Council duties and their percentages
Each duty's real multiplier, how it grows with office level, and what it applies to.
How it works
- Formula for production duties: multiplier = base + office level × 0.01; level 1 adds 1% to the base, level 10 adds 10%.
- Example: the base of Khaganate management is 1.04; at level 1 all production is ×1.05 (+5%), at level 10 ×1.14 (+14%).
- In the worlds open today the Commander's Training Grounds duty sets troop training time to ×0.90 regardless of office level (−10%).
- In the worlds open today the Commander's City Garrison duty is not used by any server calculation; the Khan shows it as “Effect coming soon” and it cannot be selected.
- In newly opened worlds both Commander duties grow with office level: Training Grounds changes training time by −(9 + office level)%, City Garrison changes city defense by +(9 + office level)%; details are in ‘Army Chief duties grow with office level in new worlds’.
- The Sage's Building council duty sets construction time to ×(0.93 − level × 0.01): −8% at level 1, −17% at level 10.
- Only one of a member's two duties works at a time; when you switch, the old bonus ends and the new bonus enters the next production calculation.
- Production multipliers apply to the village's raw hourly output; building specialisations and the alliance level bonus are added on top.
Step by step
- Open the Council section and tap the member's portrait.
- Compare the percentage in the ACTIVE DUTY EFFECT row with this table; the percentage grows with office level.
- Open the duty switcher and pick the other duty from the SELECT NEW DUTY list.
- If you chose a production duty, check on the Resources screen that hourly output has updated with the new multiplier.
Example: with Khaganate management at level 1 (×1.05) and Caravan routes at level 1 (×1.12) together, gold production rises to 1.05 × 1.12 = 1.176 times.
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