Guide to Exodus
What is Exodus?
Exodus Technology - At the castle under Relocation.
After much building and research you can use this to relocate your
town. It has restrictions and can be a painful move, but it can be
worth the effort.
Research needed
Under the City tab of the research tree, you will need to research
Exodus. The chain for unlocking it is: Timekeeping > Bureaucracy >
Pioneering > Inventory Management > Exodus.
Exodus will take 5 days to research. You only need to research Exodus
in the town you want to move.
What about buildings?
First, you will need a second town to be able to use Exodus. This is
because if you move your capital, the other city is changed to your
capital.
One of the painful aspects of Exodus, is that all buildings excluding
walls, will be leveled down to level 12. This is a reason to keep most
buildings up to level 12 in any town you plan to use Exodus.
You will need to level Storehouse to 15 to get a warehouse unlocked.
Then you will need to get the Warehouse to level 20 to unlock the
exodus research. So if you plan ahead, only these two buildings should
drop to level 12.
Benefits
What is different about this compared to Tenaril, is that you can
change what amount of resource plots you have in your town. The main
benefit, is you can take your 5 food town and relocate onto a 7 food
square. Tenaril doesn't allow you to do this, as you keep what you
started with while using it.
Another benefit can be to relocate after you no longer have use of
tenaril. For example, if you settled somewhere by mistake, or wish to
move to a better location for other reasons.
How much will it cost?
One cost as explained previously, are buildings dropping to level 12.
The storage capacity after exodus with a storehouse and warehouse
both dropped to level 12 will be 94087 of everything, excluding gold,
mana, and research points.
Another cost, is it takes a long time to have the town move.
It will move at a speed of 5 squares per hour.
Once you arrive at your destination square, you will not be able to
send out diplomatic units or armies for a period of 5 days. You will
still be able to defend.
All sovereignty owned by the city will be immediately removed.
All your advanced resource production will be paused during the move
and continue at the point it left off once your city reaches its
destination.
All your unit production will be paused during the move and continue at
the point it left of once your city reaches its destination.
All the spells you have cast from this town will be cancelled.
Spells cast on your town may not dissipate.
You will not receive any income for the moving city - either in gold,
or in resources - during the move.
You will lose any resources and advanced resources your new level of
storehouse and warehouse cannot hold.
All your current quests will be cancelled.
Restrictions
Moving to a new location in this way has the same restrictions as the
Tenaril's Spell of Ultimate Teleportation (such as must have all your
units at home, cannot move to a location that is within 10 squares of
another alliance - unless you have sovereignty 5 claimed on the square etc).
This means, if the square you want to move to is within 10 squares, you
can claim a level 5 sovereignty and still move to it.
Further additional restrictions:
You need enough gold to pay your units during the time of the move.
You may not move a city while it is an Alliance capital. You will need
to change the capital to a new city before moving.
You may only have one city relocating at a time. This includes (non-
relocating) settlers. If you have a city relocating, or settlers in
motion, and then try to relocate another city, you will be refused.
You cannot send settlers or exodus a town while you are currently actively
capturing another town after a successful siege.
Research needs to be complete to move a city.
You cannot have any building constructions or demolitions in progress
and will need to wait until they complete to move your city.
Sitters may not relocate other players' cities, this is very much an
"account-holder-only" function.
You cannot exodus to a square someone else has already sent settlers to.
All your units must be at home. Trade, Military and Diplomatic units
cannot be moving or stationed abroad.
You cannot have trade offers on the marketplace. These must be
cancelled prior to move.
You cannot have reinforcements from another player in your city. These
must have left your town.
You cannot be currently under an active blockade or siege. You must
break blockades and sieges before you can move. A blockade or siege
that has landed (and/or set up) will hold the city.
Incoming units will not prevent a city move (unless they are a
returning Sally Forth or a capturing/razing army).
Reinforcements already in the town will prevent a city move.
You cannot sally forth for 5 days after moving your city, or move your
city for 5 days after moving your city.
Incoming sieges and blockades will be changed to attacks on the square
that they we going to set-up on, and return immediately after. The
sieging/blockading army will be informed immediately via in-game mail
that the city has moved.
Incoming reinforcements to the city will be changed to occupations of
the square. The sieging/blockading army will be informed immediately
via in-game mail that the city has moved.
What about my troops and spells?
If you have built beyond level 12, for example your barracks, and have
trained more diplomats or troops than a level 12 could train, you will
still retain all of your troops. You will not be able to train more however, until
you have built the barracks and consulate back to the needed levels.
Caravans and spells are not affected the same way. You will still retain all
trained caravans. To be able to train caravans, as long as you have the
research you only need a level 1 marketplace. This also applies to spells,
where with the right research, you'd only need a level 1 mage tower.
However, you will have very low spell power with a low level mage tower.
Thank you
Thanks goes towards the Illyriad community for helping me with some details
in this guide.
Many thanks for the dev posts here where a lot of this information comes from:
Edited by Cerex Flikex - 06 Nov 2012 at 22:40