000 units of processed wood
  • 1330 units of cement
  • 40,000 units of processed stone
  • 1330 units of cement
  • 6,000 units of processed iron
  • 1330 units of cement
5th level
  • 40,000 units of processed wood
  • 1330 units of cement
  • 40,000 units of processed stone
  • 1330 units of cement
  • 6,000 units of processed iron
  • 1330 units of cement
Cost, Instant build
5th level
  • 200,000 units of processed wood
  • 200,000 units of processed stone
  • 30,000 units of processed iron
Consumption of each type of material by one builder
Any level 3 units per day 3 units per day 1 unit per day

To start construction work, it is enough to have 30% of each type of resource available, the rest can be added as work progresses.

The Prince manages himself the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

These buildings do not need periodic repairs.

Impact of Great Buildings on resource processing

Great Buildings give a discount on the processing of the corresponding primary resources into secondary resources in the Principality or processing enterprises in AU (depending on where they are built), as well as a discount on the cost (in gold coins) of processing the corresponding secondary resources into tertiary resources at the Tertiary Production Processing Plant. Details in the table:

Building Type/Level Terem Theatre Statue of a Warrior
Wood Products Stone Products Iron Products
1st level
  • 1% discount for recycling into secondary products
  • 10% discount on the production of tertiary products (from the cost of gold coins)
2nd level
  • 2% discount for recycling into secondary products
  • 20% discount on the production of tertiary products (from the cost of gold coins)
3rd level
  • 3% discount for recycling into secondary products
  • 30% discount on the production of tertiary products (from the cost of gold coins)
4th level
  • 4% discount for recycling into secondary products
  • 40% discount on the production of tertiary products (from the cost of gold coins)
5th level
  • 5% discount for recycling into secondary products
  • 50% discount on the production of tertiary products (from the cost of gold coins)

Let's say, with a base processing coefficient of 1, after building a Terem level 5, to obtain 1 processed wood, the owner of the building will spend 0.95 wood and receive a 50% discount on the gold component in the production of wooden tertiary products.

Impact of Great Buildings on dragons

The presence of Great Buildings is important for dragon owners. If the dragon was born in a principality surrounded by Great Buildings developed up to level 5 (including those built in settlements on the territory of the principality), each of these structures affects its characteristics as follows:

  • Theatre: Strength +10%;
  • Statue of a Warrior: Rage +10%;
  • Terem: Intuition +10%.

These coefficients apply to the animal throughout its life, even if the dragon moved to another principality. At the same time, no more than 4 buildings of the same type (4 theaters, 4 statues, 4 terems) have an impact on dragons.

If a dragon lives in the amber caves of a principality surrounded by Great Buildings developed up to level 5 (including those built in settlements on the territory of the principality), each of these structures affects its characteristics as follows:

  • Theatre: Strength +10%;
  • Statue of a Warrior: Rage +10%;
  • Terem: Intuition +10%.

These coefficients apply to the animal during the period when it lives next to the specified buildings (and only in amber caves). At the same time, no more than 4 buildings of the same type (4 theaters, 4 statues, 4 terems) have an impact on dragons.

The same coefficients are added together. For example, if a dragon was born in a principality with Terem and lives in the amber caves of the same principality, then its Intuition will be equal to 120%.

Impact of Great Buildings on Warfare

The presence of the Great Building "Statue of a Warrior" 5th level in the principality gives an additional bonus when conducting combat operations by the Prince's Troops: if a training Arena of any level is functioning (built and repaired) in the principality, then if there is a completed Statue of a Warrior (level 5), the Prince's Troops recognizes dummies of the enemy army with a probability of 100%.

Each of the three Great Buildings of the Principality provides an additional bonus to the number of training slots at the Arena:

  • +100 places for each building's level (maximum +500 clones).

Megalithic Structures (Aqueduct, Thermae, Warrior Temple Complex)

The Aqueduct

The Principality in whose territory the Aqueduct was built, is engaged in the Agriculture in more sustainable ways. Fields can be in a "black fallow" stage 2 days less than usual, and the rate of maturation of agricultural products (the "Fields in the process of growth and maturation" stage) in all fields of the principality is increased by 5%.

The Aqueduct has a positive effect on the senses of dragons living in the Amber caves of the principality (not Castle caves). They can bring more gold. 50% of the amount of gold brought by the dragons of the Amber caves (under the influence of the Aqueduct), the Prince automatically transfers to the State budget in the form of a tax. This item of income is transferred in full to the dividend fund of "Era of the Megaliths" securities.

If the dragon was born in a Principality with an Aqueduct built, its Intention power is increased by 5%. This coefficient applies to the animal throughout its life, even if the dragon moved to another principality.

If the dragon lives in a Principality with an Aqueduct built, its Intention power is increased by 5%. This coefficient applies to the animal during the period when it lives next to the Aqueduct.

The coefficients add up. For example, if a dragon was born in and lives in a Principality with an Aqueduct, then its Intention would be 110%.

The State pays 200 gold coins daily from the "Era of the Megaliths fund" to all the princes and emperors who built the majestic Aqueduct structure (the amount is divided equally between them). If the fund does not have the required amount, no payments are made until the amount of the fund reaches the required value.

After the construction of each next Aqueduct on the Land of Clones, the State pays a bonus of 300 gold coins to princes who have already entered into the "Era of the Megaliths" (the amount of the bonus is divided equally between them).

Construction of the Aqueduct

The construction of the Aqueduct is available to the Princes, whose all enterprises are developed to the 4th level or higher.

