Traders, explorers, and adventurers, the Roving Clans are nomadic and mercantile. Traversing Auriga on their great beasts of burden, the Clans bring commerce and hard-headed negotiation to the far corners of the world.
Plying roads and sea lanes with skill and courage, they are ever on the lookout for new resources, new products, new markets, and new customers. Wherever the Clans pass, markets spring up, commerce blossoms, and the strange and wondrous goods from the many strange and wondrous peoples of Auriga are traded. The Roving Clans are so entwined in the business dealings of Auriga, that a tiny piece of every transaction somehow makes it into their coffers.
While their preference is for peace and trade, the Roving Clans should not be underestimated in war. With rapid, mounted units giving them an advantage in speed, they make difficult targets and frustrating enemies. Even their great cities can move, perched on the backs of giant Setseke scarabs -- an exploit unmatched by another nation.
Patient, clever, and wily, the Roving Clans bring sophistication -- and manipulation -- to the peoples of Auriga.
| Nomadic Cities
|| Can relocate Cities and ground Districts at will.
|| By gaining full control of the giant scarabs upon whose backs many tents of the great caravan cities rest, the Roving Clans can move their settlements at will.
| Mercenary Comforts
|| -33% on upkeep of privateers
Does not apply to mercenaries spawned by converted villages
2x Life on Mercenary
+1 Movement on Mercenary
| By furnishing their sellswords with opulent digs, mouth-watering delicacies, and extra coin, Roving Clan mercenaries are that little bit extra motivated to perform.
| Peace and Prosperity
|| Commercial and research agreements are free
|| Once a peace treaty has been signed, Roving Clans can enjoy Commercial and Research agreements with their newfound partners for free.
| Brace Yourself
|| +50% Dust from City upkeep during Winter
-25% Trade Route Bonus on City Trade Routes during Winter
+15% Trade Route Bonus on City Trade Routes during Summer
| When the ice and snow come, caravan movement is slowed and the tents of the Roving Clans are exposed to the frigid winds. It is a difficult time; Trade route revenue drops and it is more expensive to maintain cities.
| Cuts Both Ways
|| Receives 8% Dust of every transaction fee paid by other Empires
|| Whether another empire buys or sells, the Roving Clans traders will always take a slice of the transaction.
| Insider Trading
|| Additional information the the Marketplace use
|| In exchange for small "donations", traders in the Roving Clans' marketplaces will give up information on who's buying and selling.
| Keys to the Market
|| Can use the Market Ban option
Prevents being targeted by the Market Ban option
| Another empire getting too big for their boots? Perhaps we should ban them from the market and see how they fare then!
| Make Trade Not War
|| Cannot declare War
|| The Roving Clans believe that warfare is only for desperate fools; they do not view it as a viable option.
| Imperial Coinage
|| Unlocks the Imperial Coinage Technology.
| Mercenary Market
|| Unlocks the Mercenary Market Technology.
Note: Base Attributes reflect the unit's attributes before bonuses from equipment or capacities.
All Roving Clans heroes are able to wield Longbows, Crossbows, and Shields as weapons.