Economy & Resources
The Five Resources
| Resource | Symbol | Primary Use | Production |
|---|---|---|---|
| Talons | 🪙 | Army pay, construction, trade | Tax from towns and cities |
| Jewels | 💎 | Magic spells, diplomacy gifts | Mining highland/mountain sectors |
| Metals | ⚙️ | Arms, fortifications, ships | Mining hills and mountains |
| Food | 🌾 | Army supply, population growth | Farming lowland and plain sectors |
| Wood | 🪵 | Construction, ships, fortifications | Forest 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.
- Caravans are vulnerable to attacks while moving through contested territory
- Traders get +30% caravan capacity and +1 movement per turn
- Trade Fairs (world event) double caravan value for one turn
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.