Aqueduct building cost:

Resource Quantity Consumption by one builder per day
Megalith 4000 1
Linseed oil 1500 1
Flour 20 000 5
Amaranth 20,000 5
Golden egg 400 1
Golden coins 300 -

Gold coins will be spend out in full at the beginning of construction, and it is a State tax.

To start construction work, it is enough to have 30% of each type of resource available (with the exception of those that are fully consumed at the beginning of construction), the rest can be added as work progresses.

The prince manages himself the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

Only highly qualified workers with special education "Engineer of Megalithic Structures" can act as the builders of the Aqueduct.

Repair of the Aqueduct

All Aqueducts in the Land of Clones need periodic repairs every 30 days, but only if the building is over 1000 days old. The first repair is carried out at 1001st day and then with a frequency of 30 days. Repair costs are shown in the table below. An unrepaired Aqueduct ceases to function and does not participate in the calculation of the "character score" and "account score".

Resource type Repair cost every 30 days
Salt 200
Saltpeter 333

The Thermae

Thermae are a very useful structure for clones. By regularly visiting Thermae, the clone develops such useful characteristics as, for example, "military initiative" and "reasonableness", and also restores "work efficiency" more effectively.

Visiting Thermae (in "Character" → "Rental Section" → "Visiting Thermae") is open to all residents of the Principality. Serfs are not allowed to enter Thermae. The Prince charges a visit fee for each clone, which is 0.025 gold coin. 50% of the paid cost goes to the State Budget.

Every day, the State pays 50 gold coins from the "Era of the Megaliths Fund", this amount is divided equally among all the Princes who built Thermae. If the fund does not have the required amount, no payments are made until the amount of the fund reaches the required value.

With each visit to Thermae, once a day, the following characteristics are credited to the clone:

  • +2 military initiative units if the clone does not have a military rank or its criminal authority is below the "Moth" level;
  • +2 additional military initiative units for each level of "criminal authority" (in total 10 levels, from Moth to Octopus) or for each subsequent [https:// www.ageofclones.com/war_academy/index military rank] (from second lieutenant / cornet / under-lieutenant to general field marshal / admiral);
  • +1 unit of reasonableness;
  • +20% of the daily rate of work efficiency consumption.

If the clone visiting Thermae is the owner of an administrative unit of the "Town" level or higher, he additionally receives:

  • +1 unit of Intention.

In one day, no more than 1,000 clones can visit the Thermae.

To visit Thermae, you need to rent 1 place for each clone. The minimum rental period is 1 day, the maximum is 365 days. At the time of the rent, gold to pay for visits is reserved for the entire rental period, in case of refusal to rent, the gold for the remaining period is returned. The Prince can manage the available places: for example, give access to Thermae only to clones from his account, and for the others, declare that there are no free places.

In the future, Thermae can be reconstructed to increase the number of possible visitors per day.

Construction of the Thermae

You can build Thermae only in the Principality where the Aqueduct has already been built. The cost of building Thermae is:

Resource Quantity Consumption by one builder per day
Megalith 1500 1
Linseed oil 500 1
Flour 5000 1
Amaranth 5000 1
Golden egg 100 1

This structure does not require periodic repairs.

The Warrior Temple Complex

It is possible to build a Warrior Temple Cmplex only in the principality where Thermae is built.

Each visit to the Temple Complex built in the Principality, once a day, gives the clone the following additional characteristics:

  • +50 military expertise units if the clone does not have a military rank or its criminal authority is below the "Moth" level;
  • +50 additional military expertise units for each level of "criminal authority" (in total 10 levels, from Moth to Octopus) or for each subsequent [https:// www.ageofclones.com/war_academy/index military rank] (from second lieutenant / cornet / under-lieutenant to general field marshal / admiral);
  • +1 unit of reasonableness.

If a clone visiting the Temple Complex is the owner of an administrative unit of the "Village" level or higher, he additionally receives:

  • +1 unit of intention.

In addition, this structure provides the following advantages:

  • Fields on the territory of the Principality with the built Temple Complex are in a state of "black fallow" 1 day less.
  • The Temple Complex, like the Wonders of the World, increases the "intention" characteristic by 5% of all dragons born and living in the Principality with the structure built.

In one day, the Temple Complex level I can be visited by no more than 1,000 clones, II level - 2,000 clones, III level - 3,000 clones. Visiting the Temple Complex (in "Character" → "Rental Section" → "Visiting the Temple Complex") is open to all residents of the Principality. Serfs are not allowed to enter the Temple Complex. The Prince charges a visit fee for each clone, the price is 0.025 gold coin. 50% of the paid cost goes to the State Budget.

To visit the Temple Complex, you need to rent 1 place for each clone. The minimum rental period is 1 day, the maximum is 365 days. At the time of the rent, gold to pay for visits is reserved for the entire rental period, in case of refusal to rent, the gold for the remaining period is returned. The Prince can manage the available places: for example, give access to the Complex only to clones from his account, and for the others, declare that there are no free places.

Every day, the State pays 50 gold coins from the "Era of the Megaliths Fund", this amount is divided equally among all the Princes who built the Temple Complex (without taking into account the level of construction). If the fund does not have the required amount, no payments are made until the amount of the fund reaches the required value.

Construction of the Warrior Temple Complex

The construction of the Temple Complex should start from level I, if necessary, gradually develop it to level II or III. The cost of construction and development is shown in the table below:

Resource Level
I II III
Golden egg 150 120 120
Amaranth 6000 4800 4800
Flour 4000 3200 3200
Linseed oil 400 320 320
Megalith 1000 800 800
Magic solar slab 200 160 160
Magic rain slab 200 160 160
Lunar slab 100 80 80

This structure does not require periodic repairs.

