Archived Changes for Daer Amarth the Floating City (3 total)

ID Target Collection Target Change Type Status Changes Reason Time User
6a5589e167642f0013ee1d09 wonders Daer Amarth the Floating City Update Approved
Effect Description:
- Grants the owner +1 pop cap per era. - In order to move into the capital hex, enemies need either flying or make a DC 15 Strategy check. The check may be attempted each time a unit or army attempts to enter the capital. - If nomadic, may build additional cities at 150% the base cost (rounded up) up to a maximum of (one per era, -1), with the Metropolis taking up one slot; all cities exist within the capital, and may be attacked instead if desired. - May spend magic points to extend migration range by 2 per magic point spent. To a maximum of 10 range in one session. - This wonder costs one magic upkeep, +1 per city constructed for nomads. If ever in magic point debt, all city effects are disabled. → - Grants the owner +1 pop cap per era. - In order to move into the capital hex, enemies need either flying or make a DC 15 Strategy check. The check may be attempted each time a unit or army attempts to enter the capital. - If nomadic, may build additional cities at 150% the base cost (rounded up) up to a maximum of (one per era, -1); all cities exist within the capital, and may be attacked instead if desired. - May spend magic points to extend migration range by 2 per magic point spent. To a maximum of 10 range in one session. - This wonder costs one magic upkeep, +1 per city constructed for nomads. If ever in magic point debt, all city effects are disabled.
None mykonos_
6a55798c67642f0013ee1d07 wonders Daer Amarth the Floating City Update Approved
Acts as Trade Source:
None → 0
Effect Description:
- Counts as a free Citadel city. - In order to move into the capital hex, enemies need either flying or make a DC 15 Strategy check. The check may be attempted each time a unit or army attempts to enter the capital. - If nomadic may build additional cities at 150% the base cost (rounded up) up to a maximum of (1 per era), with the Metropolis taking up one slot; all cities exist within the capital, and may be attacked instead if desired. If settled, gain one additional city slot, with the Citadel taking it up. - May spend magic points to extend migration range by 2 per magic point spent. To a maximum of 10 range in one session. - Each city costs an additional magic point in upkeep, including the first Metropolis. If ever in magic point debt, all city effects are disabled. → - Grants the owner +1 pop cap per era. - In order to move into the capital hex, enemies need either flying or make a DC 15 Strategy check. The check may be attempted each time a unit or army attempts to enter the capital. - If nomadic, may build additional cities at 150% the base cost (rounded up) up to a maximum of (one per era, -1), with the Metropolis taking up one slot; all cities exist within the capital, and may be attacked instead if desired. - May spend magic points to extend migration range by 2 per magic point spent. To a maximum of 10 range in one session. - This wonder costs one magic upkeep, +1 per city constructed for nomads. If ever in magic point debt, all city effects are disabled.
None mykonos_
6a45a92725c1282becd1b5be wonders Daer Amarth the Floating City Update Approved
Effect Description:
- Counts as a free Metropolis - In order to move into the capital hex, enemies need either flying or make a DC 15 Strategy check. The check may be attempted each time a unit or army attempts to enter the capital. - If nomadic may build additional cities at 150% the base cost (rounded up) up to a maximum of (1 per era), with the Metropolis taking up one slot; all cities exist within the capital, and may be attacked instead if desired. If settled, gain one additional city slot, with the metropolis taking it up. - May spend magic points to extend migration range by 2 per magic point spent. To a maximum of 10 range in one session. - Each city costs an additional magic point in upkeep, including the first Metropolis. If ever in magic point debt, all city effects are disabled. → - Counts as a free Citadel city. - In order to move into the capital hex, enemies need either flying or make a DC 15 Strategy check. The check may be attempted each time a unit or army attempts to enter the capital. - If nomadic may build additional cities at 150% the base cost (rounded up) up to a maximum of (1 per era), with the Metropolis taking up one slot; all cities exist within the capital, and may be attacked instead if desired. If settled, gain one additional city slot, with the Citadel taking it up. - May spend magic points to extend migration range by 2 per magic point spent. To a maximum of 10 range in one session. - Each city costs an additional magic point in upkeep, including the first Metropolis. If ever in magic point debt, all city effects are disabled.
Ongoing Modifiers:
None → []
None mykonos_