Economy & Resources

The Five Resources

ResourceSymbolPrimary UseProduction
Talons🪙Army pay, construction, tradeTax from towns and cities
Jewels💎Magic spells, diplomacy giftsMining highland/mountain sectors
Metals⚙️Arms, fortifications, shipsMining hills and mountains
Food🌾Army supply, population growthFarming lowland and plain sectors
Wood🪵Construction, ships, fortificationsForest sectors

Production Formula

Each sector produces resources based on:

output = terrain_value × working_population × efficiency / 100

Terrain value depends on altitude and vegetation type. Efficiency starts at 60–80% and improves over time (or drops after combat). Working population is the sector population minus army garrison needs.

Seasonal Modifiers

Production varies by season. Farms produce less in winter; mines are less affected. World events (drought, blizzard, perfect harvest) can further modify production for a turn.

Army Upkeep

Armies consume food each turn:

food_consumed = army_strength × upkeep_rate / 1000

If your nation runs out of food, armies begin losing strength (starvation casualties). Keep farms producing surplus food before building large armies.

Tax Rate

Your tax rate (0–100%) determines how much of the sector's potential talon income is collected. Higher rates extract more talons but reduce morale. A rate of 50% is typical. Rates above 70% risk peasant unrest.

Caravans

Caravans move goods between your sectors or to other nations for profit. A caravan route between a mine and a city, for example, earns talons based on the distance and the current trade good prices.

Resource Tips

Food First

Build at least 2 farms before raising more than one army. Running out of food collapses your military.

Mine Early

Metals are required for fortifications. Claim a mineral-rich highland sector early and designate it as a mine.

Tax Balance

Keep tax rate at 40–60%. High taxes earn more now but erode morale, reducing army effectiveness.

Jewels for Magic

Jewels are rare. Stockpile them if you plan to use magic — they're the primary cost of powerful spells.