🏰 Capital: Town
3 building slots · 4 jobs · +4 stability · +0.5 influence/day · produces on its own (⚡ 9, ⛏️ 9, 🌾 6, 🔩 2.25, 🔬 1.5 per day at full staffing).
Next: City - 4 slots, 6 jobs, +8 stability, +1 influence/day.
🏗️ Buildings · 3 of 3 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.
Energy244+5.36/day · cap 2,300
Minerals57.94+5.36/day · cap 2,300
Food167+2.07/day · cap 2,300
Alloys67.43+1.34/day · cap 2,300
Research31.65+0.89/day
Unity20.74+0.59/day
Influence64.9+3.5/day · cap 400Available
🏪 Market
Rates: Energy→Minerals 1.76:1, Food→Minerals 2.64:1, Food→Energy 1.76:1, Energy→Alloys 5.28:1, Minerals→Alloys 3.52:1. A Market building improves every rate 12% per level. Minimum sale 10.
🗡️ Mercenaries · 0 of 2 employed
A hired mercenary fights for ONE FINAL RUN MADDEN 27 CFM 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.

