Province guards

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ID Name Image Gold price Crystal price Price Resources Gold payment Crystal payment Payment Initiative Power Karma Experience Can not be disbanded Trophies (gold) Trophies (gems) Trophies Trophies (cr./gold) Drop chance probability Max. amount of trophies Item Building Buildings (X contracts) Plains Forests Hills Swamps Consist of (level) Description
1 Militia 30 0 30 3 0 3 0 1 0 150 no 35 0 35 0,00 5% 1 Recruiting Station yes yes yes yes Militiaman: 5 (lvl. 5) Slinger: 2 (lvl. 3) Spearman: 1 (lvl. 3) Veteran Spearman: 1 (lvl. 1) Not the most reliable protection by far, but certainly the cheapest.
2 Gang of Thieves 10 0 10 0 0 0 2 1 -2 295 no 41 0 41 0,00 10% 1 Thieves Guild yes yes yes yes Thief: 6 (lvl. 7) Bandit: 2 (lvl. 3) These guys do not charge a fee for their services... from you, anyway. People aren't too happy with this kind of «protection,» but that's their own problem.
Population mood -1.
Province income -10%.
3 Tribe 100 0 100 5 0 5 1 2 -1 293 no 52 3 76 0,06 5% 1 Chieftain's Tent yes no no no Barbarian: 4 (lvl. 9) Shaman: 2 (lvl. 5) Berserker: 1 (lvl. 3) Witch Doctor: 1 (lvl. 1) A friendly tribe of barbarians makes a pretty good defense force for your lands.
Can only be placed on plains.
4 Cutthroats 20 0 20 0 0 0 1 1 -2 322 no 49 0 49 0,00 10% 1 Bandit Lair yes yes yes yes Gang Leader: 1 (lvl. 2) Brigand: 7 (lvl. 5) Renegade: 3 (lvl. 4) These dashing rogues are willing to work for you free of charge. They are used to taking everything they need by themselves.
Population mood -2.
Province income -20%.
5 Guards 120 0 120 8 0 8 1 2 1 339 no 147 0 147 0,00 10% 1 Lookout Tower yes yes yes yes Swordsman: 5 (lvl. 6) Crossbowman: 3 (lvl. 6) Ironclad: 1 (lvl. 2) Sniper: 1 (lvl. 1) Guards are always...well, on their guard. Not only do they protect the borders of your province, they also keep order within.
Unrest growth rate reduced by 3.
6 Patrolmen 110 0 110 7 0 7 1 2 1 342 no 134 0 134 0,00 10% 1 Warriors Guild yes yes yes yes Pikeman: 5 (lvl. 5) Sentinel: 1 (lvl. 1) Bowman: 2 (lvl. 5) Swordsman: 1 (lvl. 8) Ranger: 1 (lvl. 1) Ironclad: 1 (lvl. 2) The patrolmen are well-suited both for province defense and the suppression of malcontents.
Unrest growth rate reduced by 2.
7 Hunters 50 0 50 0 0 0 1 1 0 141 no 61 0 61 0,00 10% 1 Hunters Camp yes yes yes yes Bowman: 4 (lvl. 5) Ranger: 1 (lvl. 1) A party of hunters are not the most reliable defenders, but they provide the local garrison with provisions.
Cost of garrison units reduced by -50%.
8 Watchmen 70 0 70 5 0 5 4 1 0 173 no 44 0 44 0,00 10% 1 Watchtower yes yes yes yes Slinger: 4 (lvl. 6) Veteran Slinger: 1 (lvl. 2) Spearman: 2 (lvl. 4) Veteran Spearman: 1 (lvl. 1) Though lacking any special fighting strength, the watchmen are of great benefit in that they gather intelligence on the neighboring enemy areas.
Increases spotting range.
9 Brethren of Light 60 0 60 5 0 5 0 1 2 176 no 51 5 91 0,10 10% 1 Abbey yes yes yes yes Militiaman: 5 (lvl. 6) Healer: 1 (lvl. 3) Grand Healer: 1 (lvl. 1) Monk: 1 (lvl. 6) The Servants of Light are better suited for treating wounds and diseases than for fighting on a battlefield.
Population mood +1.
Unit recuperation sped up by 10%.
10 Foresters 100 0 100 2 0 2 4 1 0 216 no 86 0 86 0,00 10% 1 Foresters Guild no yes no no Ranger: 4 (lvl. 8) A few foresters might be able to beat off a gang of robbers or a handful of rebels, but they are ill-suited for a serious battle. However, they procure valuable furs in peacetime, increasing the province's income.
Raises province income by 10%.
Can only be placed in forests.
11 Mercenaries 200 0 200 12 0 12 2 3 0 498 no 142 0 142 0,00 10% 1 Mercenary Guild yes yes yes yes Spearman: 2 (lvl. 11) Bowman: 2 (lvl. 9) Barbarian: 2 (lvl. 19) Horseman: 1 (lvl. 7) Horse Archer: 1 (lvl. 7) Veteran Spearman: 1 (lvl. 3) Ranger: 1 (lvl. 2) Cavalryman: 1 (lvl. 1) A party of mercenaries is a force to be reckoned with. They are decent defenders, but charge a hefty sum for their services.
12 Forest Spirits 50 20 210 0 1 8 4 2 2 312 no 58 34 330 0,59 10% 1 Enchanted Grove no yes no no Fairy: 4 (lvl. 12) Dryad: 3 (lvl. 8) No one knows why the mortals like these forest spirits so much, but you cannot get away from the fact people are a lot happier under their protection.
Population mood +2.
Can only be placed in forests.
Incorruptible.
13 Walking Dead 40 20 200 0 1 8 0 2 -2 422 no 30 12 126 0,40 5% 1 Haunted Cemetery yes yes yes yes Skeleton: 3 (lvl. 9) Bone Spearman: 2 (lvl. 5) Zombie: 3 (lvl. 7) Mummy: 1 (lvl. 3) Ghoul: 2 (lvl. 6) Having the dead defend the living, isn't that an ingenious idea? Alas, for some reason the population isn't too fond of such protection...
Population mood -1.
Incorruptible. Intrepid.
14 Forest Keepers 140 60 620 0 5 40 4 3 2 652 no 219 63 723 0,29 10% 1 Stonehenge no yes no no Fairy: 6 (lvl. 15) Dryad: 4 (lvl. 12) Unicorn: 1 (lvl. 9) Not only do unicorns, dryads and fairies protect the province, they fill the hearts of all those who live there with happiness too. After all, harmony with Nature is a wonderful thing.
Population mood +3.
Can only be placed in forests.
Incorruptible.
