Racial Governance is part of the expansion.
Required Racial Experience for each level of Governance:
Level: | I. | II. | III. | IV. | V. |
---|---|---|---|---|---|
Rank: | Patron | Protector | Champion | Prophet | Deity |
Required ![]() |
20 ![]() |
150 ![]() |
500 ![]() |
1000 ![]() |
1500 ![]() |
Note: These values are the totals, so to get from Level III. to IV. requires 500 Racial Experience
The more cities belonging to a specific race you have in your empire and the happier each race that you have control over is, the more Racial Experience you get.
To view your current Racial Experience, go to the diplomacy screen, and select the races tab on the right-hand side. Select a race to view your Racial
Experience,
Race Happiness, and your Racial
Experience per turn.
Draconians[]
Note that only Draconian units and cities are affected
Draconians | Military | Economic |
---|---|---|
Patron | Draconian Flamer gets +1 ![]() ![]() |
Shrines in Draconian cities cost 35 ![]() |
Protector | Draconian Charger and Draconian Crusher gain ![]() |
Magma Forges give +10 ![]() |
Champion | ![]() ![]() |
Your ![]() ![]() ![]() ![]() |
Prophet | Draconian Flyer gains +6 ![]() ![]() |
The Peak of the Forefathers: |
Deity | ![]() ![]() ![]() ![]() ![]() |
Great Temples provide +20 ![]() ![]() ![]() ![]() ![]() ![]() |
Dwarves[]
Note that only Dwarf units and cities are affected
Dwarves | Military | Economic |
---|---|---|
Patron | Dwarf Crossbowman gets +2 ![]() |
Stone Walls give +75 ![]() ![]() |
Protector | Dwarf Axeman and Dwarf Deepguard gain +2 ![]() |
Dwarves Cities gain +3 ![]() |
Champion | Dwarf Firstborn gain ![]() ![]() |
Pool of the Firstborn generates +20 ![]() |
Prophet | Dwarves gain ![]() |
Items build in Item Forges are 35% cheaper. |
Deity | ![]() ![]() ![]() |
Hurry Production cost is reduced by 50% and does not reduce city ![]() |
Frostlings[]
Note that only Frostling units and cities are affected
Frostlings | Military | Economic |
---|---|---|
Patron | Frostling Harpoon Thrower gets +10 ![]() |
Barracks generate +50 ![]() ![]() |
Protector | Frostling Royal Guard gains ![]() ![]() |
All Walls and the Glacial Totem are 50 ![]() |
Champion | Frostling Mammoth Riders are 15% cheaper and deal +2 ![]() |
Temples generate +10 ![]() |
Prophet | ![]() ![]() |
The Frost Castle:
Frostling Ice queen is 25% cheaper to build. |
Deity | Frostling ![]() ![]() ![]() |
Grand Palace provide +15 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Goblins[]
Note that only Goblin units and cities are affected
Goblins | Military | Economic |
---|---|---|
Patron | Goblin Untouchable gets ![]() ![]() |
Goblin Outposts and Villages gain +5 ![]() ![]() |
Protector | ![]() ![]() ![]() |
Great Farms generate +20 ![]() ![]() |
Champion | Goblin Big Beetle gets ![]() ![]() |
Your ![]() ![]() |
Prophet | Beetle Command now enables construction of Tame Trolls. | Class specific buildings in Goblin cities are 20 ![]() ![]() ![]() |
Deity | ![]() ![]() ![]() ![]() ![]() ![]() |
Cities gain +1 ![]() ![]() |
Halflings[]
Note that only Halfling units and cities are affected
Halflings | Military | Economic |
---|---|---|
Patron | Halfling Nightwatch gets +1 ![]() ![]() |
Store Houses cost 35 ![]() ![]() ![]() |
Protector | Halfling Adventurer, Martyr, Scoundrel and Bard gain +1 ![]() |
Public Baths generate +75 ![]() ![]() |
Champion | Halfling Eagle Riders are ![]() |
Lucky Cloverfields generate +20 ![]() ![]() ![]() ![]() ![]() ![]() |
Prophet | ![]() ![]() ![]() |
Halfling Cities gain +150 ![]() ![]() ![]() |
Deity | ![]() ![]() ![]() ![]() ![]() ![]() |
Happiness Events happen twice as often.Halfling cities provide +10% ![]() ![]() ![]() ![]() ![]() |
High Elves[]
Note that only High Elf units and cities are affected
High Elves | Military | Economic |
---|---|---|
Patron | High Elf Longbowman and Hunter gain +1 ![]() |
Shooting Grounds generates +50 ![]() ![]() |
Protector | High Elf Unicorn Rider now has a 1 ![]() ![]() |
Public Baths provide +100 ![]() ![]() |
Champion | High Elf Storm Sister gets +1 ![]() |
Laboratories and Observatories generate +7 ![]() |
Prophet | ![]() ![]() ![]() ![]() |
Mana Nodes of all kinds generate +8 ![]() |
Deity | ![]() ![]() |
Great Temples provide +5 ![]() |
Humans[]
Note that only Human units and cities are affected
Humans | Military | Economic | |
---|---|---|---|
Patron | Human Civic Guard gets ![]() |
Settlers are 25% cheaper. | |
Protector | Human Cavalry gains ![]() |
Harbors generate +100 ![]() ![]() ![]() ![]() | |
Champion | ![]() ![]() |
Builders require 60% less gold to build Watchtowers, Roads and Fortresses | |
Prophet | City Upgrades that provide a ![]()
![]() |
Builders Hall, Siege Workshop and Masters Guild all provide +15 ![]() | |
Deity | ![]() ![]() ![]() ![]() |
Produce Merchandise increases city income by 100% instead of 50%. |
Orcs[]
Note that only Orc units and cities are affected
Orcs | Military | Economic |
---|---|---|
Patron | Orc Greatsword and Orc Impaler get +1 ![]() |
War Halls cost 50 ![]() |
Protector | Orc Razorbows get +5 ![]() ![]() |
Arena's provide +5 ![]() ![]() ![]() ![]() |
Champion | Orc Black Knight gets +1 ![]() ![]() |
Siege Workshop provides +20 ![]() |
Prophet | Orc Shocktroopers gain ![]() |
The Dark Citadel: |
Deity | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Masters Guilds produce +30 ![]() ![]() |
Tigrans[]
Note that only Tigran units and cities are affected
Tigrans | Military | Economic |
---|---|---|
Patron | Tigran Sun Guard and Tigran Sabretooth Chariot gain +7 ![]() |
Settlers are 25% cheaper to build. |
Protector | Tigran Prowler gains ![]() |
Observatories now produce +10 ![]() |
Champion | Tigran Sphinx has ![]() ![]() ![]() |
Fire Temples are 100 ![]() ![]() |
Prophet | ![]() ![]() |
Temples provide +200 ![]() ![]() ![]() ![]() |
Deity | ![]() ![]() ![]() ![]() ![]() |
Laboratories now generate +10 ![]() ![]() ![]() |