The auction and Tender

In Otenos, the Age's most powerful buildings can't be built: they go to the boldest bidders at auction. The auction never stops for the whole Age: lots close one at a time, bids are sealed, and the winner pays their own bid. The only currency is Tender, earned in play. This chapter covers the tiers, the schedule, bidding, deeds and Tender.

Three tiers

TierWhat's soldMinimum bid
RareThe Age's most powerful buildings; only a few come up400 Tender
CommonPermanent auction buildings120 Tender
InstantOne-time moves; they pay off the moment you win them or on your next march20 Tender

Each Rare or Common lot gives a deed: a building you place in your holding that works until the end of the Age. Instant lots give an item: resources, troops, a charge, or power to use in your next battle.

Auction buildings

BuildingTierWhat it doesThis Age
BeaconRareWarns you of an incoming raid ahead of time and opens a response window: dig a trench or recall your army on the road; when warned, your defense gains +20%4
WaystationRareRaises your holding's production by 12%4
MintRareLets you convert resources into Tender3
VaultRareCuts your army's grain upkeep by 50%4
War BannerRareEvery attack you make is 10% stronger, on holdings and altars alike4
CitadelRareBreaking your wall takes 100% more rams4
WatchtowerCommonProtects your build queue from plunder; +25% altar defense; warns you of an incoming raid with a short window26
Drill YardCommonAfter a battle, 20% of your losses return24
CausewayCommonRaises your army's carrying capacity by 80%24
ChanceryCommonTroops train 25% faster21
War CampCommonRaid charges: +1 per day22
Relay PostCommonAltar charges: +1 per day22
BastionCommonRaises your holding's defense by 10%22
FarrierCommonRiders and sipahis march 15% faster22
PalisadeCommonWhen your holding is attacked, your losses drop by 15%22

How many deeds of each building are sold in an Age is set when the world is created and never changes. The numbers in the table are for this world's Age.

Instant items

ItemWhat it does
CaravanBrings resources instantly; used the moment it's won
Mercenary Company40 swordsmen and 40 spearmen at once: no training cost, but they eat grain
TrenchA single-use trench for your next defense
Master BuilderInstantly finishes your next construction
EscortIf you're intercepted on the road, your army fights harder once and your caravan saves half its load
Raid WritTwo raid charges at once, the moment it's won
War HornYour next raid attacks 25% stronger; used up there
Hidden PassageIf your army or caravan is intercepted on the road, it slips away once through a hidden passage
Ration ChestThree days of your army's grain upkeep at once, the moment it's won
Marching OrdersTwo altar charges at once, the moment it's won
Drill ManualFinishes the first job in your training queue the moment it's won
Ox CartYour next raid carries 50% more; used up there

Schedule

  • Only one lot closes at a time. Between two closes there are 60 to 140 minutes; about 14 lots close a day.
  • Bidding on a lot opens 12 hours before it closes.
  • The auction screen shows the lots closing in the next 30 hours and each building's next lot.
  • During Founding, only Instant lots close. Rare and Common lots are spread evenly from the start of Contest to the end of the Age.
  • The whole schedule is set when the world is created; no lot appears later in the Age.

Placing a bid

  • You have one bid per lot. A new bid replaces the old one.
  • Your bid can't be below the minimum bid.
  • Your bid is limited by your available Tender: your balance minus the Tender locked on other lots.
  • You can change your bid until the close. A changed bid counts as a new bid, so your place in a tie changes.
  • Only you can see your bid. Your ally's bid is visible only to them.
  • There's no bid cap: the only limit is your balance.

The close

Each lot closes at its scheduled time on the game clock, and at that moment:

  1. Bids below the minimum bid aren't opened.
  2. The highest bid wins and pays its own amount.
  3. In a tie, the earlier bid wins; if that's a tie too, the lower player number wins.
  4. If there's no valid bid, the lot closes unsold and isn't listed again.

Lock

60 minutes before the close, your bid is set aside from your balance and locked. If you have several bids closing around the same time and your Tender can't cover them all, they are protected by priority: first your highest-priority bid, then the largest. A bid that can't be covered drops.

The Tender for a lot you lose is released from the lock at the close and goes back to your balance.

What everyone sees

  • While a lot is open, the number of bids is visible to everyone; the amounts aren't.
  • At the close, the winner, the winning bid and the number of bids are announced to everyone. The amounts of losing bids are never announced.
  • Your Tender balance is visible only to you.

Deeds

  • The building you win lands in your inventory as a deed.
  • You need to place the deed in one of your holdings; the building starts working the moment it's placed. A deed that isn't placed does nothing.
  • You can have one of each auction building: a deed goes into a single holding.
  • If you win a deed for a building already in your inventory or in one of your holdings, the new deed burns.
  • Auction buildings have a single level: they can't be upgraded, and trebuchets can't tear them down.
  • If a holding is conquered, its deeds go with it to the new owner; if the conqueror already has the same building, the one in the conquered holding burns.

Tender

Tender is the auction's currency, and it's earned only in play:

SourceHow much
Starting balance300 Tender when you join a world
Altar rites600 Tender per hour for each altar in a rite (Altars)
QuestsDepends on the quest's difficulty (Quests)
MintTurning resources into Tender (Mint)
  • Tender can't be bought, and it is never sold under any circumstances.
  • Tender can't be transferred: no gifts, no loans, no alliance treasury.
  • Your Tender balance is visible only to you.
  • Tender can't be plundered.
  • Tender has value within the Age; when the Age ends, unspent Tender is gone. Use what you earn before the Age is over.

Mint

In a holding with a Mint placed, you turn resources into Tender:

  • 1 Tender = 25 timber + 25 stone + 12 iron. Grain isn't used.
  • You can mint up to 700 Tender a day; the limit is shared across all your holdings and resets with the Age's day.
  • The full daily limit costs 17,500 timber, 17,500 stone and 8,400 iron.

Mastering the auction

  • Pick your lot: your balance does the most for you on the lot that's worth the most to you. Rather than entering every lot, aim for the building that fills your holding's gap.
  • Place your deed right away: a deed that isn't placed doesn't work.
  • Read the schedule: the next lot for the same building shows on the screen. If you missed a building, get ready for the next one.
  • Don't underrate Instant lots: a Master Builder, a Drill Manual or a Raid Writ won at the right moment is worth more than a Rare building.