15 Men of War 280 0 280 17 0 17 1 4 0 742 no 270 0 270 0,00 10% 1 War School yes yes yes yes Swordsman: 2 (lvl. 12) Pikeman: 3 (lvl. 12) Crossbowman: 4 (lvl. 12) Horseman: 2 (lvl. 10) Ironclad: 1 (lvl. 6) Sniper: 1 (lvl. 6) Cavalryman: 1 (lvl. 4) A company of professional warriors can repel considerable enemy forces.
16 Secret Agents 150 0 150 4 0 4 3 3 -1 407 no 105 0 105 0,00 10% 1 Shadow Guild yes yes yes yes Thief: 3 (lvl. 12) Bandit: 1 (lvl. 8) Assassin: 3 (lvl. 8) Cutthroat: 1 (lvl. 1) The spies and assassins in your service can make decent province defenders. Moreover, they never cease to gather intelligence on your neighbors nor reports on potential troublemakers. The only drawback is that life in such a province becomes rather dangerous.
Population mood -1.
Increases spotting range.
Unrest growth rate reduced by 2.
17 Mob 180 0 180 0 0 0 2 3 -2 594 yes 151 0 151 0,00 10% 1 Bandit Clan yes yes yes yes Gang Leader: 1 (lvl. 8) Brigand: 3 (lvl. 12) Bandit: 2 (lvl. 9) Renegade: 3 (lvl. 12) Thug: 2 (lvl. 7) Ranger: 1 (lvl. 8) When crime is organized by the ruler himself, it's not a crime any longer, but a civic service. The Mob copes excellently with both the defense of their turf and the extraction of excess luxuries from the populace.
Population mood -2.
Province income -30%.
This guard cannot be disbanded.
18 Guardsmen 350 0 350 10 0 10 1 3 1 705 no 292 0 292 0,00 10% 1 Officer Academy yes yes yes yes Pikeman: 4 (lvl. 12) Sentinel: 1 (lvl. 8) Crossbowman: 4 (lvl. 12) Guardsman: 3 (lvl. 9) Squire: 1 (lvl. 2) Sniper: 1 (lvl. 4) This company of elite infantry can present a challenge even for relatively powerful enemies.
19 Nomads 250 0 250 10 0 10 1 3 0 599 no 182 0 182 0,00 10% 1 Nomad Camp yes no no no Horseman: 3 (lvl. 9) Horse Archer: 6 (lvl. 9) A nomadic tribe is good at defending its pastures, with mounted patrols ever on the alert at the borders. Moreover, the nomads can look after horses better than anyone else.
Province income +12 if horses are present.
Can only be placed on plains.
20 Eagle Brotherhood 200 20 360 12 0 12 1 2 2 456 no 182 24 374 0,13 10% 1 Secret Monastery yes yes yes yes Monk: 8 (lvl. 9) These battle monks defending a province aren't easy to defeat. Moreover, any monk can treat wounds and diseases with the best of them.
Population mood +1.
Unit recuperation sped up by 10%.
21 Dark Brotherhood 130 25 330 7 0 7 1 3 -2 476 no 113 22 289 0,19 10% 1 Black Tower yes yes yes yes Shaman: 4 (lvl. 12) Witch Doctor: 2 (lvl. 4) Sorcerer: 2 (lvl. 9) Necromancer: 1 (lvl. 3) The sorcerers and shamans serving the Dark Gods can defend a province pretty well. But, to tell the truth, people have little love for them...
Population mood -1.
22 Cavalry 300 0 300 15 0 15 3 3 0 554 no 142 0 142 0,00 10% 1 Cavalry Barracks yes yes yes yes Horseman: 4 (lvl. 15) Cavalryman: 2 (lvl. 7) A swift cavalry squadron can repel a rather strong enemy army.
23 Overseers 400 0 400 15 0 15 1 4 -1 738 no 397 0 397 0,00 10% 1 Scaffold yes yes yes yes Thug: 6 (lvl. 12) Executioner: 3 (lvl. 9) The overseers are good at both preventing and suppressing uprisings. Accustomed to inflicting public reprisals upon the disobedient, Overseers inspire fear not only to outside enemies but also to local rebels.
Unrest growth rate reduced by 4.
24 Siege Engineers 400 0 400 14 0 14 1 4 0 719 no 441 0 441 0,00 10% 1 Mechanics Guild yes yes yes yes Workman: 5 (lvl. 10) Militiaman: 2 (lvl. 20) Veteran Slinger: 1 (lvl. 12) Ballista: 2 (lvl. 12) Springald: 1 (lvl. 3) Catapult: 1 (lvl. 9) Trebuchet: 1 (lvl. 1) Ballistae, catapults and their crews make a force to be reckoned with. In peacetime, the catapult maintenance staff can help local builders repair fortifications.
Fortification rebuilding sped up by 5%.
25 White Shield Order 550 0 550 20 0 20 3 4 2 963 no 560 0 560 0,00 10% 1 White Shield Castle yes yes yes yes Swordsman: 2 (lvl. 15) Pikeman: 3 (lvl. 15) Sentinel: 1 (lvl. 10) Crossbowman: 2 (lvl. 15) Knight: 2 (lvl. 9) Champion: 1 (lvl. 1) Ironclad: 1 (lvl. 7) Sniper: 1 (lvl. 7) When a knightly order takes up the defense of a province, practically nothing can threaten it. Only the strongest enemies will be able to overpower a troop of well-armed knights.
26 Winged Guards 500 25 700 15 2 31 5 4 1 774 no 506 34 778 0,07 10% 1 Celestial Temple yes yes yes yes Pegasus: 4 (lvl. 12) Gryphon: 3 (lvl. 9) Valkyrie: 2 (lvl. 4) A company of gryphons and pegasi watches from the sky not just over their own province but over the neighboring lands as well. A swift attack by the winged guards can inflict serious damage to the enemy.
Increases spotting range.
27 Battlemages 500 60 980 20 0 20 2 4 -2 963 no 416 90 1136 0,22 10% 1 Tower of Night yes yes yes yes Shaman: 3 (lvl. 15) Witch Doctor: 1 (lvl. 7) Sorcerer: 3 (lvl. 12) Necromancer: 2 (lvl. 4) Mage: 2 (lvl. 8) High Mage: 1 (lvl. 1) A band of experienced mages and sorcerers are not just excellent defenders, but a good source of magic gems as well. But, to tell the truth, people tend to go missing once such guards arrive, and that negatively affects the population's mood.
Province gem income +30%.
Population mood -1.
Population growth -1.
28 War Priests 500 40 820 18 0 18 2 4 3 821 no 504 85 1184 0,17 10% 1 Great Eagle Chapel yes yes yes yes Monk: 4 (lvl. 11) Faith Devotee: 2 (lvl. 6) Priest: 2 (lvl. 9) Patriarch: 1 (lvl. 3) A company of priests and monks handles both the defense of a province and the healing of the wounded and the sick quite well.
Population mood +1.
Unit recuperation sped up by 10%.
