🏰 Capital: Village
2 building slots · 2 jobs · +0 stability · +0 influence/day · produces on its own (⚡ 6, ⛏️ 6, 🌾 4, 🔩 1.5, 🔬 1 per day at full staffing).
Next: Town - 3 slots, 4 jobs, +4 stability, +0.5 influence/day.
🏗️ Buildings · 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.
Energy201+5.63/day · cap 1,500
Minerals244+5.63/day · cap 1,500
Food117+2.51/day · cap 1,500
Alloys41.94+1.41/day · cap 1,500
Research14.66+0.94/day
Unity7.99+0.47/day
Influence67.52+3/day · cap 400Available
🏪 Market
Rates: Energy→Minerals 2:1, Food→Minerals 3:1, Food→Energy 2:1, Energy→Alloys 6:1, Minerals→Alloys 4:1. A Market building improves every rate 12% per level. Minimum sale 10.
🗡️ Mercenaries · 0 of 2 employed
A hired mercenary fights for SG B.B.O CFB 27 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.

