Mutiny
City event

Mutiny

#Mutiny
Value: 0 pts

Military rebellion cripples production and defense. Pay troops to resolve.

Description

Soldiers rebel against leadership, seizing resources and disrupting operations. Production drops 30-50% across all resources, gold by 50%, research by 60%. Defenders fight half-heartedly (-30% Attack, -20% Life, -20% Speed). Costs 500 Gold and 100 Food over 180 seconds to resolve.

📖 Full Encyclopedia Entry

Mutiny represents a catastrophic breakdown of military discipline. Unpaid troops, lost battles, or excessive expansion can trigger rebellion as soldiers take what they feel owed. The garrison turns hostile, production collapses (30-50% reduction across resources, 50% gold, 60% research), and defending forces fight without conviction (-30% Attack, -20% Life, -20% Speed). Resolution requires paying back-wages and distributing emergency rations (500 Gold, 100 Food) over 180 seconds (3 minutes). Prevention through Priests (-10% Mutiny), Tabern (-10%), and maintaining gold reserves is far preferable to cure.

Activation

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Costs

Consumed when used

Time 180000
3m
💰 Gold 500
Resources
💎 Food 100

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production -50%
📖 Research Production -60%
💎 Food Production -30%
💎 Wood Production -40%
💎 Herbs Production -30%
💎 Stone Production -50%
💎 Mineral Production -50%
💎 Gems Production -40%
💎 Coal Production -40%
💎 Elixir Production -30%
💎 Marble Production -40%
💎 Mithril Production -50%
💎 Dextronium Production -40%

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

Side Modifiers RATIO
Locals
⚔ Attack -30%
❤ Life -20%
🏃 Speed -20%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Severe military crisis event
Relevance All Stages
Type Unique

Disadvantages

  • - -50% Gold production (severe)
  • - -60% Research production (severe)
  • - -50% Stone, Mineral, Mithril production
  • - -40% Wood, Gems, Coal, Marble, Dextronium production
  • - -30% Food, Herbs, Elixir production
  • - -30% Attack for defenders
  • - -20% Life and Speed for defenders

Warnings

  • ! Maintain gold reserves to prevent triggering
  • ! Resolution costs: 500 Gold, 100 Food, 180 seconds
  • ! Winter increases risk by 25%
  • ! Warcamp cities have +30% increased risk
  • ! Spies reduce probability by 5%
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Countered By

Priests reduce probability by 10%Tabern reduces probability by 10%Dwarves have -15% base probabilityOrcs have -30% base probabilityNoDeaths have -50% base probability
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Scaling

Probability modified by Race, Season, City Category, Buildings, and Population types.