29 Robbers 0 0 0 0 0 0 2 3 -1 594 yes 151 0 151 0,00 10% 1 yes yes yes yes Gang Leader: 1 (lvl. 8) Brigand: 3 (lvl. 12) Bandit: 2 (lvl. 9) Renegade: 3 (lvl. 12) Thug: 2 (lvl. 7) Ranger: 1 (lvl. 8) You have reached an agreement with the leader of a local gang of robbers, and now they defend your lands. However, they do not plan to stop plundering.
This guard cannot be disbanded.
Province income -40%.
Population mood -2.
30 Local Militia 120 10 200 -1 0 -1 0 1 0 88 no 20 0 20 0,00 5% 1 Fort yes yes yes yes Militiaman: 4 (lvl. 3) Slinger: 1 (lvl. 3) Spearman: 1 (lvl. 3) A province militia, consisting of local residents, performs their work conscientiously, for it is their own home they are defending.

The makeup of such a party varies.
Cannot be recruited in provinces with negative mood.
31 Vassal 0 0 0 0 0 0 0 0 0 88 yes 20 0 20 0,00 5% 1 yes yes yes yes Inherited from the province guards A local baron has pledged his allegiance to you, and now he and his retinue defend these lands. As it should be, he is meticulous in paying you his tithes.
This guard cannot be disbanded.
Province gold and gem income -90%.
32 Retinue 0 0 0 -1 0 -1 0 0 0 88 no 20 0 20 0,00 5% 1 yes yes yes yes Inherited from the province guards A company of warriors who used to serve the local baron are now your faithful followers.
33 Light Infantry 70 0 70 5 0 5 1 2 0 341 no 98 0 98 0,00 5% 1 Barracks yes yes yes yes Militiaman: 6 (lvl. 10) Spearman: 3 (lvl. 7) Bowman: 2 (lvl. 6) Veteran Spearman: 2 (lvl. 2) Ranger: 1 (lvl. 1) These defenders are not very strong, but will have no problem with a handful of robbers or rebels.
34 Forest Guards 0 0 0 -1 6 47 4 0 3 470 yes 170 45 530 0,26 10% 1 no yes no no Inherited from the province guards The forest spirits bound to you by an ancient Contract defend these lands. The local people are happy to have such protection.
This guard cannot be disbanded.
Population mood +3.
Incorruptible.
35 Nomadic Tribe 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 yes no no no Inherited from the province guards A troop of nomads has defended these lands since times of old. They served a local khan before, and now they serve you.
Province income +12 if horses are present.
36 Dark Druids 0 0 0 -1 5 39 1 0 0 357 yes 109 0 109 0,00 10% 1 yes no no no Inherited from the province guards The Dark Druids rule these lands. They look to slaughter people «in the name of Nature», so no wonder no one looks forward to settling in this province.
This guard cannot be disbanded.
Population growth -20.
37 Elven Guards 0 0 0 -1 0 -1 3 0 0 357 no 109 0 109 0,00 10% 1 yes no no no Inherited from the province guards A band of elves protects the peace of this forest at all times.
38 Dwarven Patrol 0 0 0 -1 0 -1 3 0 0 357 no 109 0 109 0,00 10% 1 yes no no no Inherited from the province guards A patrol of dwarves is on watch, permitting no stranger to trespass on these lands. In peacetime, Dwarves work in mines, increasing the output of minerals.
Province income +5 if iron is present.
Province income +10 if marble is present.
Province income +15 if mithril is present.
39 Dwarven Clan 300 6 348 15 0 15 1 3 1 702 no 410 21 578 0,05 13% 1 Level 3, Rarity 2 Miners Guild no no yes no Dwarf: 2 (lvl. 12) Alchemist: 1 (lvl. 8) Runesmith: 1 (lvl. 10) Dwarven Pavisier: 2 (lvl. 10) Runemaster: 1 (lvl. 4) Scorpion: 1 (lvl. 5) A Clan of Dwarves is quite able to repel the attack of a strong enemy. In peacetime, Dwarves work in mines, increasing the output of minerals.
Province income +5 if iron is present.
Province income +10 if marble is present.
Province income +15 if mithril is present.
Can only be placed in hills.
Improves population mood in the dwarven province by 1.
40 Horde 50 0 50 0 0 0 1 2 -2 453 no 85 3 109 0,04 10% 1 Level 1, Rarity 2 Banner of the Horde yes yes yes yes Bugbear: 4 (lvl. 12) Orc: 4 (lvl. 14) Ghost Whisperer: 2 (lvl. 10) Cleaver: 1 (lvl. 7) The orcs and goblins usually succeed by dint of their numbers, not by their skill. The Horde is a perfect example. It is not easy to feed such a mob, so orcs often make their living all by themselves, typically via plunder.
Province income -20%.
Population mood -1.
Does not lower the mood in Orc provinces.
41 Centaurs 200 0 200 6 0 6 3 3 0 463 no 184 14 296 0,08 10% 1 Level 2, Rarity 2 Clan Tent yes yes no no Wind Seekers: 3 (lvl. 10) Wind Runner: 2 (lvl. 7) Wind Eclipser: 2 (lvl. 8) Spirit Talker: 1 (lvl. 3) The centaurs are loyal and courageous warriors. They don't use money, so their only maintenance expense is paying for provisions.
Incorruptible.
Can only be placed on plains or in forests.
Reduces corruption in this province by 25%.
Increases Mood in Centaur provinces by 1.
42 Orcish Patrol 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 no no no no Inherited from the province guards A patrol of orcs protects these lands.
43 Goblins 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 no no no no Inherited from the province guards A band of goblins watches over this province.
44 Clan of Centaurs 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 no no no no Inherited from the province guards A clan of centaurs is watching the province borders.
Incorruptible.
45 Halflings 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 no no no no Inherited from the province guards Usually not that warlike, the halflings are nevertheless quite capable of standing up for themselves if it means protecting their families and property.
46 Druid Brotherhood 100 40 420 0 5 40 3 6 2 2154 no 1459 178 2883 0,12 10% 1 Level 3, Rarity 3 no yes no no Fairy: 2 (lvl. 15) Dryad: 2 (lvl. 12) Pegasus: 2 (lvl. 12) Priest: 3 (lvl. 15) Gryphon: 2 (lvl. 10) Unicorn: 2 (lvl. 10) Treant: 2 (lvl. 9) A contract with the druids allows you to post a powerful group of various forest creatures in a province.
Population mood +1.
Unit recuperation sped up by 10%.
Can only be placed in forests.
