🏰 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 · 0 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.
Energy245+6.27/day · cap 1,500
Minerals124+6.27/day · cap 1,500
Food167+2.93/day · cap 1,500
Alloys68.04+1.57/day · cap 1,500
Research32.07+1.04/day
Unity18.74+0.59/day
Influence50.6+3.5/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 👑𝑴𝑼𝑻 𝑹𝑬𝑮𝑺 👑 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.