Q&A

Question If my fields are in the settlement where the Wonder of the World "Great Ear" is built, and this settlement is located in the Principality where the "Great Ear" is also built, does this mean that the maturation speed of the fields will be increased by 10%?
Answer Yes, absolutely right.
Question If my fields are located in the Principality where both the Wonder of the World "Giant Sunflower" and the Wonder of the World "Queen of the Night" were built, does this mean that the period the fields are in a stage of "black fallow" will be reduced by 5 days at once?
Answer Yes, absolutely right.

Science Laboratories

Genetic Engineering Research Center

The Research Center allows for research in the field of genetic engineering. Works with amber with a drop of blood inside the stone are currently available (reproduction of a dragon specimen).

Construction of the Research Center

Genetic Engineering Research Center is available for construction in Principalities with a University developed to level 4. The building cost is:

Resource type Quantity Consumption by one builder per day
Petroleum product 40,000 units 5
Sand 2,000 units 1
Cement 650 units 1
Beam 3,000 units 1
Edged board 6 500 units 1
Mounting rail 13,500 units 1
Clapboard 26,500 units 1

To start construction work, it is enough to have 30% of each type of resource available, the rest can be added as work progresses.

The prince manages himself the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

Dragon Specimen Reproduction

It is possible to reproduce a cub of dragon. Researchers need 72 hours to complete this work. The gender of an animal born into the world can be both male and female with equal probability. Its weight will be equal to 20 kg.

If the Prince owner of the Genetic Engineering Research Center has built an Aqueduct, then he has an additional opportunity to perform gender change operations on the cubs of all dragons that were born and are on his account, provided that the cubs are no more than 3 days old. In the corresponding section of the Center, a list of dragons that meet the required conditions is displayed. The cost of one such operation is 50 gold coins.

The cub of dragon can stay in the Center only until it reaches the age of 30 days. Larger individuals need much more space, namely castle cave or principality amber caves. The dragon must be relocated there before it turns 31 days old. In the case that the owner of the Center forgot to relocate the growing lizard in time, but he owns free amber caves or caves under the castle, the staff of the Center will independently relocate him there. Otherwise, if the dragon is not relocated, then the staff of the Center will not be able to cope with a large reptile and will not have access to feeders, as a result of which the dragon becomes even more nervous.

The nervous dragon inflicts heavy damage on the Center and tries to leave its current habitat. Most often, this attempt is successful, and the dragon flies away to freedom. A flying lizard can try to settle in a free cave of any castle in the Land of Clones or in amber caves that he likes. Of course, if the owner of the caves objected, he could kick the dragon away. But if you tame the arrived lizard by feeding it for 30 days, then it will become submissive and even allow the new owner to sell himself at Dragon Fair.

After the dragon has flown away, causing damage to the Research Center, repairs must be made, otherwise all ongoing work will be frozen. The repair cost will be:

Resource type Quantity
Golden coins 50
Beam 1,500 units
Edged board 3,250 units
Mounting rail 6,750 units
Clapboard 13,250 units

Dragon feeders are recommended to be replenished with a margin. The patience of the dragon is enough for 5 days of hunger, on the 6th day he leaves his familiar place. Perhaps he will show up somewhere on the Land of Clones and try to settle down with a new owner, or he may disappear forever.

There is only one dragon feeder built - common for dragons in castle caves, amber caves of the principality and in the Research Center.

Chemical Laboratories

Laboratory of the chemical element "Chromium"

Prehistory.

In 1820-1821, Michael Faraday and Pierre Berthier noted the ability of an alloy of chromium and iron to resist acid corrosion. Since scientists did not yet know the role of low carbon content, they could not obtain a high chromium alloy.

With the use of chromium, the design and construction of the great buildings of the new era by princes and emperors is planned. Also, this resource will be used by the State in large volume for the construction of public facilities.

Own laboratories for the production of the chemical element "Chromium" can be opened by:

  • Prince of any level: no more than 5 laboratories;
  • Emperor: no more than 10 laboratories;
  • The owner of the Administrative unit of the level "Hamlet": no more than 1 laboratory;
  • The owner of the Administrative unit of the level "Village": no more than 5 laboratories;
  • The owner of the Administrative unit of the level "Town": no more than 7 laboratories;
  • The owner of the Administrative unit of the level "City": no more than 12 laboratories.

The cost of construction a Laboratory of the chemical element "Chromium":

Resource Quantity
Gold coins 3
Beam 20
Edged board 35
Mounting rail 65
Clapboard 120
Foundation block 20
Overlap block 35
Facing slab 65
Brick 120
Channel bar 1
I-beam 3
Stiffening angle 6
Armature 15
Cement 7
Water buckets 300

This building does not require periodic repairs.

For the production of chromium, you must purchase a license. The cost of the license is 7 gold coins. The license is purchased for 730 days. At the end of this period, you must purchase a new license.

The laboratory produces 1 unit of the "Chromium" element per day with a nominal price of 0.02 gold coin.

Production works automatically. If necessary, you can switch to manual production of chromium.

Laboratory of the chemical element "Nickel"

Prehistory.

The element got its name from the name of the spirit of the mountains (cf. German, Nickel is "mischievous") of German mythology, which "tossed" copper seekers with a red-colored mineral similar to copper ore (now known as nickeline). Nickel is characterized by high corrosion resistance - it is stable in air, in water, in alkalis, in a number of acids.

Initially, stainless steel was only used for cutlery. In 1924, the UK patented AISI 304 steel, containing 18% chromium and 8% nickel.

