Utility


   Founding of new governy and his management is in contradistinction of past ages free, though it is possible to pay some extra money for some special services - upgrades. In this chapter you can choose what suits you well. You pay for upgrades in "real" money not in gold. There are two way to gain credits:
1) Purchasing card in JRC shop. Then you write in game-section Setup/Tools 15 number code from card on place for credit code and credits will be added immediatly, or
2) Payment via bank transaction. In this case will be cradits added to governy after money will be successfully figured in account.

Paid upgrades are separated into 4 main groups.

1) Permanent upgrades
2) Instant upgrades
3) Alliance upgrades
4) Others

Permanent upgrades
This paid upgrades should serve to make game easier and review actions, among other things also to change race of governy during the age. Permanent changes are void for whole age and are public known (are displaid in governy details).
Review of permanent upgrades (prices are in credist)

1) (Price) 20 (Name) Palace of Changes - (Description) it is special building with basic price of 500 000 infrapoints (this building does not effect decreasing price with Architecturen), after finishing race will be changed on the new one, which you have to choose before releasing building in process. This age is this the only way how to play new race Vampires. Population and army will be change in way of keeping percentage of populous (so it will decrease, increase or stay same). Changes can be proceed totaly without limiting, there is also possible to change into new race Ents. If this building will be in progress during count, percentage of built points will be decreased on half. After change on another race governy will choose all magic books in section magic according to new race's amount.
It is impossible to build Palace of Changes, when you have army or thiefs outside the governy, as well as if governy has 8 generals.
Palace of Changes should allow change in setup of alliance between wars, allow players to play for more races with one governy and reveal new tactical options.

2) 20 Governy map - map will be displayed in details and grafical form will be built up from 2D squares (1 square for 1k acres till 10k, for 2k acres from 10k till 30k, for 3k acres from 30k till 60k etc. so 100k = 40 squares). Every square should have randomly chosen one of nine possible forms (equal to every profession) and increase productivity of its professions 1% (on 100k 4,4% in average). Number of squares is given upon taking upgrade and then is changed in the End of the Count (tendency to more balanced number of squares was increased)
Player can see in simplified grafical form his governy and he will be able to observe changes of his area and growth (side effect is that small bonus on professins).

3) 20 Save Point - it is number equal to 85% of average of 7 highest areas from moment, when was Save Point activated(when used - it is 7 times from half of actual area and it will change progressively during the week, these areas are rewrited by actual area). Except the war there is 95% discount on land purchasing, if it is under the value of Save Point, Discount works only till 110% of count area (so with discount it is possible to buy only 10% per day). Beware - after ambush Save Points will be freezed for 5 days (so saved lands will be not compared to actual lands for 5 days and so SP cannot change in this 5 days).
This upgrade should help defeated after war to go back to the level they achieved. With this upgrade will be defeat no such extreme shift down in statistics. Example: governy which spent week before war on 50k and it is his biggest size, he ever had, so SP will be 45k. He lose and he fell on 35k, Cancel the war and next day (he will be outta war) can buy land with discount. Totaly 3500 acres in this day. So progresively he can reach level of his SP in few days.

4) 20 Fast market - commodities are place on market within 15-30 seconds (it is 90-180 seconds without upgrade). Its possible to sell resources instantly after sending on market to Market administrator for actual average prices of cheapest offers discounted only by 5% (without upgrade is discount 15%). In this upgrade is included function fast labyrint. You choose a general and just after it you can choose one of the nine treasury in labyrint (without need of searching). This function can be made off in section utility under fast market upgrade.
It allows to have 5 time faster marker which will increase speed of playing or make possible good prices by instant selling.

5) 20 Section Buildings - totally 12 special buildings, always 3 in one raw in 4 sections = army × economics, magic × thieves. First level adds 5% to attack and defense (in case of economic to production of professions - except mages), second level 2,5% and third another 2,5% (totaly 10%). Currently will be in that sections increased income of experience points (so in case of army level 2 there is 7,5% bonus for commanders and defenders experience gaining).
In order to build second level, it cannot stay in certain pair any special building (army + economy, magic + thieves). To be able to build third level it cannot stay any special building in another section. It is essential, that higher level is conditionaled by lower level. This special building will be allowed to destroy manually, but will be not destroyable by magic or attacks.
Based price of this building will be 50.000 infra points. Without upgrade will be this buildings approachable, but their effect will be lover (+4%, +2% and +2%). In non-paid version it will not increase experience gaining.
This special buildings shoul allow to change part of setup and bonuses of governy to another roles and choose amount of specialization (this changes will proceed between wars, but basically it will be possible to re-build it also in wars). Effect of this special building will affect power of governy and also what governy provide to his pacters.

6) 10 Palace of review - governy has availible section Buildings in Emperors Palace, where are overview about other governies and in addition there is button to login to another alliance governies, which have allowed alliance password. You also gain Memo box, that it place for saving maximum 50 messages from mail and forums (cross the field memo box on forums or normal checkbox in mail and then confirm by pressing memo button). It is also possible to use it like notebook (write the text in memo section and save).

