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_ |