With the use of nickel, the design and construction of the great buildings of the new era by princes and emperors is planned. Also, this resource will be used by the State in large quantities for a new era of development.

Own laboratories for the production of the chemical element "Nickel" can be opened by:

  • Prince of any level: no more than 5 laboratories;
  • Emperor: no more than 10 laboratories;
  • The owner of the Administrative unit of the level "Hamlet": no more than 1 laboratory;
  • The owner of the Administrative unit of the level "Village": no more than 5 laboratories;
  • The owner of the Administrative unit of the level "Town": no more than 7 laboratories;
  • The owner of the Administrative unit of the level "City": no more than 12 laboratories.

The cost of construction a Laboratory of the chemical element "Nickel":

Resource Quantity
Gold coins 3
Beam 20
Edged board 35
Mounting rail 65
Clapboard 120
Foundation block 20
Overlap block 35
Facing slab 65
Brick 120
Channel bar 1
I-beam 3
Stiffening angle 6
Armature 15
Cement 7
Water buckets 300

This building does not require periodic repairs.

Nickel production requires a license. The cost of the license is 7 gold coins. The license is purchased for 730 days. At the end of this period, you must purchase a new license.

The laboratory produces 1 unit of the Nickel element per day with a nominal value of 0.02 gold coin.

Production works automatically. If necessary, you can switch to manual nickel production.

Amber Caves for Dragons

If the Prince wishes to breed dragons, he has the option of building an amber dragon cave. Only in such mysterious caves dragons feel comfortable and can have offspring. Dragons bring gold to their cave, looking for it in various parts of the virtual world. The ability to sense and locate gold caches is a unique ability of the Land of Clones' dragons. The owners of dragons are burdened with the daily cleaning of caves from gold. Otherwise, it accumulates, and the dragons become cramped.

A pair of dragons (male and female) can only breed in amber caves. The owner of a pregnant dragon must monitor the availability of free places in his caves, if there are none, then the newborn cub will be devoured by adults.

Construction of the Amber Caves

A clone owner of a dragon must have an Intention of at least 500 units.

Construction should begin with the Caves of the 1st level, gradually developing them to the 5th level. Not every prince can build the Caves - after all, this requires a certain technical and scientific potential. Below are the requirements and cost of building the Caves of each level.

Conditions of construction and cost Level 1 Level 2 Level 3 Level 4 Level 5
Dragons capacity 1 pair 2 pairs 3 pairs 5 pairs 13 pairs
Requires the level of all enterprises in the Principality is not lower than 3 the level of all enterprises in the Principality is not lower than 4 the level of all enterprises of the principality is not lower than 4 + the presence of one of the Wonders of the World or the Great Building the level of all enterprises of the principality is not lower than 5 + the presence of two Wonders of the World or Great Buildings Prince-Emperor, Level 6 University + having two Wonders of the World and one of the Great Buildings
Amber 40,000 35,000 30,000 50,000 150,000
Sapphire 1000 1000 1000 1500 3000
Amethyst 500 500 500 750 1500
Ruby 250 250 250 325 650
Emerald 125 125 125 160 230
Diamond 50 50 50 75 150
Silver egg 20 20 20 30 60
Golden egg 10 10 10 15 30

To start construction work, it is enough to have only 30% of each type of resource available (with the exception of those that are fully consumed at the beginning of construction), the rest can be added as work progresses.

The prince manages himself the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

Resource consumption by workers: 5 units of amber and 1 unit of each other types of resource per day.

Repair of the Amber Caves

Monthly repair of the cave is needed with work on the restoration of amber. If you do not change the amber, then the cave reduces its favorable power, and the dragons begin to get nervous. To fill feeder in a cave with nervous dragons is very dangerous, and a clone doesn't take that kind of risk. In this regard, the dragons remain hungry for everything else. This will definitely not lead to good ... If the dragon goes hungry for 5 days in a row, he leaves his home and flies out of the cave. The repair cost is shown in the table:

Level 1 Level 2 Level 3 Level 4 Level 5
100 units of amber 200 units of amber 300 units of amber 400 units of amber 700 units of amber

Military Life of Principalities

Military facilities, the Treasury, the Crest

The Treasury of the Principality

Each principality has a gold reserve - the private treasury of the Principality. Every day, the State transfers to the treasury of the principalities 5% of the income from studying the "Intention" characteristic at the University. This amount is divided among all principalities in proportion to their technological level of development.

In the case of the defeat of the Principality in the war, this treasury will go as a war trophy to the victorious Principality. This military profit will be paid to the victorious Prince and his entire Prince's Troops in proportions, according to the rules for the distribution of military trophies (chapter § Military Life of Principalities → § Prince's Troops → § Salaries and Battle Trophies).

The Crest of the Principality

Proudly raised Crest is a symbol of a mighty and free Principality! Principalities with a raised crest are ranked higher in the Registry of Principalities.

Initially, the crest of the principality was lowered. The cost of raising the crest is 100 gold coins.

The "Raised Principality's Crest Fund" is formed daily by the State in the form of 2 parts:

I part:

  • 5% - from income from training in the Command of Military Affairs;
  • 10% - from the sale of weapons in the Gun Shop.

II part:

  • 10% - from the discount at the Trade Guild;
  • 10% - from the discount at the Fair.

Both parts are paid to the Princes whose crests are raised: Part I - in equal shares, Part II - in proportion to the technological level of the Principality.

The Prince who raised the crest has the opportunity to add individuality to his Principality - change the standard image of the crest to his own. It can be, for example, the personal coat of arms of the Prince, depicted on the cloth. To change it, you need to send an image of your crest to the email address of the Support Service, also specifying the name of the Principality. The image must be 43x43 pixels in PNG format with a transparent background. Changing the image is free of charge.