7) 10 Names reservation - reservation of name (name is reserved as both governy and alliance name). Reservation is void for 5 ages

8) 100 Profi status - package of more things. Governy will automatically add 25 credits to Emperors Headquaters, 25 to Analysator of news, 10 to General Assassinations, 10 credits to Friendship and 10 credits to Diplomacy. Additionally you will get some governy improvements - 10 credits and payed Palace of review, 10 credits to Name reservation and 5 credits for setting additional commander. In accordance to package price you have also free remaining of governy to next age and by buying it you will get for your credits 5% more in upgrades. To the numbers added for alliance upgrades its possible to add another credits.
Side effect is, that profi status is displayed in details (like any other permanent upgrade) and owner of governy cannot use this instant upgrades: Start of governy, Restart of governy, Buying of Dragons, Experience and Science and Change of Primary ability (till he cancel the status). It is availible to buy permanent upgrades without limiting.
This package is option for good players, who doesnt want to use instant services and wants the fact of not using them to be externally seen. And to contribute to server and have all alliance upgrade in one pack.


9) (100) Governy remaining to next age - governy will be not deleted in the end of the age, but there will be increase age of governy and will be given to default settings. Unused credits will be also transfered. All permanent and alliance upgrades will be also cleared (there are only for one age). This upgrade will automatically gain governy which spends at least 100 credits for other upgrades. So it is not essential to reserve name of governy, because governy will be tranfered to next age. Immediately will be also transfered his history from last ages.
All governies with this upgrade will gain bonus: by transit of governy to new age will be given 10% of credits spent last age for upgrades to use them in new age.
Governies which will be tranfered to new age will be allowed to choose race, name, magical books, change login and password (and add email in case of forgetfullness before first turn). It is necessary to know old PIN.

10) 5 Commander - governy will gain option to be named commander also upon a based limit of 3 commanders (Emperor also have to confirm him like commander)

11) 25 History of governy - if you had governy last age and it doesnt remain to this age and you will appreciate history from previous age connected to your new governy (or you have abdicated old governy because of bad start) you can use this upgrade. It is essential to enter name with PIN to that old governy (History of governy can be signed only to one active governy in game). Afer proceeding upgrade will be age of governy rewritten to one age more and gain option to show history of governy as by governies remaining from last age.
This upgrade you can use also by older governies (with number of ages 2 and more) to adding of history from first ages from JRC RedDragon. If you played a governy in firt or second age and you want to add their history to your actual governy, use this upgrade and then follow instructions under link, what will appear in section Utility. By using this you can have governy with history leading to first age. At the same time number of ages by your actual governy will increase for every governy history (up to actual maximum of 4).

Instant upgrades
This upgrades is used to faster return to usable stage afer destructive war. Further it can be used to gentle and limited strenghten of governy.
Upgrades work instantly and dont display outside. In case of condition of being (non-being) governy in war is meant war declared by alliance - status from last count is taken. (So the day when you cancel the war is counted like the day when you are still in war and effect of some instant upgrades can be affected (on 1/10). For governies escaped from war last this limitation for two days from moment of withdrawal from alliance.

1) 40 Start of governy - governy will be deleted to given form: 25k, all special buildings, full infra points limit, no infra buildings, popularity of 100, full population in unemployed for certain race (no army etc.). This upgrade will not change general,science and dragons in any way. It cannot be used in was or in governies escaped from war. If is used in start protectorate, then it will remain, but all discounts for farming will be lost, if it will be used outside of start protectorate, governy will be unable to send any actions for 1 day (like new member of alliance). It is possible to buy from 5. day of whole RD-Age! If this upgrade will buy governy in age less then 7, it will become to be of age of 7 days. And start protectorate will be therefor shorten to 3 more days. (Exception 5 day of age it will be 5 and sixth day 6)
Upgrade is determinate for players, which dont like entrance farming and want to start with bigger governy .

2) 10 Change of secondary ability of general - change secondary ability of general in costs of 10% experience drop
It allow change general secondary ability to that which is wished by player.

3) 10 Change of primary ability of general - it will change primary ability (and randomly secondary ability if it is not allowed by new primary), it will cost 90% of experiences and level will be recounted. This upgrade is availible after 15. day of age
It will allow to change primary with fact, that some experience will be keept and some lower level will remain (not to be general kicked out and taken new)

4) 10 Restart of governy - returns condition of your governy to default settings, can be used only by governies with age 0 or 1.
This upgrade is advantage for all governies, which had remained into new age and their owner messed start. With this upgrade default settings, the same as in case of creation a new governy, will be restored (doens't affect credits and already payed upgrades!) and will return you credits spent for buying new generals.

5) 30 Dragons - purchase of 50 draqons (only 1/10 in war, so only 5), only one time per day, till 250 dragons.
Allows to purchase dragons. It will be useful for very destructed governies after war, that havent enough dragons and by this purchase they will get to solid level. It will not help as much to governies that have dozens of dragons.

