Ressources, income and food support: Difference between revisions
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== | <small>Version 5.0</small> | ||
__TOC__ | |||
== Ressources == | |||
In the headerand under "stock" the supply of ressources is listed. Ressources can be traded in the marketplace. The following table displays the production site and use of the ressources. | In the headerand under "stock" the supply of ressources is listed. Ressources can be traded in the marketplace. The following table displays the production site and use of the ressources. | ||
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!Usage | !Usage | ||
|- | |- | ||
|[[Image: | |[[Image:Gold_ressource.gif|Gold]] | ||
|Gold | |Gold | ||
|[[Gold Mine]], Taxes | |[[Gold Mine]], Taxes | ||
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|Bread | |Bread | ||
|[[Bakery]] | |[[Bakery]] | ||
|Food supply for the population, the training of armies and construction of ships. More can be found under[[#food supply|food supply]].|- | |||
|[[Image:bread.gif|Bread]] | |||
|Fish | |||
|[[Town]]|[[Harbor]] | |||
|Food supply for the population, the training of armies and construction of ships. More can be found under[[#food supply|food supply]]. | |Food supply for the population, the training of armies and construction of ships. More can be found under[[#food supply|food supply]]. | ||
|} | |} | ||
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== Gold budget == | == Gold budget == | ||
Every citizen pays 0.4 pieces | |||
Every citizen pays 0.4 gold pieces in taxes and consumes bread per turn. Citizens living in [[castle|castles]], [[harbor|ports]] or [[city|towns]] even pay 0.8 gold pieces per tick. The larger an empire becomes, the more gold is lost through bureaucracy. The bureaucracy costs increase exponentially with the number of fields you own. In the overview (under Incidents) you can see the costs you incur each round due to bureaucracy. | |||
== Food supply == | == Food supply == | ||
Your people must be supplied with food | === Population === | ||
Your people must always be sufficiently supplied with food, which is covered by bread and fish. Each inhabitant consumes 0.8 units of food per tick (with normal rations and normal growth). You need grain fields, mills and bakeries to produce food. Fish can be caught in towns and harbors that border the sea. If the food supply is insufficient, 50% of the unsupplied population starves to death in the same round. | |||
Those who starve to death are removed equally from all fields in the empire. On grain fields, however, only half as many inhabitants starve to death, as the farmers can more easily provide for themselves. This gives you a chance to get the food supply under control again soon. | |||
Between 5 and 10% of grain stocks rot every round. This rotting can be reduced and even completely prevented by appropriate [[research]]. The increase or loss of grain shown in the title bar includes the grain lost. This means that a loss of grain can occur, especially with large grain stocks, even though the fields produce more than the population consumes. Flour, bread and fish are stored more carefully and do not rot. | |||
In addition, your paddocks consume large quantities of grain. In the warehouse, you have the option of allocating grain between mills and paddocks if there is not enough grain available. However, the paddocks will then produce fewer or no horses. The paddocks can also be completely deactivated if you have a lot of grain in the warehouse but want to send it all to the mills. | |||
Under "Events" the food rations may be set to 6 different rates, starting from 0.5 breads per person up to 1 bread per person. | Under "Events" the food rations may be set to 6 different rates, starting from 0.5 breads per person up to 1 bread per person. | ||
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*with "high", the birth rate raises by 25% (in addition to the [[research#The Path of the Peasantry|research]] are "Herbalism", which increases the population rate by another 20%). | *with "high", the birth rate raises by 25% (in addition to the [[research#The Path of the Peasantry|research]] are "Herbalism", which increases the population rate by another 20%). | ||
* when the population starves, the setting for rations is automatically adjusted one level lower. This prevents a unpleasant surprise if food runs out in the course of the night. | * when the population starves, the setting for rations is automatically adjusted one level lower. This prevents a unpleasant surprise if food runs out in the course of the night. | ||
=== Military === | |||
* Your soldiers consume one unit of food per turn. Ballistae are served by two men, siege towers and trebuchets by 10 men each. Soldiers are always supplied before the population. However, if there is not enough food to supply your soldiers, they will desert. | |||
* Units with horses (horsemen, ballistas, siege towers, trebuchets) consume 10 units of grain per horse per turn. The horses of the military are always supplied with grain before the paddocks and mills. If the horses do not get enough grain, the corresponding units are disbanded. | |||
* Ships have a supply of food on board. However, as long as they are at sea, their operational readiness is constantly reduced. As soon as they call at a port, they are supplied with food again. You can find out more about this [[The_Ships_(Ship_building,_Equipment_and_Properties)#Maintenance.2C_Equipment.C3.A4digung_und_Reparatur|here.]] |
Latest revision as of 14:08, 18 February 2024
Version 5.0
Ressources
In the headerand under "stock" the supply of ressources is listed. Ressources can be traded in the marketplace. The following table displays the production site and use of the ressources.
