Object Detail Component Examples

Generic template for rendering any game object from configuration data

Building Example: Castle

Castle
Building

Castle

#Castle
Core Admin Resources
Value: 100 pts (1.5x per level)

Administrative center. Determines city level and unlocks building slots.

Description

Center of power and symbol of the realm. From its unbreakable walls, empires rise, alliances are forged, and wars begin. Provides +20 population capacity per level (1.2x scaling).

📖 Full Encyclopedia Entry

The Castle stands as the heart and soul of the empire, a monumental stronghold whose ancient stones carry the weight of countless generations. Within its towering battlements, rulers decree the fate of nations, councils gather in hushed chambers, and the banners of the realm fly proudly against the sky. Mechanically, the Castle is essential infrastructure: it determines city level, unlocks building slots, and provides base population capacity (+20 per level, scaling at 1.2x). Construction requires substantial resources (500 Gold, 200 Food, 200 Wood, 50 Herbs, 100 Stone, 50 Mineral at level 1, scaling at 1.5x). Losing the Castle cripples the city.

Creation

💰

Costs

Consumed when created

Time 10000 (1.5x)
10s
💰 Gold 500 (1.5x)
Resources (1.5x scaling)
💎 Food 200
💎 Wood 200
💎 Herbs 50
💎 Stone 100
💎 Mineral 50

Effects

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

Special Effects
📦 Capacity 20 (1.2x)
Flat storage increase

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Essential administrative hub determining city capabilities
Relevance All Stages
Type Levelable

Advantages

  • + +20 population capacity per level (1.2x ratio)
  • + No research requirements
  • + Unlocks additional building slots
  • + High scoring value (100 points, 1.5x ratio)

Disadvantages

  • - Expensive construction costs (1.5x ratio scaling)
  • - Long construction time (10 seconds base, 1.5x ratio)
  • - City loses functionality if Castle is destroyed

Warnings

  • ! Always prioritize Castle upgrades for building slot access
  • ! Defend the Castle - its loss is catastrophic
  • ! High cost ratio means early levels are most cost-effective
🤝

Synergies

ResidencesAcademyWarehouseAll production buildings
🚫

Countered By

Siege weaponsEnemy invasion
📈

Scaling

Capacity scales at 1.2x per level. Construction costs scale at 1.5x per level.

Race Example: Dwarves

Dwarves
Race

Dwarves

#Dwarves
Value: 0 pts

Mining masters and stalwart defenders. Slow but nearly indestructible.

Description

Stubborn craftsmen and legendary miners. Dwarves gain +50% Mithril, +40% Mineral, +35% Stone production. Their warriors are slow (-15% Speed) but incredibly resilient (+25% Life in the frontline). Weak at agriculture (-10% Food, -20% Herbs) and magic (-15% Elixir).

📖 Full Encyclopedia Entry

Dwarves are the undisputed masters of mountain and forge. Their civilization revolves around mining and metalworking: Mithril production reaches +50%, Mineral +40%, Stone +35%, Gems +30%, Coal +25%, Dextronium +25%, Marble +20%. Gold flows from their trade (+10%). However, their underground focus neglects agriculture: Food (-10%), Herbs (-20%), and magical Elixir (-15%) all suffer, with Research and Wood slightly reduced (-5%). Dwarves are naturally resistant to hardship (-15% Mutiny, -10% Famine, -10% Protests) but cramped mines increase epidemic risk (+15%) and gold-love invites corruption (+10%). In battle, Dwarven warriors form an immovable wall: +25% Life in the frontline, +20% Life in flanks, but -15% Speed limits mobility. Mountain terrain and Winter season synergize perfectly with Dwarven strengths.

Effects

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

Production Modifiers
💰 Gold Production +10%
📖 Research Production -5%
💎 Food Production -10%
💎 Wood Production -5%
💎 Herbs Production -20%
💎 Stone Production +35%
💎 Mineral Production +40%
💎 Gems Production +30%
💎 Coal Production +25%
💎 Elixir Production -15%
💎 Marble Production +20%
💎 Mithril Production +50%
💎 Dextronium Production +25%
Event Probability

Modifies chance of city events occurring

Mutiny -15%
Famine -10%
Protests -10%
Corruption +10%
Epidemic +15%

Battle

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

🤝 Ally Effects RATIO

Affects friendly units only

First
Attack:+10%Life:+25%Speed:-15%
Side
Attack:+5%Life:+20%Speed:-10%
Second
Attack:+0%Life:+15%Speed:-10%
Third
Attack:+5%Life:+15%Speed:-15%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Mining powerhouse with defensive military
Relevance All Stages
Type Unique

Advantages

  • + +50% Mithril production (highest)
  • + +40% Mineral production
  • + +35% Stone production
  • + +30% Gems production
  • + +25% Coal and Dextronium production
  • + +20% Marble production
  • + +10% Gold production
  • + +25% Life in First lane (tankiest frontline)
  • + +20% Life in Side lane
  • + +15% Life in Second and Third lanes
  • + +10% Attack in First lane
  • + -15% Mutiny risk (hardy discipline)
  • + -10% Famine and Protests risk

Disadvantages

  • - -20% Herbs production
  • - -15% Elixir production
  • - -10% Food production
  • - -5% Research and Wood production
  • - -15% Speed all lanes (slowest race)
  • - +15% Epidemic risk (cramped mines)
  • - +10% Corruption risk (gold obsession)

Warnings

  • ! Establish food supply from allied Meadow cities
  • ! Dwarven armies require patience due to slow speed
  • ! Assign Medics to counter increased epidemic risk
  • ! Mountain + Dwarves + Winter = Mithril empire
🤝

Synergies

Mountain terrain (+40% Stone synergy)Winter season (underground mining thrives)Cavern, Foundry, Furnace (mining buildings)Storehold city category (resource extraction)IronBreaker, Shieldbearer, MithrilHammer (racial units)
🚫

Countered By

Forest terrainSpring/Summer seasonsFast cavalry armiesElves
📈

Scaling

Racial bonuses multiply with Terrain, Season, Building, and Research effects.