The Defensive Wall

To protect the Principality from enemy raids, the Prince can build a defensive structure - the Wall. The wall will stop the enemy on the outskirts of the Principality and force him to use the Siege Tactics, and will also take some of the damage from the shots in the case of an enemy attack. Iron and gold from enemy ammunition stuck in the wall can be made available to the Prince as battle trophies.

During the Siege and battles at the borders of the Principality, the Wall can be damaged to varying degrees, so it will need to be repaired. If the Wall's durability drops to 8000 units or less, the Wall is considered destroyed and does not protect the Principality. In addition, the higher level the Wall is built in the Principality, the higher level another structure can be built in that Principality – the Barracks, which affects the number of Prince's Troops. Read more about the role of the Wall in battles in the chapter § Military Life of Principalities → § Prince's Troops → § Military Actions → § Siege Tactics.

Construction of the Defensive Wall

The construction of the Wall should start from level I, if necessary, gradually increase it to level V. The ability to build a higher level of the Wall depends on the Technological level of development of the Principality. The presence of a built Wall in the Principality makes it possible to build Barracks of the appropriate level, which allows you to increase the maximum possible number of troops in the Prince's Troops.

The conditions and cost of building the Wall, as well as its advantages:

Resource type Wall Level Consumption by one builder per day
I II III IV V
Processed wood 750 units 1500 units 2500 units 5250 units 7500 units 1 unit
Processed stone 2000 units 3000 units 5000 units 10,000 units 15,000 units 1 unit
Sand 800 units 1200 units 2000 units 4000 units 6000 units 1 unit
Cement 300 units 400 units 700 units 1350 units 2000 units 1 unit
Petroleum products 8500 units 12,800 units 21,500 units 47,000 units 64,500 units 3 units
Prerequisites for building
Technological level of the principality 2000 and higher 5000 and higher 10,000 and higher 15,000 and higher 25,000 and higher -
Defensive properties and advantages of the Wall
Maximum Durability 20,000 units 50,000 units 100,000 units 220,000 units 400,000 units -
Ability to build Barracks Level I Level II Level III Level IV Level V -

To start construction work, it is enough to have only 30% of each type of resource available, the rest can be added as work progresses.

The Prince manages himself the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

Repair of the Wall

It is necessary to repair the wall in proportion to the degree of its destruction, using all types of required resources. If some kind of resource is missing, the repair will stop.

The cost of repairing 1 unit of Wall's durability is:

%kingdom_wall_repair_1_point_cost%.

The repair process proceeds similarly to the construction process, the Prince himself hires workers and monitors the availability of material at the construction site.

The resource consumption by 1 worker per day is:

%kingdom_wall_repair_daily_per_worker_cost%.

The repair process takes place at the checkout time (after 00:00 GMT). The progress of the repair will correspond to the percentage of the durability of the Wall.

Each worker repairing the Wall consumes 5 Work Efficiency Units each day. Only residents of this Principality can repair the Wall. If on one of the days the Wall is completely restored, but the Siege continues, workers will not be fired and will be able to participate in the repair on subsequent days, until the end of the Siege.

The Barracks

In order to increase the number of his troops, the Prince can build the Barracks building. The level of this structure cannot be higher than the level of the Wall already existing in the Principality.

Construction of the Barracks

The construction of the Barracks should be started from level I, if necessary, gradually increasing their level to V.

Conditions and cost of building the Barracks, as well as their advantages:

Resource type Barracks Level Consumption by one builder per day
I II III IV V
Processed wood 5000 units 3000 units 3000 units 3000 units 3000 units 1 unit
Processed stone 5000 units 3000 units 3000 units 3000 units 3000 units 1 unit
Sand 1500 units 900 units 900 units 900 units 900 units 1 unit
Cement 500 units 300 units 300 units 300 units 300 units 1 unit
Petroleum product 10,000 units 5000 units 5000 units 5000 units 5000 units 3 units
Prerequisites for building
Presence of the Wall in the Principality Level I Level II Level III Level IV Level V -
Advantages of the Barracks
Ground forces size increase +500 +1000 +2000 +3000 +5000 -
Fleet size increase (requires Level V Great Building "Statue of a Warrior" in Principality) +300 +400 +500 +600 +800 -

To start construction work, it is enough to have only 30% of each type of resource available, the rest can be added as work progresses.

The Prince manages himself the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Construction and Repairing of the Principality, hiring builders → § Hiring builders.

Repair of the Barracks

Regardless of the development level of the Barracks, you need to spend the following amount of resources to repair them every 30 days:

Resource type Quantity
Processed wood 300
Processed stone 300
Sand 150
Cement 50
Petroleum products 500

If the Barracks are not repaired in time, the Prince will receive a daily notification by internal mail. In this case, fighters accepted into the Prince's Troops over the limit (excluding the Barracks) will not be:

  • participate in battles;
  • receive a daily accrual of characteristics for the service.

Such "inactive" fighters will be selected randomly.

The Training Arena

The prince has the possibility to build the Training Arena facility. This building allows for professional training with the manpower of the Prince's Troops, during which the fighters significantly increase their combat skills. Clones of the Prince's Troops are allowed to the Training Arena, who paid for a daily training. Payment for training is made for the desired number of days, at a price appointed by the Prince, and is paid daily to the Prince. In the case that a clone is dismissed from the ranks of the Prince's Troops, the gold coins for paid, but unused training will be returned to him.

