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= Rules / Mechanics =
= Rules / Mechanics =
* "Marry family" generates new family members, if there are no suitable candidates. An ignored candidate is not added to the family though.
* "Marry family" generates new family members, if there are no suitable candidates. An ignored candidate is not added to the family though.
* Workers from another family take one turn more to build an improvement, thus consuming 1 extra order.
* Workers take an extra order to build an improvement in another families area.
* Horses give instant 250gold, if destroyed by a urban building.
* Horses give instant 250gold, if destroyed by a urban building.
* Generals get the same XP as their unit, which is an option to level them quickly. (XP from Discipline doesn't count)
* Generals get the same XP as their unit, which is an option to level them quickly. (XP from Discipline doesn't count)
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* Invisible units (Schemer Scouts!) can enter truce-neighbour borders.
* Invisible units (Schemer Scouts!) can enter truce-neighbour borders.
* Resource gain from taking a barbarian or tribe site (source Dev Solver on discord): Depends on the improvement level. Hovel is food/iron/stone. Outpost is food/iron/stone/wood. Encampment is food/iron/stone/wood/money. Bastion additionally has a +5 orders possibility
* Resource gain from taking a barbarian or tribe site (source Dev Solver on discord): Depends on the improvement level. Hovel is food/iron/stone. Outpost is food/iron/stone/wood. Encampment is food/iron/stone/wood/money. Bastion additionally has a +5 orders possibility
* It is possible to "swap" a tile between two cities by placing any unit on it an "buy it for XY". It costs money and bad reputation for the family who loses the tile.


= UI =
= UI =

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