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- Great Works and Prestige
Great Works and Prestige
A public late-game monument that changes strategy and can win the match.
On this page
Build a Great Work#
In the High Medieval Age, each player can build one Great Work at a time. It is very expensive, slow to build and hard to hide: placing its foundation announces its owner and location to everyone. Completion and destruction are announced too.
Four kinds#
| Culture group | Great Work | While it stands |
|---|---|---|
| Latin Kingdoms | Grand Cathedral | Much faster morale recovery in your territory; troops near your towns resist losing heart |
| Eastern Realms | Imperial Sanctuary | Faster rallying and recovery, steadier morale, stronger defensive cohesion |
| Sultanate Realms | Grand Foundation | More valuable trade and protection against caravan theft in friendly territory; faster research is planned |
| Steppe Confederacies | Great Ordu | Faster recovery after disengaging, loot banked at forward camps, faster reinforcements |
Each subculture is planned to have its own look and name. Those models are not yet included in the development build.
Winning with Prestige#
A standing Great Work gains Prestige over time, shown to everyone as a countdown. In matches with trading towns, Prestige grows only while its owner holds at least one town. If Prestige reaches its threshold, its owner wins. A ratified coalition shares that victory under the same rules as Dominion. If the Great Work is destroyed, its Prestige is lost; a new one costs the full price and starts from zero. Great Works cannot be captured.
Stopping a Great Work#
A rival's Great Work changes everyone's plans. You can raid the economy paying for it, attack before it is finished, bombard it, build your own or open another front. Other rulers may break a Truce or join a coalition to stop it.
The match rules can switch Prestige victory off while keeping the building's capability. The player-facing lobby switch is still being developed.
In the development build#
The development build has the Great Work itself, its public announcements and Prestige victory. A Great Work needs the High Medieval Age and costs 1,000 of each resource. It takes 900 seconds of a single villager's work, covers 4 by 4 tiles and has 6,000 hit points. While it stands complete it gains 1 Prestige each second. It wins at 600 Prestige, which takes ten minutes. In a match with towns, Prestige grows only in the seconds its owner holds a town. While a coalition waits to be ratified, or after a member gives notice, reaching the threshold does not win. Once the coalition is eligible, it wins together. All of these numbers are provisional.
The Great Works drawer shows every monument's owner, public construction state and time remaining. A tracker keeps the leading race visible while the drawer is closed. Health, builders and construction progress stay hidden by fog. Losing the last town pauses accumulation; coalition ratification and departure notice affect eligibility to win, rather than erasing the building's Prestige.
The Great Ordu's forward camps are completed barracks, archery ranges and stables. Its movement benefit applies to soldiers moving through friendly territory, not attacks. Grand Foundation trade bonuses are fixed when a trip departs, and its caravan protection applies only inside friendly territory.