There are 5 levels of development of the Training Arena. The higher the level of the Arena, the more infantry, cavalry, artillery and fleet can participate in the exercises, and the professional approach to the exercises is growing.

The following indicators depend on the level of the Arena:

  • the maximum number of daily training fighters;
  • the maximum amount of kvass consumed by fighters during training (obtaining additional units of military expertises or military initiative - at their choice);
  • the number of units of the characteristic "additional bonus for kvass" that the clones will receive during training (for more details, see the chapter § Military Life of Principalities → § "Additional bonus for kvass" Characteristic);
  • the ability of the Prince's Troops in a real battle to recognize the dummies of the enemy used by the Webman army to deceive the Troops.
A detailed description of the levels of development of the Training Arena

The construction of the Arena should start from level I, if necessary, gradually increase its level to V.

%levels_info%

The ability of the Prince's Troops to recognize the dummies of the enemy
  • Arena not built or needs of repairing: 60%;
  • Arena Level 1: 70%;
  • Arena Level 2: 75%;
  • Arena Level 3: 80%;
  • Arena Level 4: 85%;
  • Arena Level 5: 90%;
  • Arena of any level and built Level V Great Building "Statue of a Warrior": 100%.
Training process

During each training session, the clone expends 1 unit of work efficiency. The fighter needs to put on the desired weapon, artillery piece or warship with which he intends to train. Depending on the type of weapon, the clone will receive one or another amount of Military Expertises. The Prince provides ammunition for the fighters by paying the gunsmith the amount of 0.02 gold per day, per each fighter. The gunsmith himself keeps a record of the required amount of ammunition for daily exercises. For this reason, the minimum training cost that a Prince can charge is 0.02 gold coin. The maximum cost is limited to 0.1 gold coin.

The weapons of the fighters wear out during training. If the firearms is so worn out that it is not enough for the current training, then the clone will undergo training either with cold steel arms (if equipped), or "hand to hand" (in the absence of any weapon). In case of a lack of work efficiency, the clone will not be able to participate in the paid training, while the money for the missed training will not be returned. If during the training of a clone a battle begins with the participation of his troops, then the clone will be able to participate in the battle.

Table of daily increase in military expertises and weapon deterioration during Training

%reduce_table%

Prince's Troops

Military Service

Every Prince needs a strong army to defend his realm. Clones, starting with the status of a Craftsman, can enter the service of the Prince's Troops. Applications are made in the section "Employment" → "Security" → "Prince's Troops".

The more powerful the Prince's Troops, the higher his chances of winning military battles.

The total number of troops in the principality is limited and depends on the presence of a raised Crest and the minimum level of development of all main processing and military enterprises. Details in the table:

The maximum number of manpower of the Troops
The minimum level of development of enterprises The Crest of the principality is lowered The Crest of the principality is raised
Level I 125 fighters, including no more than 5 ships (except battleships) 300 fighters, including no more than 5 ships (except battleships)
Level II 200 fighters, including no more than 15 ships (except battleships) 500 fighters, including no more than 15 ships (except battleships)
Level III 250 fighters, including no more than 50 ships (except battleships) 1000 fighters, including no more than 50 ships (except battleships)
Level IV 300 fighters, including no more than 100 ships 2000 fighters, including no more than 500 ships
Level V 350 fighters, including no more than 150 ships 3000 fighters, including no more than 800 ships

All clones serving in the Prince'S Troops receive daily characteristics, depending on the presence of a military rank:

  • +1 Military initiative unit, if the clone does not have a rank;
  • +2 Military initiative units (in rank from Second Lieutenant/Cornet/Non-commissioned Lieutenant to Staff Captain/Captain Lieutenant);
  • +3 Military initiative units (in rank from Captain/Rotmeister/Captain III rank to Lieutenant colonel/Captain II rank);
  • +4 Military initiative units (in the rank of Colonel/Captain I rank);
  • +5 Military initiative units (in the rank of Major General/Rear Admiral);
  • +6 Military initiative units (in the rank of Lieutenant General/Vice Admiral);
  • +7 Military initiative units (in the rank of General/Admiral);
  • +10 Military initiative units (with the rank of Field Marshal General/Fleet Admiral).

Characteristics are accrued if, at the checkout time, the clone has served in the Troops for at least 24 hours.

If the Principality has Barracks built but not repaired, and there are "extra" fighters arranged in excess of the usual limit (without taking into account the additional places that the Barracks give), then such fighters, selected randomly, will not receive daily accrual of characteristics.

Additionally, warriors can train their combat characteristics in the process of training in the Training Arena built by the Prince.

Military Actions

Only troops of those principalities in which the Crest is raised can conduct military operations against the enemy. The troops of each principality can make no more than 1 attack per day. If a clone trains in the Arena during the battle, it will still participate in the battle.

If a Crest is raised in a Principality, Webman's army can independently attack at such a principality. In this case, it is considered that the principality carried out 1 attack (it cannot attack itself anymore today). If during the day the principality has already independently attacked the enemy, an attack by Webman's troops is still possible. If the Defensive Wall is built and in good condition, then the enemy troops will apply the siege tactics of the principality. If the Defensive Wall is not built (or it is destroyed), then if the prince's troops are defeated, the result will be the same as in the case of a successful siege (seizure of the principality).

Characteristics and Combat Skills

To participate in a battle, a clone must have the following characteristics:

  • Work efficiency 0 units or higher;
  • Health 10 units or higher.

If the clone's work efficiency is below 0, then it does not take part in the battle. Also, he does not take part in the battle if his health is below 10 units and is not automatically restored before the battle. The Prince may set up automatic healing of his warriors at his own expense.

