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 Defense and +5 Health | Shrines in Draconian cities cost 35 less to build. |
Protector | Draconian Charger and Draconian Crusher gain Regrowth | Magma Forges give +10 |
Champion | Draconian Supports are 20% Cheaper | Your Leader (any race) and all your Draconian Heroes get +10 |
Prophet | Draconian Flyer gains +6 and Martial Arts | The Peak of the Forefathers: |
Deity | Draconian Infantry, Pikeman and Irregular units gain +4 Fire Melee Damage | Great Temples provide +20 Mana, +20 Knowledge and +200 Happiness.Great Temples provide +20 Mana, +20 Knowledge and +20 Production. |
Dwarves[]
Note that only Dwarf units and cities are affected
Dwarves | Military | Economic |
---|---|---|
Patron | Dwarf Crossbowman gets +2 Physical ranged damage. | Stone Walls give +75 Stone Walls give +10 |
Protector | Dwarf Axeman and Dwarf Deepguard gain +2 Physical melee damage. | Dwarves Cities gain +3 Gold income for each Gold Mine. |
Champion | Dwarf Firstborn gain Ancient Ancestor and +2 Fire damage. | Pool of the Firstborn generates +20 Production |
Prophet | Dwarves gain Improved Mountaineering | Items build in Item Forges are 35% cheaper. |
Deity | Dwarf Armored units gain Meteoric Armor | Hurry Production cost is reduced by 50% and does not reduce city Happiness.Hurry Production cost is reduced by 50%. |
Frostlings[]
Note that only Frostling units and cities are affected
Frostlings | Military | Economic |
---|---|---|
Patron | Frostling Harpoon Thrower gets +10 Health. | Barracks generate +50 Happiness+30 Population. |
Protector | Frostling Royal Guard gains Life Stealing and +1 Defense. | All Walls and the Glacial Totem are 50 Gold cheaper. |
Champion | Frostling Mammoth Riders are 15% cheaper and deal +2 Physical melee damage. | Temples generate +10 Mana. |
Prophet | Frost Weapons now Inflict Frostbite. | The Frost Castle:
Frostling Ice queen is 25% cheaper to build. |
Deity | Frostling Support units gain +2 damage and Frost Aura. | Grand Palace provide +15 Gold, +15 Mana, +15 Knowledge and +15 Production.Palace of the Perished provide +10 Gold, +10 Mana, +10 Knowledge and +10 Production. |
Goblins[]
Note that only Goblin units and cities are affected
Goblins | Military | Economic |
---|---|---|
Patron | Goblin Untouchable gets Projectile Resistance and Sprint. | Goblin Outposts and Villages gain +5 Population.+5 Population for every Wetland hex in their domain. |
Protector | Irregulars get +5 Health and Goblin Swarm Darter gets +10 Health. | Great Farms generate +20 Corrupted Farms and Springs of Unlife generate +15 . |
Champion | Goblin Big Beetle gets Disgusting Stench and +5 Health. | Your Goblins no longer dislike or hate Tropical or Volcanic terrain.Goblin cities produce 20% more . |
Prophet | Beetle Command now enables construction of Tame Trolls. | Class specific buildings in Goblin cities are 20 cheaper and generate +10 . Additionally, all your Goblin cities get +10 . |
Deity | Infantry, Pikeman and Irregular units gain +5 Health, +2 Blight Melee Damage, and Inflict Weakened. | Cities gain +1 for every Wetlands hex in their Domain.Cities with a Palace of the Perished gain +1 for every Wetlands hex in their domain. |
Halflings[]
Note that only Halfling units and cities are affected
Halflings | Military | Economic |
---|---|---|
Patron | Halfling Nightwatch gets +1 Defense and +2 Physical melee Damage. | Store Houses cost 35 less to build.Harvester's Guilds cost 20 and 5 less to build. |
Protector | Halfling Adventurer, Martyr, Scoundrel and Bard gain +1 Physical ranged damage. | Public Baths generate +75 PopulationCathedral of Bones gives +50 |
Champion | Halfling Eagle Riders are Very Lucky | Lucky Cloverfields generate +20 +20 and +100 .Tombs generate +10 +10 and +50 . |
Prophet | Halflings have +200 Morale. (Works on Undead) | Halfling Cities gain +150 Eagle Nest building cost reduced to 100 , and Halfling Eagle Rider gets +1 Medal upon construction |
Deity | Halfling Infantry, Pikeman and Cavalry units gain +10 Health and +2 Physical Melee damage. | Happiness Events happen twice as often.Halfling cities provide +10% Mana, +10% Knowledge, +10% Production, +10% Gold and +10% Population. |
High Elves[]
Note that only High Elf units and cities are affected
High Elves | Military | Economic |
---|---|---|
Patron | High Elf Longbowman and Hunter gain +1 Physical ranged damage | Shooting Grounds generates +50 PopulationShooting Grounds generates +30 Population |
Protector | High Elf Unicorn Rider now has a 1 Turn Cooldown on Phase, so it can be used more than once during a battle. | Public Baths provide +100 HappinessEmbalmers Guilds and Cathedrals of Bone are 50 cheaper |
Champion | High Elf Storm Sister gets +1 Shock ranged damage and ignored range penalties. | Laboratories and Observatories generate +7 Knowledge. |
Prophet | Archers get Arcane Arrows(2 6 ). | Mana Nodes of all kinds generate +8 Mana. |
Deity | Archer and Support units ignore Line of Sight penalties. | Great Temples provide +5 . |
Humans[]
Note that only Human units and cities are affected
Humans | Military | Economic | |
---|---|---|---|
Patron | Human Civic Guard gets Throw Net | Settlers are 25% cheaper. | |
Protector | Human Cavalry gains Quick Learner | Harbors generate +100 and +15 Harbors generate +100 and +15 | |
Champion | Cavalry gets +2 Physical melee damage | Builders require 60% less gold to build Watchtowers, Roads and Fortresses | |
Prophet | City Upgrades that provide a Medal to specific
|
Builders Hall, Siege Workshop and Masters Guild all provide +15 | |
Deity | Humans gain +1 Resistance, +1 Defense and +1 Physical melee and ranged damage. | 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 Physical melee damage | War Halls cost 50 less to build |
Protector | Orc Razorbows get +5 and +3 Physical melee damage | Arena's provide +5 Gold and +50 HappinessArena's provide +5 Gold and +50 Population |
Champion | Orc Black Knight gets +1 Physical melee damage and Guard Breaker | Siege Workshop provides +20 Production |
Prophet | Orc Shocktroopers gain Fearsome | The Dark Citadel: |
Deity | Orc Infantry, Pikeman and Irregular units gain +1 and 20% Protection. | Masters Guilds produce +30 and +20 . |
Tigrans[]
Note that only Tigran units and cities are affected
Tigrans | Military | Economic |
---|---|---|
Patron | Tigran Sun Guard and Tigran Sabretooth Chariot gain +7 Health | Settlers are 25% cheaper to build. |
Protector | Tigran Prowler gains Hurl Net | Observatories now produce +10 |
Champion | Tigran Sphinx has Vision Range Upgrade, +2 Fire ranged damage and +2 Physical melee damage | Fire Temples are 100 Gold cheaper and produce 20 Knowledge. |
Prophet | Supports gain Invigorate | Temples provide +200 Happiness and +1 Medal rank to all Units.Temples provide +100 Population and +1 Medal rank to all Units. |
Deity | Infantry, Pikeman and Irregular units gain +1 Physical melee damage, Sprint and have double chance of dealing Critical Damage. | Laboratories now generate +10 Gold, +20 Production and +10 Mana. |