Ressource | Production site | Usage | |||||
---|---|---|---|---|---|---|---|
Gold | Gold Mine, Taxes | Gold is a necessary means of payment for everything that one wants to do. It is also needed as pay for previously trained armies. More about gold can be found under Gold budget. | |||||
Ore | Ore Mine | Ore is processed to iron bars in iron smelters. | |||||
Iron Bars | Iron Smelter | Construction of buildings and production of weapons. | |||||
Logs | Woodcutter's Hut | Processing of logs in saw mills and training of armies. | |||||
Planks | Saw Mill | Construction of buildings and ships. | |||||
Stone | Quarry | Processing to stoneblocks by stone masons. | |||||
Stoneblocks | Stone Mason | Construction of buildings. | |||||
Coal | Coal Mine, Charcoal Burner | Necessary for the operation of ironsmelter and armouries. | |||||
Horses | Paddock | Training of armies. | |||||
Weapons | Armoury | Training of armies. | |||||
Grain | Grainfield | Processed to flour in mills and food for horse breeding in paddocks. | |||||
Flour | Mill | Processed to bread in bakeries. | |||||
Bread | Bakery | Food supply for the population, the training of armies and construction of ships. More can be found underfood supply.|- | Fish | Town|Harbor | Food supply for the population, the training of armies and construction of ships. More can be found underfood supply. |
Gold budget
Every citizen pays 0.4 gold pieces in taxes and consumes bread per turn. Citizens living in castles, ports or towns even pay 0.8 gold pieces per tick. The larger an empire becomes, the more gold is lost through bureaucracy. The bureaucracy costs increase exponentially with the number of fields you own. In the overview (under Incidents) you can see the costs you incur each round due to bureaucracy.
Food supply
Population
Your people must always be sufficiently supplied with food, which is covered by bread and fish. Each inhabitant consumes 0.8 units of food per tick (with normal rations and normal growth). You need grain fields, mills and bakeries to produce food. Fish can be caught in towns and harbors that border the sea. If the food supply is insufficient, 50% of the unsupplied population starves to death in the same round. Those who starve to death are removed equally from all fields in the empire. On grain fields, however, only half as many inhabitants starve to death, as the farmers can more easily provide for themselves. This gives you a chance to get the food supply under control again soon.
Between 5 and 10% of grain stocks rot every round. This rotting can be reduced and even completely prevented by appropriate research. The increase or loss of grain shown in the title bar includes the grain lost. This means that a loss of grain can occur, especially with large grain stocks, even though the fields produce more than the population consumes. Flour, bread and fish are stored more carefully and do not rot.
In addition, your paddocks consume large quantities of grain. In the warehouse, you have the option of allocating grain between mills and paddocks if there is not enough grain available. However, the paddocks will then produce fewer or no horses. The paddocks can also be completely deactivated if you have a lot of grain in the warehouse but want to send it all to the mills.
Under "Events" the food rations may be set to 6 different rates, starting from 0.5 breads per person up to 1 bread per person.
- with 0.5 breads, the population grows by only 60%, so the birth rate is reduced by 40%.
- with "high", the birth rate raises by 25% (in addition to the research are "Herbalism", which increases the population rate by another 20%).
- when the population starves, the setting for rations is automatically adjusted one level lower. This prevents a unpleasant surprise if food runs out in the course of the night.
Military
- Your soldiers consume one unit of food per turn. Ballistae are served by two men, siege towers and trebuchets by 10 men each. Soldiers are always supplied before the population. However, if there is not enough food to supply your soldiers, they will desert.
- Units with horses (horsemen, ballistas, siege towers, trebuchets) consume 10 units of grain per horse per turn. The horses of the military are always supplied with grain before the paddocks and mills. If the horses do not get enough grain, the corresponding units are disbanded.
- Ships have a supply of food on board. However, as long as they are at sea, their operational readiness is constantly reduced. As soon as they call at a port, they are supplied with food again. You can find out more about this here.