47 Imperial Guards 300 0 300 30 0 30 3 6 1 1631 no 1100 0 1100 0,00 10% 1 Level 3, Rarity 2 Elephant Pen: x1 yes yes yes yes Crossbowman: 4 (lvl. 15) Guardsman: 1 (lvl. 15) Squire: 1 (lvl. 3) Horseman: 2 (lvl. 15) Knight: 3 (lvl. 10) Swordmaster: 1 (lvl. 4) War Elephant: 2 (lvl. 9) A contract with the Imperial Guards is of great value. These guards are elite troops that once served the Emperor Daokon. After the Empire collapsed, many guardsmen turned into mercenaries, and they are held in high esteem on every shard.
Unrest growth rate reduced by 5.
48 Supreme Dark Order 150 90 870 10 6 58 3 6 -2 2036 no 1098 214 2810 0,19 10% 1 Level 4, Rarity 3 Castle of Darkness: x1 yes yes yes yes Gargoyle: 3 (lvl. 20) Sorcerer: 2 (lvl. 15) Necromancer: 2 (lvl. 7) Mage: 3 (lvl. 13) High Mage: 1 (lvl. 4) Warlock: 3 (lvl. 10) A contract with the highest caste of priesthood of the Dark Gods is a valuable, yet dangerous, thing. You would be hard pressed to find a stronger force to protect your land with. But the population of a province with these defenders is largely doomed.
Population mood -1.
Population growth -1.
49 Armada 400 0 400 40 0 40 3 6 0 2534 no 1836 0 1836 0,00 10% 1 Level 4, Rarity 4 yes yes yes yes Thug: 4 (lvl. 17) Bodyguard: 2 (lvl. 8) Executioner: 4 (lvl. 15) War Elephant: 5 (lvl. 12) A contract with the Armada is a strange and poorly studied thing. The only thing known for sure is that a powerful army emerges after you have read this contract and that they loyally serve the one who summoned them.
Unrest growth rate reduced by 3.
50 Dragon 500 100 1.300 50 10 130 5 6 0 1500 yes 600 24 792 0,04 10% 1 Level 4, Rarity 4 Forest Palace: x3 yes yes yes yes Dragon: 1 (lvl. 5) «One dragon is worth an army.» This old saying holds true to this day.
Province income -50%. Province gem income -50%.
This guard cannot be disbanded.
51 Breeding Ground 220 50 620 10 4 42 1 6 0 1515 yes 493 17 629 0,03 10% 1 Level 4, Rarity 3 no no no yes Basilisk: 3 (lvl. 13) Giant Slug: 3 (lvl. 13) Swamp Dragonfly: 2 (lvl. 13) Wyvern: 1 (lvl. 11) Hydra: 1 (lvl. 9) Not everyone can stomach the thought of turning his land into a breeding ground for huge monsters. But once the decision has been made, it's unlikely any enemy will be able to pass through this province.
Population growth -1.
Can only be placed in swamps.
This guard cannot be disbanded.
52 Clan of Giants 300 0 300 30 0 30 2 6 -1 2640 yes 1901 0 1901 0,00 10% 1 Level 4, Rarity 3 no no yes no Giant: 6 (lvl. 12) Once you sign a contract with a clan of giants, you don't have to worry about the security of your province borders - hardly anyone will be able to deal with such a defensive force. The only thing that may cause some concern is the giants' fondness for human flesh.
Population mood -1.
Population growth -1.
Can only be placed in hills.
This guard cannot be disbanded.
53 Clan of Cyclopes 250 0 250 25 0 25 2 6 -1 2376 yes 1584 0 1584 0,00 10% 1 Level 4, Rarity 3 no no yes no Cyclops: 6 (lvl. 12) The cyclopes are almost invincible as guards. Their only shortcomings are their ill temper and their disposition to kill people just for fun.
Population mood -1.
Population growth -1.
Can only be placed in hills.
This guard cannot be disbanded.
54 Ogres 180 0 180 20 0 20 1 4 -1 1188 yes 581 0 581 0,00 10% 1 Level 3, Rarity 2 yes yes yes no Ogre: 6 (lvl. 12) The ogres are always ready to repulse the enemy. But in peacetime, it's all too common for them to haunt local settlements looking for fresh human meat.
Population mood -1.
Population growth -1.
This guard cannot be disbanded.
Cannot be placed in swamps.
55 Trolls 180 5 220 15 1 23 2 4 -1 1188 yes 739 21 907 0,03 10% 1 Level 3, Rarity 2 no no no yes Troll: 6 (lvl. 12) A band of trolls are good defenders for your land. Unfortunately, the local people suffering from the trolls' unappeasable appetite do not share this opinion.
Population mood -1.
Population growth -1.
Can only be placed in swamps.
This guard cannot be disbanded.
56 Labyrinth Guards 250 0 250 25 0 25 4 4 0 1152 no 899 23 1083 0,03 10% 1 Level 3, Rarity 3 yes yes yes yes Minotaur: 6 (lvl. 14) A band of minotaurs trained to protect the mystic Labyrinth is quite suitable for watching over an ordinary province as well. As long as you have an appropriate contract, that is.
57 Host of the Dead 100 40 420 0 5 40 2 5 -3 1915 no 495 240 2415 0,48 10% 1 Level 4, Rarity 2 yes yes yes yes Skeleton: 2 (lvl. 19) Bone Spearman: 1 (lvl. 16) Zombie: 2 (lvl. 18) Mummy: 1 (lvl. 15) Ghoul: 3 (lvl. 15) Ghost: 3 (lvl. 12) Vampire: 2 (lvl. 10) To raise an army of the dead from their graves and to bind them to one's service is a task nigh impossible for most conjurers. Only some rare ancient scrolls keep the sigils for this powerful incantation.
Population mood -2.
Population growth -1.
Incorruptible. Intrepid.
58 Army of Chaos 150 30 390 10 4 42 4 5 -3 1909 yes 2259 148 3443 0,07 10% 1 Level 4, Rarity 2 yes yes yes yes Imp: 2 (lvl. 19) Spawn: 1 (lvl. 19) Fiend: 3 (lvl. 18) Hellhound: 1 (lvl. 17) Cerberus: 1 (lvl. 7) Succubus: 2 (lvl. 14) Demon: 1 (lvl. 12) Destroyer: 1 (lvl. 11) Devil: 1 (lvl. 12) Lord of Abyss: 1 (lvl. 10) A contract with the Army of Chaos is a tempting yet dangerous thing. On the one hand, enemies will have a difficult time overcoming these powerful guards. On the other, firing them from the job might be harder still.
Population mood -2.
Population growth -1.
This guard cannot be disbanded.
59 Warriors of Light 400 20 560 40 3 64 4 6 3 2297 no 1611 119 2563 0,07 10% 1 Level 4, Rarity 3 Sacred Order: x1 yes yes yes yes Monk: 2 (lvl. 18) Faith Devotee: 1 (lvl. 9) Guardsman: 2 (lvl. 18) Smiting Hand: 1 (lvl. 7) Knight: 3 (lvl. 12) Priest: 2 (lvl. 12) Patriarch: 1 (lvl. 5) Paladin: 3 (lvl. 10) This host of the mighty Warriors of Light who had made an oath to combat Evil rarely stoops to a menial task of defending provinces. Only a contract approved with a Heavenly Seal can force them to do such a thing.
