Guide
Beginner tips
Realms
Goods
Manufactories
Troops
Manufactories
Every manufactory in the game: where you can build it, what it needs, what it costs and how many workers it takes.
All numbers are the current values and may still change. How the economy works
For every manufactory
You can only build on a field of your own inside a province that is not occupied and has no building on it yet. Nothing is built on water. The ground or deposit a manufactory needs is listed with it.
It is paid at once and in full from the money in the province's finished depots and trade centres, not from the treasury. Without a finished depot in the province you can neither build nor assign workers. The manufactory is ready after its build time.
The field's population density must lie inside the manufactory's range, when you build it and in every round after. If it rises or falls out of the range, the manufactory stands still.
Workers are citizens and slaves from the province's stores that you assign to the manufactory. They give its working factor: ⌊√(citizens × 4 + slaves × 6)⌋. The yield is rolled within its range every round.
A new manufactory starts at level 1. Each upgrade raises it one level and raises how many workers it takes; it stands still for one round while it is upgraded. The tables show the standard level schedule; a world can have another.
In every round a manufactory works, it loses part of its workers.
Demolition takes one round. A quarter of the money invested and half the workers come back.
Upkeep is charged every round. If your realm cannot pay it, manufactories are lost last, together with their workers.
Farming and breeding
Where to build
Ground: Plain
Field population density, level 1–3
+20 % yield on a field with a deposit of Food
Production
Makes Food :
working factor × 0.5–1 per round
The yield varies with the season and the field's latitude.
Worker loss: 0–1 % per round
Costs
Build: 100,000 Money
Upkeep per round: 1,500 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
100,000
250
1,000
83
Level 2
+25,000
550
2,250
125
Level 3
+25,000
1,000
4,000
167
Fully upgraded, in all: 150,000 money
Where to build
Ground: Plain, Hill, Steppe, Savanna
Field population density, level 1–3
+15 % yield on a field with a deposit of Wool
Production
Makes Wool :
working factor × 0.3–0.7 per round
Worker loss: 0–1 % per round
Costs
Build: 75,000 Money
Upkeep per round: 1,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
75,000
250
1,000
83
Level 2
+18,750
550
2,250
125
Level 3
+18,750
1,000
4,000
167
Fully upgraded, in all: 112,500 money
Where to build
Ground: Plain, Hill, Steppe, Savanna
Field population density, level 1–3
+50 % yield on a field with a deposit of Horses
Production
Makes Horses :
working factor × 4–8 per round
Worker loss: 0–1 % per round
Costs
Build: 125,000 Money
Upkeep per round: 1,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
125,000
250
1,000
83
Level 2
+31,250
550
2,250
125
Level 3
+31,250
1,000
4,000
167
Fully upgraded, in all: 187,500 money
Where to build
A field with a deposit of Myrrh . The ground does not matter.
Field population density, level 1–3
Production
Makes Myrrh :
10–40 per round, regardless of the working factor
Only works from working factor 75.
Harvests in 4 months of the year only.
No worker loss
Costs
Build: 100,000 Money
Upkeep per round: 500 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
100,000
250
1,000
83
Level 2
+25,000
550
2,250
125
Level 3
+25,000
1,000
4,000
167
Fully upgraded, in all: 150,000 money
Raw materials
Where to build
Ground: Forest
Field population density, level 1–3
Production
Makes Wood :
working factor × 2–5 per round
Worker loss: 1–4 % per round
Costs
Build: 100,000 Money
Upkeep per round: 1,500 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
100,000
250
1,000
83
Level 2
+25,000
550
2,250
125
Level 3
+25,000
1,000
4,000
167
Fully upgraded, in all: 150,000 money
Where to build
Ground: Mountain
Field population density, level 1–2
Production
Makes Stone :
working factor × 2–6 per round
Worker loss: 2–8 % per round
Costs
Build: 100,000 Money
Upkeep per round: 1,500 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
100,000
250
1,000
83
Level 2
+25,000
550
2,250
125
Level 3
+25,000
1,000
4,000
167
Fully upgraded, in all: 150,000 money
Where to build
A field with a deposit of Salt . The ground does not matter.
Field population density, level 1–3
Production
Makes Salt :
working factor × 0.2–0.4 per round
Worker loss: 1–3 % per round
Costs
Build: 200,000 Money
Upkeep per round: 1,500 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
200,000
250
1,000
83
Level 2
+50,000
550
2,250
125
Level 3
+50,000
1,000
4,000
167
Fully upgraded, in all: 300,000 money
Mines
Where to build
A field with a deposit of Ore . The ground does not matter.