The next day (at checkout time), 1 unit of work efficiency will be spent by the clone for each battle held the day before.

During the fighting as part of the prince's troops, the clone receives increased accruals of characteristics:

  • Military Expertises: +6 units for accurate hit, +2 units for inaccurate.
  • Military Initiative: +3 units for a lost battle, +6 points for a victory.
  • Additional bonus for kvass: depending on the weapon used (read below in the chapter § Military Life of Principalities → § "Additional bonus for kvass" Characteristic).

If the clone does not use any weapons in battle and punches with fists, he does NOT gain Military Expertise units.

Please note that some Combat Skills will NOT work in battles of Prince's Troops with a Common Enemy.

Ammunition and Protection

To fire from firearms, the clone must have combat cartridges (or cannonballs for firing from artillery and ships). Production of combat cartridges and cannonballs is available at "Business" → "Gunsmithing", and selling/buying is available at the Trade Guild.

Dragon riders must feed their pets plenty of oil to replenish ammunition. Replenishment of ammunition of dragons before the moment of their feeding is carried out with the help of Fire Charge potions.

Protective leather clothing can reduce health damage of the clone by the following amount, while durability will be spent:

Clothing type Protection from cold steel arms / fists Protection against combat cartridges and cannonballs Protection against dragon fire
Leather Vest 1%-5% 3%-7% 0%
Leather Jacket 5%-10% 7%-13% 0%
Leather Cloak 10%-20% 10%-25% 0%
Samurai Leather Cloak 10%-40% 10%-50% 0%
Dragonscale Leather Cloak 80%-100% 70%-100% 85%-95%

Artillery guns, warships (including those equipped with rigging) and dragons have their own basic defensive properties, which also reduce the damage taken by these categories of troops (the durability of guns and ships is also consumed; dragons and their riders are invulnerable).

An example of Durability consumption calculation

Let's say a clone is wearing a samurai leather cloak, and his opponent attacks with a saber. The damage dealt by the saber can range from 22 to 45 health. The cloak absorbs from 10% to 40% of damage inflicted by cold steel arms. Specific damage and defense values are calculated during the battle separately for each strike. Let's assume that the opponent delivered a blow capable of taking away 40 health units, and the amount of protection of the cloak from this blow is calculated as 20%. Then 20% of the damage (8 health units) will be absorbed by the cloak, its durability will decrease by 8 units. The clone will only take 32 health units of damage.

If the remaining durability of the cloak is less than the strength of the absorbed strike, the impact will be absorbed only by the amount of residual durability, the remaining units will be counted as damage inflicted on the clone. Upon reaching 0 durability, the cloak will disappear, it will need to be replaced after the end of the battle.

All weapons during battles wear out as follows:

  • Each hit with a cold steel arms reduces the durability of the weapon by -1 unit.
  • Each shot of a combat cartridge reduces the durability of the weapon by 10 units.
  • Each shot of the cannonball reduces the durability of the weapon by 10 units.
Offensive Battles of the Prince's Troops

The Prince's Troops can be deceived by Webman and attack the dummy enemy. Until the moment the Prince's Troops realizes about the trick, it will make one volley at the dummies.

The Prince's Troops will be considered the loser in this battle, so they cannot collect expended ammunition from the battlefield according to the general rules. All those who accurately hit the target will be credited with units of Military Expertises and Initiative in accordance with the general rules.

The Prince and his Troops can recognize the enemy’s trick with different chances, which depend on the level of development of the prince’s Training Arena:

  • Arena not built or it needs in repair: 60%;
  • Arena Level 1: 70%;
  • Arena Level 2: 75%;
  • Arena Level 3: 80%;
  • Arena Level 4: 85%;
  • Arena Level 5: 90%;
  • Arena of any level and built a Great Building "Statue of a Warrior level 5": 100%
Siege Tactics

If the Defensive Wall in the principality is built and in good condition, then the enemy troops will apply the Siege Tactics. The siege can last a considerable time. It all depends on how quickly the enemy can destroy the fortified Wall and break the prince's troops, or how quickly another prince's troops can break this enemy army and lift the siege of the principality. During the siege, the enemy army conducts battles every day, the interval between battles is 24 hours. The Prince's Troops of the besieged principality can only repel enemy attacks. They cannot attack on their own.

Enemy fighters only in 25% of cases hit the combatants who took refuge behind the Wall. In other cases, the Wall takes a hit on itself, gradually destroying. In the case that the Wall is hit by an enemy cannonball or bullet, the Wall's durability decreases, similar to the health of the clones, as if they were hit.

The troops of the besieged principality is under the protection of the Wall, so even a relatively small troops has a chance to successfully repel an enemy attack. The Wall provides an additional bonus to the base accuracy of weapons used by the troopers (except for dragons), but as the Wall is gradually destroying, the effectiveness of the Wall may decrease. When a durability of 8,000 units or less is reached, the Wall is considered completely destroyed and ceases to function. Detailed specifications are shown in the table below:

Wall Level Bonus to the basic accuracy of troops' weapons (except dragons) Maximum durability Durability at which the level of the Wall is reduced by one
I +10% 20,000 8000
II +20% 50,000 30,000
III +30% 100,000 70,000
IV +40% 220,000 140,000
V +50% 400,000 280,000

During the Siege of the Principality, certain rules apply:

  • A Prince's Troops under siege cannot attack any enemy army (cannot leave the principality);
  • Troopers cannot retire from the Prince's Troops.