Population mood +1.
Incorruptible.
60 Beast Masters 200 50 600 20 5 60 3 6 0 2175 no 1026 94 1778 0,09 10% 1 Level 4, Rarity 3 yes yes yes yes Basilisk: 2 (lvl. 18) Giant Spider: 2 (lvl. 18) Giant Slug: 2 (lvl. 18) Mage: 3 (lvl. 12) Manticore: 2 (lvl. 12) Hydra: 1 (lvl. 10) Having made an agreement with the mages who control the minds of huge monsters, you will get some outstanding guards for your lands. Alas, such contracts are very rare.
61 Monsters 450 20 610 45 2 61 3 5 0 1120 no 532 15 652 0,03 10% 1 Monstrologists Guild yes yes yes yes Basilisk: 2 (lvl. 12) Giant Spider: 3 (lvl. 10) Birdeater: 1 (lvl. 12) Giant Slug: 2 (lvl. 10) Manticore: 2 (lvl. 8) Wyvern: 2 (lvl. 9) Spiders, basilisks and manticores tamed by experienced monstrologists make good defenders for your possessions. Especially so since they are trained not to attack civilians.
62 Adventurers 50 0 50 5 0 5 4 3 0 463 no 135 12 231 0,09 10% 1 Level 2, Rarity 2 Inn: x1, Merchant Court: x2 yes yes yes yes Healer: 1 (lvl. 10) Thief: 1 (lvl. 10) Shaman: 1 (lvl. 10) Goblin: 1 (lvl. 10) Orc: 1 (lvl. 10) Elf: 1 (lvl. 10) Dwarf: 1 (lvl. 10) Fairy: 1 (lvl. 10) Halfling: 1 (lvl. 10) Monk: 1 (lvl. 9) Guardsman: 1 (lvl. 8) A team of adventurers are relatively inexpensive and strong defenders for your province. Their only shortcoming is their unreliability - the adventure seekers can't stay in one place for too long.
63 Gargoyle Masters 250 50 650 20 6 68 3 4 0 1170 no 643 94 1395 0,15 10% 1 Artifact Master yes yes yes yes Gargoyle: 6 (lvl. 10) Sorcerer: 3 (lvl. 10) Mage: 2 (lvl. 8) Stone Golem: 2 (lvl. 8) Several master mages and their assistants can provide a rather powerful defense for your province, creating a host of gargoyles obedient to your will.
64 Heavenly Guards 0 45 360 0 5 40 6 4 3 600 no 288 32 544 0,11 10% 1 yes yes yes yes Pegasus: 8 (lvl. 15) The pegasi summoned by means of a special ritual watch over your province and its surroundings. The local people are gladdened when they see winged horses hovering in the sky, guarding the peace.
Increases spotting range.
Population mood +2.
65 Recruits 40 0 40 4 0 4 0 1 0 130 no 32 0 32 0,00 5% 1 Practice Halls yes yes yes yes Militiaman: 2 (lvl. 0) Slinger: 1 (lvl. 0) Spearman: 1 (lvl. 0) Pikeman: 1 (lvl. 0) Crossbowman: 1 (lvl. 0) Thief: 1 (lvl. 0) Brigand: 1 (lvl. 0) It's not a very good idea to bring together the first recruits you come across to form a troop, but when the enemy is at the gates, there is no other choice. Recruits are poorly trained and have low morale. Nevertheless, at least the province they protect will not be completely defenseless.
66 Inquisition 0 0 0 0 0 0 0 0 -1 88 yes 20 0 20 0,00 10% 1 yes yes yes yes Inherited from the province guards The representatives of the Holy Inquisition are ever watchful of the public order, violently suppressing any attempts at magic or freethinking... which does not make the population happy at all. All income from the land is placed in the treasury of the Holy Order.
This guard cannot be disbanded.
Unrest growth rate reduced by 5.
Province income -100%.
Population mood -2.
67 Medusas 0 0 0 -1 0 -1 0 0 -1 88 yes 20 0 20 0,00 10% 1 yes yes yes yes Inherited from the province guards Medusa's are excellent defenders, if you ignore one significant drawback - they tend to visit the local settlements from time to time to petrify some inhabitants who have caught their fancy.
Population mood -1.
Population growth -1.
68 Lizardmen 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 no no no no Inherited from the province guards A band of lizardmen defends your lands and is ready to repulse any stranger.
69 Lizard Guards 170 10 250 8 0 8 2 3 0 536 no 187 8 251 0,04 10% 1 Level 2, Rarity 1 Pool no no no yes Lizardman: 4 (lvl. 10) Beater: 2 (lvl. 8) Whisperer: 2 (lvl. 5) Bog Warrior: 2 (lvl. 5) Bog Champion: 1 (lvl. 3) The lizardmen are warriors of great discipline and endurance. Moreover, a standard company of these guards always has a medusa and several swamp creatures following it. Unfortunately, such a company cannot be posted far from their native swamps.
Can only be placed in swamps.
Improves population mood in the Lizardman province by 1.
70 Phoenix 200 30 440 0 5 40 7 4 0 2000 no 800 36 1088 0,05 10% 1 Level 3, Rarity 3 yes yes yes yes Phoenix: 1 (lvl. 15) At the moment of danger, a Phoenix summoned from the plane of fire comes up to defend the province. Rumor has it that the contract with this guard was signed by Kza-Kallar himself, the God of Fire who perished in the War of the Gods.
Incorruptible. Intrepid.
71 Ancient Guards 300 100 1.100 0 10 80 1 5 0 1750 no 840 98 1624 0,12 10% 1 Level 3, Rarity 4 Tower of Artifacts: x1 yes yes yes yes Stone Golem: 7 (lvl. 15) A contract with guards like these is a very rare thing indeed. The golems created by ancient artisans are not only able to defend your province but to do heavy physical work in peacetime as well.
Raises province income by 30%.
Incorruptible. Intrepid.
72 Lord of the Undead 150 100 950 15 10 95 3 6 -3 3731 yes 900 234 2772 0,26 10% 2 Level 5, Rarity 6 Dark Sanctuary: x3 yes yes yes yes Skeleton: 2 (lvl. 19) Bone Spearman: 2 (lvl. 14) Zombie: 2 (lvl. 18) Mummy: 1 (lvl. 13) Ghoul: 2 (lvl. 15) Ghost: 1 (lvl. 12) Death Touched: 1 (lvl. 25) Vampire: 1 (lvl. 10) Dracolich: 1 (lvl. 8) Sometimes powerful undead wizards are looking for a place to do their research. Some lords give them shelter in exchange for protection of the provinces. Such guardians are very difficult to destroy. It is unbearable for residents to have such neighbors - the undead only recognize the power of their creator.