Field population density, level 1–9
Production
Makes Ore :
working factor × 0.23–0.68 per round
Worker loss: 3–10 % per round
Costs
Build: 350,000 Money
Upkeep per round: 15,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
350,000
250
1,000
83
Level 2
+87,500
550
2,250
125
Level 3
+87,500
1,000
4,000
167
Fully upgraded, in all: 525,000 money
Where to build
A field with a deposit of Oil . The ground does not matter.
Field population density, level 1–9
Production
Makes Oil :
working factor × 0.15–0.45 per round
Worker loss: 3–10 % per round
Costs
Build: 350,000 Money
Upkeep per round: 15,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
350,000
250
1,000
83
Level 2
+87,500
550
2,250
125
Level 3
+87,500
1,000
4,000
167
Fully upgraded, in all: 525,000 money
Where to build
A field with a deposit of Gold . The ground does not matter.
Field population density, level 1–9
Production
Makes Gold :
working factor × 0.1–0.3 per round
Worker loss: 3–10 % per round
Costs
Build: 350,000 Money
Upkeep per round: 15,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
350,000
250
1,000
83
Level 2
+87,500
550
2,250
125
Level 3
+87,500
1,000
4,000
167
Fully upgraded, in all: 525,000 money
Where to build
A field with a deposit of Crimson . The ground does not matter.
Field population density, level 1–9
Production
Makes Crimson :
working factor × 0.1–0.3 per round
Worker loss: 3–10 % per round
Costs
Build: 350,000 Money
Upkeep per round: 15,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
350,000
250
1,000
83
Level 2
+87,500
550
2,250
125
Level 3
+87,500
1,000
4,000
167
Fully upgraded, in all: 525,000 money
Where to build
A field with a deposit of Amber . The ground does not matter.
Field population density, level 1–9
Production
Makes Amber :
working factor × 0.1–0.3 per round
Worker loss: 3–10 % per round
Costs
Build: 350,000 Money
Upkeep per round: 15,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
350,000
250
1,000
83
Level 2
+87,500
550
2,250
125
Level 3
+87,500
1,000
4,000
167
Fully upgraded, in all: 525,000 money
Workshops
Where to build
Ground: Plain, Hill, Steppe, Savanna
Field population density, level 3–9
Production
Makes Textiles :
working factor × 0.5–2 per round
Takes from the stores:
2 Wool
→ 1 Textiles
Worker loss: 0–1 % per round
Costs
Build: 200,000 Money
Upkeep per round: 15,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
200,000
250
1,000
83
Level 2
+50,000
550
2,250
125
Level 3
+50,000
1,000
4,000
167
Fully upgraded, in all: 300,000 money
Where to build
Ground: Plain, Hill
Field population density, level 4–9
Production
Makes Armour points :
working factor × 10–30 per round
Takes from the stores:
1 Ore
+ 5 Textiles
+ 5 Wood
→ 100 Armour points
Worker loss: 1–2 % per round
Costs
Build: 500,000 Money
Upkeep per round: 25,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
500,000
250
1,000
83
Level 2
+125,000
550
2,250
125
Level 3
+125,000
1,000
4,000
167
Fully upgraded, in all: 750,000 money
Where to build
Ground: Plain, Hill
Field population density, level 4–9
Production
Makes Projectiles :
working factor × 1–3 per round
Takes from the stores:
50 Stone
+ 50 Wood
→ 100 Projectiles
Worker loss: 0–1 % per round
Costs
Build: 300,000 Money
Upkeep per round: 20,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
300,000
250
1,000
83
Level 2
+75,000
550
2,250
125
Level 3
+75,000
1,000
4,000
167
Fully upgraded, in all: 450,000 money
Where to build
Ground: Plain, Hill
Field population density, level 4–9
Production
Makes Fire missiles :
working factor × 0.5–2 per round
Takes from the stores:
10 Oil
+ 15 Textiles
→ 100 Fire missiles
Worker loss: 1–2 % per round
Costs
Build: 300,000 Money
Upkeep per round: 10,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
300,000
250
1,000
83
Level 2
+75,000
550
2,250
125
Level 3
+75,000
1,000
4,000
167
Fully upgraded, in all: 450,000 money
Where to build
Ground: Plain, Hill, Steppe, Savanna, Forest, Mountain
Field population density, level 1–9
Production
Makes Money :
350,000–1,350,000 per round, regardless of the working factor
Takes from the stores:
1 Gold
→ 35,000–45,000 Money
Only works from working factor 100. A full crew reaches that from level 2 only.
No worker loss
Costs
Build: 350,000 Money
Upkeep per round: 3,000 Money
Build time: 1 round
Levels and workplaces
Level
Cost
Citizens at most
Slaves at most
Working factor at most
Level 1
350,000
250
1,000
83
Level 2
+87,500
550
2,250
125
Level 3
+87,500
1,000
4,000
167
Fully upgraded, in all: 525,000 money