6) 10 General - purchasing wished general on 1.level (with 0 exp)
Allows to buy general with chosen primary and secondary ability. It will help governies which have lost general in war and is necessary to hire new ones.

7) 20 Exp - purchase of 0,5M exp to one general (in war only 1/10 exp - so 50k), only 1 time per day, availible after 15. day of age.
Allows to buy exp. to one general (only one per day), it is good way how to help to replace lost general or in case of starting during the age.

8) 10 Science - purchase of 1M science points, in case of 10× area will be higher one will be counted this number... only once a day.
It allows to win some science points, so by lower governies or later created it make possible to reach fast better sciens levels.

9) 10 Change of governy name - players is able to change governy name, only once a day (old name is automatically reserved and blocked till end of age or abdication). Not possible in war status.
So admins will be no more had to solve problems of governy names. In history of governy you will see all names he had. Of course, names against rules of server can be changed by admins.



Alliance upgrades
Alliance upgrades are used for easier leading and new possibilities. Credits can add every governy so much as he want to. If summary of all added credits in one type of alliance upgrade is enough great, this alliance upgrade begin to work for whole alliance. Cost is everytimes written cost × number of governies in alliance (so for example for alliance with 8 governies will cost Analysator of news 200 credits). Every governy can add more or lower then is average cost on one governy. All credits added to alliance upgrades belongs to governy, so if he leaves alliance, he takes them away into his new alliance.

X = number of alliance members

1) 10*X Assassinating generals - aliance is able to send this thievish action.

2) 25*X Analysator of news - inside analysator of news. Short version is saved on alliance forum (extra short version is send to email in emperors setup and can be redirected from email to SMS). A great table summary is saved as html and link to it you can find in section emperor / alliance at the bottom.
Explanation to extra short version:
Example 1: Enemy 1× = Army 2/2 ;Acres -6,600 ;Mag 1182/1182 ;Thi 26/29 ;NameOfYourAlliance = Army 14/14 ;Acres +18,196 ;Mag 704/822 ;Thi 5/5
On the begin is number of enemies with those you have war (names are not written, because it could use to much types). After it are army attacks send by your enemies on you, acres taken by them from you, spells and thieves action sent on you. First number before backslash is number of succesfull actions, after it number of all sent actions. Later is name of your alliance and results of your actions (by acres its summary of acres from attacks and acres in alliance pool at 4,30).
Example 2: NameOfYourAlliance = we farm :-) Non-war-thi 1/3
In the case, that analysator does not found any war, he will write that you are farming. If he find some non-war thieves actions, he will write results of them (number of succesfull and count of all sent actions on you).

3) 25*X Emperors Headquarter - it makes possible sending of army and thieves attacks from Emperors Headquarter - it means from one place and only one governy, without need of logging into any another governy. You can change waves of sent thieves actins and spells from whole alliance and you can even change here wave of sent army attacks. Its possible here to take army units from already send attacks !
These both upgrades are great help for any alliance leaders. Whole alliance can cooperate in paying of them. Both of them saves lot of time and makes the leading of war more effective.

4) 10/item Friendship - it makes possible for every 10 credist to declare one more Friendship over the basic number of Friendships (in the count its checked number of added credits from whole alliance, if there are more Friendships then possible, last declared are canceled).
5) 10/item Diplomacy - it makes possible for every 10 credits to write one comment to Diplomacy more over the basic number of comments to Diplomacy (in the count its checked number of added credits from whole alliance, if there are more comments to Diplomacy then possible, last written are canceled)

Special upgrades ( Gold Status )
Special upgrades are created as bonus for players, that are willing to donate the server with more credits then usually. Gold status became every governy, that use alone 500 credits for all other upgrades. Its possible to pay some amount of credits directly into paying of Gold status). There is also so-called account for money put into Gold status. This account can be used freely through the whole age. Credits on this account will be used in preference and only after drawing the money normal and free credits will be used for payments. In real this accounts will work like this: you will put 500 credits to Gold Status, these credits will immediately change to spent (so there is no possibility to take them back) and Gold Status will turn on. Besides that you can freely spent your credits by buying upgrades and „spent money“ will be just increased for this amount. On the top you can find: „You have for use 80 credits and 500 credits on account (already used 520 credits)“.

Advantages of Gold status :
Different color on forum - grey background (it see other governies, you as owner see normal color)
They are directly able to write on emperor and diplomacy forum
Time of waiting on market (by insertion of new offer) is half then by another players
Gold icon by the governy in alliance board, at forum, mail and in statistics.
Double limit of Memo boxu (if you have it).
By every win of experiences (with expection of reseachr of economy experiences) you get as bonus 10% experiences more.


Email for sending of PIN:
If you forget your PIN, you can send it on your email adress (which you added by governy creation). This email adress can by changed later, but its needed PIN to fullfilment. Provider of the game will not give these email adresses to any third persons.