This guard cannot be disbanded.
Population mood -2.
Population growth -2.
Intrepid. Incorruptible.
73 Avatar of Light 450 30 690 40 5 80 3 6 3 2918 yes 1296 109 2168 0,08 10% 2 Level 5, Rarity 6 Shining Palace: x3 yes yes yes yes Pikeman: 3 (lvl. 18) Crossbowman: 2 (lvl. 16) Guardsman: 2 (lvl. 15) Smiting Hand: 1 (lvl. 12) Patriarch: 2 (lvl. 12) Paladin: 1 (lvl. 12) Seraphim: 1 (lvl. 10) The God blesses his avatar to help protect the province. Residents are happy to have such a guard - practically nobody can threaten them.
This guard cannot be disbanded.
Population mood +2.
Speeds up restoration of units hit points by 20%.
Intrepid. Incorruptible.
74 Elementals 250 60 730 0 15 120 4 6 0 1575 yes 634 70 1194 0,11 10% 2 Level 5, Rarity 6 Altar of Prime Elements: x3 yes yes yes yes Air Elemental: 3 (lvl. 12) Earth Elemental: 3 (lvl. 12) Water Elemental: 2 (lvl. 12) Fire Elemental: 2 (lvl. 12) The forces of nature, the sentinels of the province - a great guard. With such protection nothing can go unnoticed - it's impossible to cheat the wind or conceal footsteps on the ground. The province's residents, seeing the power of the Lord able to command such beings, prefer to keep their discontent to themselves and won't dare open their mouths again.
This guard cannot be disbanded.
Unrest growth rate reduced by 3.
Provides detailed information of neighboring enemy provinces.
Intrepid. Incorruptible.
75 Faerie Dragon 500 30 740 50 5 90 6 6 0 2800 yes 896 56 1344 0,06 10% 2 Level 5, Rarity 6 Magic Academy: x3 yes yes yes yes Faerie Dragon: 1 (lvl. 25) A dragon from the astral plane can replace a whole army. Magic, which it conducts, appears in the material plane in the form of magic crystals, and in such quantity that it's usually enough for the Lord.
This guard cannot be disbanded.
Province gem income +100%.
Intrepid. Incorruptible.
76 Lord of Phantoms 400 60 880 20 10 100 4 6 0 1910 yes 440 88 1144 0,20 10% 2 Level 5, Rarity 6 Psion Castle: x3 yes yes yes yes Psion: 1 (lvl. 30) Phantom: 5 (lvl. 20) When a province is protected by powerful and incorporeal, almost invisible and invulnerable psionic creatures, its residents are not so quick to show their anger with their Lord. The soldiers of the garrison don't get their full pay, although they have no idea about that, of course.
This guard cannot be disbanded.
Unrest growth rate reduced by 2.
Reduces the cost of the garrison troops by 35%.
Intrepid. Incorruptible.
77 Barbarians 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 no no no no Inherited from the province guards This former tribe of barbarians now guard your province.
78 Drow Patrol 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 no no no no Inherited from the province guards The dark elves continue to protect their province, but now under your strict rule.
79 Black Band 130 0 130 8 0 8 4 2 0 461 no 306 23 490 0,08 10% 1 Drow War School yes yes yes yes Night Shadow: 2 (lvl. 11) Blood Butterfly: 2 (lvl. 8) Nocturnal Hunter: 2 (lvl. 9) Guardian of Darkness: 1 (lvl. 5) A large force of dark elves guarding the borders of your province. The locals however, knowing the nature of the Drow, are not too happy about it. But, that's their problem...
Population mood -1.
Does not lower the mood in Drow provinces.
80 Army of Darkness 280 50 680 10 10 90 4 6 0 1602 no 1100 103 1924 0,09 15% 2 Level 4, Rarity 5 Citadel of Shadows yes yes yes yes Night Shadow: 3 (lvl. 20) Blood Butterfly: 2 (lvl. 16) Nocturnal Hunter: 2 (lvl. 18) Dark Priestess: 2 (lvl. 15) Guardian of Darkness: 2 (lvl. 11) Darkness Craver: 1 (lvl. 10) Beholder: 1 (lvl. 8) Darkness Chosen: 1 (lvl. 6) When the Dark Elves gather in large formations, few people can resist them - very few are able to overcome such a guard. But the residents of the province leave their house less often with such guardians around, which has an impact on the province's income.
Population growth -1.
Province income -10%.
Population mood -1.
Does not lower the mood in Drow provinces.
81 Elven Squad 300 10 380 15 2 31 3 3 1 547 no 332 40 652 0,12 10% 1 Elven Grove no yes no no Elf: 3 (lvl. 10) Medium: 1 (lvl. 12) Pathfinder: 2 (lvl. 12) Shape Shifter: 1 (lvl. 9) Forest Keeper: 1 (lvl. 5) A large force of elves protects your borders. For some reason, the locals like those guardians.
Population mood +1.
Improves population mood in the Elven province by 1.
Can only be placed in forests.
82 Elven Army 450 60 930 20 5 60 4 6 1 1417 no 807 121 1775 0,15 12% 2 Great Tree no yes no no Elf: 4 (lvl. 18) Medium: 3 (lvl. 20) Pathfinder: 3 (lvl. 17) Shape Shifter: 2 (lvl. 14) Forest Keeper: 2 (lvl. 7) Elven Mistress: 1 (lvl. 7) To defeat an army of elves is a very difficult task. They are fast, and despite their size, can do a lot of damage - definitely not easy to overcome. The presence of such an army comforts the locals.
Population mood +2.
Improves population mood in the Elven province by 1.
Can only be placed in forests.
83 Dwarven Army 450 50 850 20 3 44 2 6 1 1698 no 1069 44 1421 0,04 15% 2 Level 4, Rarity 4 Great Hall no no yes no Dwarf: 2 (lvl. 20) Runesmith: 1 (lvl. 17) Alchemist: 1 (lvl. 15) Dwarven Pavisier: 2 (lvl. 16) Scorpion: 2 (lvl. 14) Runemaster: 2 (lvl. 11) Earthshaker: 1 (lvl. 4) When dwarves fortify themselves in the hills, kicking them out is almost impossible. Dwarves usually place powerful cannons at key points, reducing enemy numbers considerably. The dwarves' eagerness to dig and drill is so great that, in peacetime, the dwarves work in the mines and increase the province's mining output.
Province income +10 if iron is present.
Province income +15 if marble is present.
Province income +20 if mithril is present.
Can only be placed in hills.
Improves population mood in the dwarven province by 1.
