Capital

The main annexed province. Capital has bonus farms, so it is much easier to maintain a positive net population growth there. It also benefits from 10% bonus production to all resources, 20 bonus point to the Happiness limit, 20 bonus daily Happiness points, 10% hit points in defense to all military units and 10 bonus Morale points in defense. It is the place where centralized gold is stashed and where researches are exclusively ordered.

Capitulation

Allows a certain Empire to defend itself from the attacks of another one for a 168 hour period. During this period, neither the capitulated Empire nor the attacking one can send attacks to each other. Capitulation is possible only if you haven’t attacked the player you intend to capitulate to in the passed 48 hours and if the player you intend to capitulate to has attacked you in the passed 48 hours. All players you can currently capitulate to are listed in Capitulation tab of the Throne hall.

For more information about capitulation click here.

Captain

Military rank conferred to players with 35 000-49 999 military points.

Carrying capacity

Unit's parameter which determines the resource amount one unit, soldier or supply wagon, can loot from an enemy province/colony or independent province.

Cartography

A research which affects army speed. Decreases army traveling time, but even with the highest level mission time cannot be less than 40 minutes in peaceful times and 10 minutes in a war.

Cataphract

- Nomad elite cavalry class.
- Special features: bonus charge x3 and bonus amount - bonus attack x0,5% with every 1000 cataphracts in the army in attack.
- Requirements: Melee attack [16], War horses [9], Armor [16], Drill [5], Centralization [10].

For more information about cataphracts, click here or see the in-game description in Cavalry barracks.

Cataphract archers

- Nomad elite ranged cavalry class.
- Hybrid unit that fights as an archer in the first round and as an ordinary cavalry unit after the 1st round, meaning that in the first round Range attack research effect is applied to their attack, and after the 1st round - Melee attack research effect is applied.
- Special features: bonus charge x2.
- Requirements: Melee attack [16], War horses [9], Armor [14], Range attack [16], Drill [5], Centralization [10].

For more information about cataphract archers, click here or see the in-game description in Cavalry barracks.

Catapult

- Heavy siege engine class.
- Special features: 100% attack on Fortress walls and 30% against enemy siege engines and military units; ranged attack in 2 rounds before melee; accompanying army – 10 soldiers.
- Requirements: Drill [1], Range attack [8], Centralization [5].

For more information about catapults, click here or see the in-game description in Siege workshops.

Cavalry

The strongest field battle unit. All ordinary cavalry units are strong against swordsmen (attack x2) and archers (attack x4) and vulnerable against spearmen (attack /6), unlike ranged cavalry units whose only bonus is against spearmen (attack x2). None of the cavalary units can attack Fortress - in a Fortress siege their attack is 2 times less efficient and the hit points – 2 times less. Ordinary cavalry is divided into three classes: light, heavy and elite imperian, elite nomad, available for both races. Ranged cavalry is available just for Nomads and has two classes – light and elite.

For more information about cavalry, click here or see the in-game descriptions in Cavalry barracks.

Cavalry archer

- Nomad light ranged cavalry class.
- Hybrid unit that fights as an archer in the first two rounds and as a melee unit after the 2nd round with bonus x2 against spearmen. In the first 2 rounds Range attack research effect is applied to their attack, and after the 2nd round - Melee attack research effect is applied.
- The best unit for pillages given their high speed and highest pillage strength.
- Requirements: Melee attack [1], War horses [1], Range attack [1].

For more information about cavalry archers,click here or see the in-game description in Cavalry barracks.

Cavalry barracks

The barracks where all classes and types of cavalry units, ordinary and ranged, plus spies, are recruited and trained.

Center

The middle zone of the 1st and 3rd Field battle lines.

Centralization

A research which gives the sovereign the know-how of expanding the Empire within the confines of the Imperial map. Each level opens access to 1 annexed province and 2 vassals.

Change capital

Transfer of Empire's headquarters to another province. Capital can be changed every 168h but not under attack. All players start with capital in province nº 1, neutral terrain, but after Centralization [4] they can move it to another province with better terrain for defense and production. Moving the capital implies moving capital production bonus and farm bonus to the new headquerters, which can have a negative effect on old capital's population number if the player hasn't constructed several extra farm levels.

Change of location

If you are under constant attack by aggressive neighbors, you don’t have colonies nearby or you just wish to be closer to your friends, this option allows you to change your location on the Global map. You can find this option in Settings menu -> tab Global.
You can change location on the Global map 30 days after a relocation has been made. You can generate new location once every day, until you are satisfied with the given location. Locations are generated totally randomly and player can’t choose location on map, except the one offered by the system.
Before you change location, you can check it on the Global map to see where your Empire will be located if you actually change location. You can also check how far your current colonies will be from new location as well as its influence on Happiness in those colonies.
IMPORTANT – Change of location is irreversible once you confirm it and your Empire can’t be returned to the previous location.

In slow speed realm the change of location is available 14 days after its start.
In fast speed realm the change of location is available 7 days after its start.
In Blitz and Mega blitz realms the change of location is available 4 days after its start.

