Mutiny
#MutinyMilitary 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.
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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
Costs
Consumed when used
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Battle
Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
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%
Countered By
Scaling
Probability modified by Race, Season, City Category, Buildings, and Population types.