The strength of the Wall can be restored by the builders. Only residents of this Principality can repair the Wall. At the same time, each builder spends 5 units of work efficiency per day. For detailed information on repairs, see the chapter § Military Life of Principalities → § Military facilities, the Treasury, the Crest → § The Defensive Wall → § Repair of the Wall.

In the "Registry of Principalities", a special mark is placed opposite the principality currently under siege. In the troops battle history section, information about the battle is displayed during the course of a siege battle.

Ammunition hitting the Wall accumulates in the "Trophies of the Wall" fund. Ammunition that hit the prince's troops, after the battle goes to the prince's troops in the form of battle trophies, according to the standard rules for obtaining battle trophies. The ammunition fired by the prince's troops goes to the besieging enemy army minus 10%.

The siege can be stopped by the aggressor himself (the enemy retreated, ending the siege). In this case, the "Trophies of the Wall" fund goes to the besieged prince's army according to the standard rules for obtaining battle trophies.

The siege can also be lifted in the case of an attack on the besieging army of the enemy by a third-party prince's troops, in the case of a successful outcome of the battle (victory of the third-party prince's troops). In this case, the "Trophies of the Wall" fund also goes to the besieged prince's troops according to the standard rules.

A principality is considered "captured" if both conditions are met:

  • Wall destroyed (durability dropped to 8,000 units or less).
  • The besieged princely troops was defeated (the battle was lost).

In the case of the victory of the enemy army, the successful siege ends and the enemy captures the principality. In this case, the "Trophies of the Wall" fund goes to the winner (the enemy army).

After the capture of the principality, the enemy troops can split into smaller combat detachments and continue the attack on the administrative units of the principality. Enemy marauders can attack the houses of the inhabitants of the principality (these features are under development).

Salaries and Battle Trophies

All participants of the battle (both in case of victory and in case of defeat) are paid a salary in gold coins, according to the amount of enemy health units knocked out. The cost of one unit of enemy health will be assigned by the command and communicated to the fighters. The prince who commands the troops receives an additional 10% of the total payment to his fighters.

In addition, the winning party collects from the battlefield the ammunition it spent in battle in the form of gold and iron - separately, minus 25%. The winner also collects from the battlefield the ammunition spent by the losing party, also minus 25% (from both the iron and the gold component). Iron and gold are divided between combatants in proportion to the amount of enemy health units knocked out.

If the principality is under siege, then additional rules for the distribution of trophies also apply. Read more about this in the chapter § Military Life of Principalities → § Prince's Troops → § Military Actions → § Siege Tactics.

"Additional bonus for kvass" Characteristic

When training on the Arena at the Principality or participating in battles as part of the Prince's Troops, the clone earns the "Additional Bonus for Kvass" characteristic for each battle held. This characteristic can be exchanged for "Military Expertises" using the "Kvass" drink. Each bottle of Kvass consumed by a clone in the Canteen will automatically exchange 33 Kvass Bonus units for 33 Military Expertise units.

A clone's base increase in this characteristic depends on the weapon type he was using during battle or training (see table below):

Type of weapon Bonus base accrual, units
Fists no bonus
Brass knuckles +1
Shiv +2
Knife +3
Bayonet +4
Saber +5
Pistol +6
Fuzeya +7
Musket +8
Carbine +9
Pair of Pistols +10
Scimitar +11
Katana +13
Double-barreled rifle +12
Triple-barreled rifle +14
Sniper rifle +15
Light machine gun AW 0614 +15
Howitzer +16
Regimental cannon +18
Unicorn Howitzer +20
Brig +24
Corvette +27
Battleship +33
Dragon Rider +33

An Example of calculating the amount of a characteristic that a clone will receive

Training battle at the Arena:

The number of units of "Additional bonus for kvass" received for each training battle depends on the level of the Training Arena:

Bonus = (Base value) * (Arena Level)

For example, if a clone armed with a battleship had a training battle in a level 5 Arena, he would receive 33 * 5 = 165 points of the Bonus for kvass.

Battle as part of the Prince's Troops:

In this case, for each battle, the clone will receive a Bonus for kvass in the following amount:

Bonus = (Base value) * 3

That is, a clone armed with a battleship will receive 33 * 3 = 99 units of the Bonus for kvass.

The Emperor of the Land of Clones - the Highest Title

The Emperor is the highest title that can be obtained in the State of Clones. To receive this honorary status, a clone must meet the following requirements:

  • have the social status "Boyar",
  • build a Principality and develop all its enterprises to the 4th level (University - to the 5th level),
  • build a prince's Palace,
  • raise the Crest,
  • build a "City" level administrative unit (in any Principality),
  • develop the main production enterprises in the City (sawmill, mill, stone mine, ore mine) to the maximum level.

An Emperor who has developed all enterprises in the Principality to level 5, and the University to level 6, receives the title of Emperor of the Techonological Era of the Oil.

An emperor who has developed all the enterprises in the Principality to level 6, and the University to level 7, receives the title of Emperor of the Techonological Era of the Megaliths.

In addition to respecting all residents and receiving constant profit from a developed Principality, Emperors also have additional income. After the appearance of the first Emperor on the Land of Clones, every day the State forms a fund and send to it:

  • 7% - from the State profit from purchasing the "Social statuses";
  • 5% - from the sale of weapons in the Gun Shop;
  • 10% - from the production of kvass;
  • 25% - from Real Estate rental tax;
  • 5% - from the income from the Trade Guild;
  • 10% - from the discount at the Commodities Market;
  • 10% - from the discount at the Fair;
  • 15% - from the income from studying the "Intention" characteristic at the University;
  • 10% - from commissions on the Auction of Principalities.

This fund is paid at the end of the working day equally to all emperors.