You can change the location of your Empire unless:
- you have infiltrated spies in any Empire, province or any other place.
- you have travelling armies, spies, army in relief, wagons, gold transfer or army donations to alliance.
- you have sent transport mission to colony.
- you are under attack. (Visible attack – only if less than 1 hour is remaining until impact).
You need to return all missions before you can reallocate your Empire.
IMPORTANT! If you attack a player who manages to change location of his/her Empire before your attack becomes visible, your army will be automatically returned home.
If there are no locations left on the Global map, the option becomes unavailable and disappears from the Settings menu.

Charge

Unit’s hit in the first round.

Civil population

Workers and idle population. The whole population except the military units.

Coefficient difference

Every decimal point over the allowed range x2.

Example: If the attacker has 250 000 points and the defender 96 000, the net worth points range is x2,6 (250 000 / 96 000), and the coefficient difference – 0,6 (2,6 – 2).

Colonel

Military rank conferred to players with 100 000-149 999 military points.

Colonization

Foundation of a colony on the Global map.

For more information about colonization process click here.

Colonize

A research which gives the sovereign the know-how of expanding the Empire on the Global map. Each level opens access to foundation of one colony.

Colonizers

The villagers sent from an annexed province to a colony spot, carrying the necessary resources for the foundation, build the first buildings in the colony and be its initial population.

Colony

- Empire’s territorial expansion on the Global map.
- Colonies have the annexed provinces’ base structure – population, population growth, fortress, fortress facilities, some economic buildings, army deployment, income, Happiness. The difference is that no researches can be ordered (colonies use main Empire’s researches), no barracks, consequently no army recruitment, no migration, not included in Empire’s average Happiness value, limited buildings available for construction, tax income only, as the tax rate can be set in the four types of resources, affecting the Happiness the same way like it does in annexed provinces.
- The biggest Happiness penalty modifier for colonies is remoteness from the Empire – the bigger the remoteness is, the higher daily happiness losses there will be.
- The main colony advantage is special resource terrains which grant different extra bonuses to the whole Empire.

For more information about colonies click here.

Colony tax

Tax in one of the four resources exacted from colony’s whole population.

Colony terrain

The nature of a certain spot on the Global map where a colony is founded. Colony terrains aren’t classified in accordance with geographic relief but according to presence or lack of global bonus – common terrains and special resource terrains.

Colony transport

Moving resources between main Empire and colonies or between colonies. It is conducted via supply wagons and, since it is a movement on the Global map, travel time is a function of distance, supply wagons’ speed and Cartography level just like for every other movement on the Global map. Colony transport can be instantly finished for 1 diamond per hour unless your empire is under attack.

Commanding Officer

The alliance position taking care of ordinary members’ military development by helping them in the army recruitment and battle conduction with competent advices. They are also in charge of all alliance troops' movement. Special bonus – 10 Morale but the actual extent depends on the loyalty status.

For more information about commanding officer’s rights and benefits click here.

Comment

Short message posted on a player’s profile. Abusive comments can be reported and their author silenced.

Common average happiness

The average Happiness of one migration group, calculated by adding the individual average Happiness values all together and dividing the resulted sum to the number of Еmpires part of the group.

Common terrain

Non-bonus colony terrain. It doesn’t grant any special privileges for its founder but, due to the fact the attacks out of range x5 upon it are not possible, and those out of range x2 cause morale, honor and attack parameter losses to the attacker, following the exact same rules of any normal attack, it assures a relative peace for the sovereign.

Conquest

Obtaining full control, with all rights implied, over a certain territory upon conducting a victorious offensive Fortress siege battle. In Age of Conquest independent provinces and alliance castles can be conquered.

Construction Officer

The alliance position taking care of alliance building constructions in the castles. Special bonus – 20% faster construction but the actual extent depends on the loyalty status.

For more information about construction officer’s rights and benefits click here.

Cool down period

The period between two attacks for looting an independent province. The period needed so resources in an independent province could be produced again. The bigger base quantity of resources, the longer cool down period. The bigger population number, the shorter cool down period. For all types of provinces the cool down period decreases with every following attack as the amount for looting decreases too.

Corporal

Military rank conferred to player with 250-499 military points.

Council of Principals

Every day at a certain time a Council of Principals takes place in your Empire in order to discuss whether the population is happy with your government and to decide whether a riots or a rebellions will start or stop.
This is the place you can move Council of Principals' time forward up to 23 hours every 48 hours.

Counter-espionage

1. Interception of enemy spies trying to infiltrate in your Empire or chasing already infiltrated enemy spies away. The more spies you have and the higher Counter-espionage level you’ve researched, the bigger the chance* for not letting your adversaries get nosy about your Empire and for knowing sooner attacker’s army composition.

*NB! A 100% chance for successful counter-espionage is guaranteed SOLELY if your Counter-espionage level is 5 levels higher than the Espionage level of the player you are being spied by. All other cases in which your Counter-espionage level is higher and your spies are more grant you a relatively big chance to succeed in not letting the enemy infiltrate or in chasing his infiltrated spies away, but since the chance cannot reach 100% unless there is 5 level difference between the intelligence researches, there is still a chance to fail.

For more information about how does counter-espionage work click here.

2. A research which develops sovereign’s intelligence abilities in defense. Increases the chance for catching enemy spies, as well as, for finding out sooner the attacking enemy troops' composition. A player receives single time +3 artificial Counter-espionage levels when being spied.

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