84 Goblin Gang 300 20 460 10 3 34 2 6 -2 1423 yes 511 53 935 0,10 15% 2 Swampland yes yes yes yes Goblin: 4 (lvl. 24) Hunter: 3 (lvl. 20) Wolf Rider: 3 (lvl. 15) Trapper: 2 (lvl. 16) Beast Master: 2 (lvl. 14) Ericuba: 1 (lvl. 5) A large pack of goblins led by a magician is a disaster for the province. These petty thieves are stealing everything that is not nailed down, locals are of course not happy with this state. To beat them however, is not that easy.
This guard cannot be disbanded.
Province income -10%.
Population mood -1.
Does not lower the mood in Goblin provinces.
85 Great Horde 250 10 330 10 2 26 2 6 -2 1245 yes 590 19 742 0,03 10% 1 Level 4, Rarity 3 Hall of Chieftains yes yes yes yes Bugbear: 3 (lvl. 20) Orc: 4 (lvl. 18) Ghost Whisperer: 2 (lvl. 16) Cleaver: 1 (lvl. 13) Spirit Conjurer: 1 (lvl. 10) Brute: 2 (lvl. 9) Chieftain: 1 (lvl. 8) A huge number of orcs can crush even the most powerful enemy. The Horde only wants to eat forever, but you didn't send them any food. So they're looking for food themselves - taking it from the residents or eating the villagers themselves. This, of course, is not conducive of the peaceful mood of the province's population.
This guard cannot be disbanded.
Province income -20%.
Population growth -1.
Population mood -2.
Does not lower the mood in Orc provinces.
86 Border Guards 350 0 350 12 0 12 3 4 2 640 no 220 7 276 0,03 12% 2 Level 3, Rarity 3 Halfling's Suburb yes yes yes yes Halfling: 4 (lvl. 12) Herbalist: 2 (lvl. 10) Border Guard: 4 (lvl. 10) Halfling Rogue: 2 (lvl. 14) A party of Halfling border guards are hard to beat. Non-aggressive, but not weak, they are able to successfully resist an enemy assault. As scouts will constantly patrol the borders, it will be hard to approach the province unnoticed.
Increases spotting range.
Improves population mood in the Halfling province by 1.
87 Centaur Tribe 500 0 500 10 0 10 3 6 0 1168 no 516 37 812 0,07 11% 2 Level 4, Rarity 3 Centaur Stables yes yes no no Wind Seekers: 5 (lvl. 15) Wind Runner: 4 (lvl. 11) Wind Eclipser: 3 (lvl. 10) Spirit Talker: 2 (lvl. 6) Wind Roar: 1 (lvl. 2) With a large tribe of centaurs security is very, very high. Few are able to overcome such a strong army. Centaurs are honest and proud beings and will only accept provisions as payment. So you don't need to worry that the enemy will be able to bribe them to his side. That alone is worth such protection. Centaurs can live only in the woods and on the plains.
Incorruptible.
Can only be placed on plains or in forests.
Reduces corruption in this province by 50%.
Improves population mood in the Centaur province by 1.
88 Lizardman Army 370 20 530 15 2 31 2 6 0 1156 no 432 33 696 0,08 12% 1 Level 4, Rarity 3 Temple of Strength no no no yes Lizardman: 4 (lvl. 16) Beater: 4 (lvl. 14) Whisperer: 2 (lvl. 10) Bog Warrior: 2 (lvl. 10) Bog Champion: 2 (lvl. 7) Hisser: 1 (lvl. 5) A large and very strong squad of lizardmen is virtually unbeatable in the marshes. Driven by a powerful spellcaster, this army is capable of defeating a large enemy force. The use of Lizardmen is rather limited, because they cannot live outside their swamps for such a long time.
Can only be placed in swamps.
Improves population mood in the Lizardman province by 1.
89 Gnoll Pack 0 0 0 -1 0 -1 1 0 0 357 no 109 0 109 0,00 10% 1 no no no no Inherited from the province guards A pack of gnolls is living here. Having recognized your power, they now protect these lands.
90 Gnoll Gang 75 0 75 5 0 5 3 3 -3 583 yes 57 0 57 0,00 10% 1 Level 2, Rarity 2 Gnoll's Pyramid yes yes yes no Pack Warrior: 6 (lvl. 12) Tormenter: 1 (lvl. 8) Allowing a gang of Gnolls guards to protect your land from enemies is not a bad idea, but can be a very painful experience for the locals. Ferocious predators, gnolls are constantly hungry. They satisfy their hunger in the local villages.
Can only be placed in the plains, forest and hills provinces.
This guard cannot be disbanded.
Population growth -2.
Population mood -1.
Does not lower the mood in Gnoll provinces.
91 Gnoll Horde 350 0 350 15 0 15 4 5 -3 2789 yes 545 0 545 0,00 10% 1 Level 3, Rarity 3 Great Pyramid yes yes yes no Pack Warrior: 6 (lvl. 18) Tormenter: 2 (lvl. 12) Tyrant: 3 (lvl. 10) Devourer: 1 (lvl. 20) Large horde of voracious predators. Any amount of food will be too low for them. They will therefore take what they lack themselves - virtually decimating the settlement. Naturally, the people are not amused. EXTREMELY DANGEROUS!
Can only be placed in the plains, forest and hills provinces.
This guard cannot be disbanded.
Province income -20%.
Population growth -3.
Population mood -2.
Does not lower the mood in Gnoll provinces.
92 Winged Watch 0 0 0 -1 0 -1 2 0 0 256 no 39 11 127 0,28 10% 1 no no no no Inherited from the province guards Winged Watches usually consist of a small group of Icari, led by a Luminary, vigilantly patrolling the area around the Alkari settlement and ready at any time to raise the alarm and if necessary call in reinforcements. In large populations however, the Watches usually consist of more members, and may be led by Memory Keepers and even Eternal Mentors. All the warriors of the Children of Heaven are faithful to their people and unable to deliberately betray them.
Increases spotting range.
Incorruptible.
93 Combat Wing 180 10 260 4 1 12 3 2 1 338 no 75 15 195 0,20 10% 1 White Tower yes yes yes no Icarus: 3 (lvl. 14) Luminary: 1 (lvl. 9) Stalker: 1 (lvl. 9) Witness: 1 (lvl. 7) A large group of winged warriors are guarding the borders of the province. The height of their flight allows the Alkari to see very far, so an attack by an enemy is unlikely to surprise them, and the mental power of the accompanying squadron of Witnesses help raise the alarm quickly.
Can only be placed in the plains, forest and hills provinces.
Increases spotting range.
Incorruptible.
Improves population mood in the Alkari province by 1.
