๐ฐ Capital: Village
2 building slots ยท 2 jobs ยท +0 stability ยท +0 influence/day ยท produces on its own (โก 6, โ๏ธ 6, ๐พ 4, ๐ฉ 1.5, ๐ฌ 1 per day at full staffing).
Next: Town - 3 slots, 4 jobs, +4 stability, +0.5 influence/day.
๐๏ธ Buildings ยท 0 of 2 slots
A building is the kingdom's base: 50% of its output comes whatever the day's activity, the rest follows the hands at work - so a quiet kingdom keeps a trickle of what it built for. Activity pays the workers: after 2 quiet days they go unpaid and a building wears down 10% a day until it stands abandoned (nothing in, nothing out); an active day repairs 15%. An abandoned building has to be demolished and rebuilt.
Energy257+5.64/day ยท cap 1,500
Minerals256+5.64/day ยท cap 1,500
Food143+2.51/day ยท cap 1,500
Alloys56.26+1.41/day ยท cap 1,500
Research24.21+0.94/day
Unity12.69+0.47/day
Influence82.4+3/day ยท cap 400Available
๐ช Market
Rates: EnergyโMinerals 2:1, FoodโMinerals 3:1, FoodโEnergy 2:1, EnergyโAlloys 6:1, MineralsโAlloys 4:1. A Market building improves every rate 12% per level. Minimum sale 10.
๐ก๏ธ Mercenaries ยท 0 of 2 employed
A hired mercenary fights for ๐ ๐๐ฐ๐ ๐ ๐๐ฏ๐๐ข๐ฏ๐ฐ๐ฅ๐ฌ๐ญ ๐ ๐๐ข๐๐ค๐ฒ๐ข in every battle for 3 days; the kingdom gains half their experience as renown and their wins count half a member's. The Barracks adds a soldier per level to every battle as well.
- Nobody employed right now.