94 Celestial Squadron 400 25 600 18 5 58 4 6 2 1628 no 677 114 1589 0,17 10% 1 Level 4, Rarity 4 Crystal Pillars yes yes yes no Icarus: 4 (lvl. 19) Luminary: 2 (lvl. 15) Stalker: 2 (lvl. 15) Witness: 2 (lvl. 11) Arisen Luminary: 3 (lvl. 13) Memory Keeper: 1 (lvl. 14) Eternal Mentor: 1 (lvl. 6) A large army of Children of Heaven, led by Eternal Mentors and Arisen Luminaries, have vowed to guard the peace and quiet of your province and they never break their vows. By combining minds a Celestial Squadron operates like a single organism. Anyone spotted within the protected area is discovered and eliminated, the enemy spy or troops are crushed.
Can only be placed in the plains, forest and hills provinces.
Increases spotting range.
Intrepid. Incorruptible.
Improves population mood in the Alkari province by 1.
95 Pack of Ratmen 80 5 120 5 1 13 3 3 0 332 no 60 10 140 0,17 10% 1 Toxic Tent yes yes yes yes Giant Rat: 3 (lvl. 8) Ratman: 3 (lvl. 6) Plague Warrior: 2 (lvl. 4) Plague Shooter: 1 (lvl. 3) Shadow Claw: 1 (lvl. 2) A pack of Ratman guards does not bother the locals in the province - Ratmen can be invisible and inaudible when they want. However, the habit to go and browse through other people's food storage has consequences - the gold income from the province is quite noticeably decreased.
Province income -20%.
96 Plaguebringers 120 10 200 9 5 49 2 4 0 842 yes 199 41 527 0,21 10% 1 yes yes yes yes Giant Rat: 2 (lvl. 16) Ratman: 2 (lvl. 15) Plague Shooter: 4 (lvl. 14) Plague Warrior: 3 (lvl. 13) Plague Master: 1 (lvl. 10) From time to time, Ratmen led by Plague Masters form small packs, and begin to prepare for a "plague campaign", spreading various diseases among the population, usually accompanied by looting. How do they prepare? They do the same, only in your province! Obviously, this does not sit well with the population, but they can take it, for the sake of protection, right?
This guard cannot be disbanded.
Province income -20%.
Population mood -1.
Population growth -4.
Does not lower the mood in Ratman provinces.
97 Ratmen 0 0 0 -1 0 -1 1 0 0 342 no 61 10 141 0,16 10% 1 no no no no Inherited from the province guards A troop of Ratmen guards your province, and continues to serve you.
98 Rat King 200 20 360 15 4 47 4 5 0 1591 no 584 123 1568 0,21 12% 1 Grand Altar yes yes yes yes Ratman: 3 (lvl. 17) Shadow Claw: 2 (lvl. 13) Plague Shooter: 4 (lvl. 12) Plague Master: 2 (lvl. 14) Plague Master: 1 (lvl. 24) Grey Overlord: 1 (lvl. 20) Hordes of Ratmen, led by their ruler - excellent protection for the province. To protect the master, Ratmen discreetly dart along the borders, giving advance warning of any possible attacks. Wanting to curry favor with him, they drag him to the best food - and in large quantities, extracting it from the locals, who obviously do not like that much.
Increases spotting range.
Province income -10%.
Population mood -1.
Does not lower the mood in Ratman provinces.
99 Gargoyles 40 30 280 4 4 36 3 2 0 258 no 151 14 263 0,09 10% 1 Artifact Market yes yes yes yes Gargoyle: 4 (lvl. 6) Gargoyle: 1 (lvl. 12) These seemingly stone sculptures are in fact flying statues that are magically alive. Not the most powerful protection, but also not the weakest defenders.
100 Slugs 50 50 450 0 8 64 1 4 0 616 yes 253 0 253 0,00 10% 1 Level 3, Rarity 2 no no no yes Giant Slug: 6 (lvl. 10) Giant Slug: 2 (lvl. 18) Brainless poisonous carcasses as protection for a province - a very original idea: they do not require gold and do not run away from the enemy. On the other hand, they cannot resist snacking on the province's inhabitants, and they are not exactly happy about that.
Can only be placed in swamps.
This guard cannot be disbanded.
Population mood -1.
Population growth -2.
Incorruptible. Intrepid.
101 Mechanicals 375 30 615 15 2 31 2 5 1 1125 no 556 46 924 0,08 15% 1 Great Forge no no yes no Dwarven Pavisier: 3 (lvl. 20) Runesmith: 2 (lvl. 12) Runesmith: 1 (lvl. 20) Runemaster: 1 (lvl. 12) Colossus: 1 (lvl. 5) Dwarven mechanical creations are able to repel any enemy. When there are no enemies, their talents are very useful in the repair of the fortifications.
Fortification rebuilding sped up by 10%.
Can only be placed in hills.
102 Phantoms 250 30 490 0 10 80 3 4 0 1080 yes 96 19 248 0,20 10% 2 yes yes yes yes Phantom: 5 (lvl. 14) A creation of the mighty mind, phantoms are tirelessly guarding the province. And the province's inhabitants, acknowledging the power of its ruler, try to keep their unrest to themselves.
This guard cannot be disbanded.
Unrest growth rate reduced by 2.
Intrepid. Incorruptible.
103 Vassal 25 5 65 0 0 0 0 4 1 901 yes 450 4 482 0,01 5% 1 Level 3, Rarity 2 Capitol Town Council: x1, Town Hall: x2 yes yes yes yes Knight: 1 (lvl. 20) Swordsman: 3 (lvl. 18) Pikeman: 2 (lvl. 19) Crossbowman: 4 (lvl. 12) Healer: 2 (lvl. 15) Squire: 1 (lvl. 7) You made one of your courtiers the rightful owner of the whole province, and you get a strong guard, able to confront the majority of enemies. Moreover, this guard is entirely the responsibility of your vassal. You only get one-tenth of the income from this province, but fair is fair, isn't it?
This guard cannot be disbanded.
Province gold and gem income -90%.
Cannot be recruited in the capital.
104 Twilight Initiates 75 5 115 3 1 11 3 3 0 640 no 516 38 820 0,07 10% 1 Temple of Shadows yes yes yes yes Slavedriver: 2 (lvl. 11) Dark Priestess: 3 (lvl. 12) Nocturnal Hunter: 2 (lvl. 11) Darkness Craver: 1 (lvl. 7) Often recently trained dark elves are sent to maintain order in a submitted province, to practice their skills. Local inhabitants are not very happy with this, of course, but they keep their discontent to themselves.
Unrest growth rate reduced by 3.
Population mood -2.
Does not lower the mood in Drow provinces.
105 Clan of Centaurs 0 0 0 -1 0 -1 1 0 0 357 yes 109 0 109 0,00 10% 1 no no no no Inherited from the province guards Although they have agreed to grant passage through their lands, centaurs do not consider themselves part of your empire. They are ever on guard, vigilantly monitoring the borders of the province.
This guard cannot be disbanded.
Province income -100%.
Incorruptible.

Notes: Adopted from the province guard means, that the guards can not be hired, but will be adopted for example from the province defenders after diplomatic accession.