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2010-05-23 22:34:45
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Economy






Resources




Resources are materials every territory produces, they are used in massive amounts to produce most things in the world. Each territory has a production cap in each type of resource related to its characteristics. A mountain territory, or example, will have a low FOOD cap and a high MINERALS cap.

Population
Population is the most basic resource, basically it represents the amount of healthy, working age people in your nation. Each person in your nation will consume 1 food per turn. The amount of resources you produce per turn will depend on the amount of people you allocate to those resources. Population is used to construct buildings, recruit units and produce other resources. Each turn, your population will increase slightly as long as you have an excedent of food in the territory.

Gold
Gold represents the standart currency of Lemire, all military units must be paid with it and all projects must be financed with it. Gold can be obtained from mines, hills, deserts and in a lower scale, from rivers. Gold is used for almost everything.

Food
Food represents the basic foodstuffs required for a population to survive, though no luxury, imported or fancy foods are included in this. Food is produced by grasslands, farmlands, seas and, to a lower degree, forests. Food is used to feed one's population, army, and agents.

Minerals
Minerals represent the basic ores used both in the manufacturing of metals and stone, things like iron, copper, bronze, stone, etc are counted within minerals, though not gold, silver, marble, etc. Minerals are produced by mountains, hills, and, to a lower degree, deserts. Mineals are used in the construction of buildings and the training/upkeep of units donning metal equipment.

Timber
Timber represents wood used in the edification of buildings, ships and the production of some weapons. Timber is produced by Forests, Jungles and, to a lower degree, grasslands. Timber is used in construction of buildings, ships, and the production of bows, arrows, spears, wooden shields, etc.

Magic
Magic represents the spiritual and magical powers of the spellcasting population in a nation. Magical nations are able to create feats of impressive power and awe their opponent, sweeping entire armies as if they were ants. However, they tend to lack technological development and infrastructure, making its actual military units weaker than those of research oriented nations. Magic is produced by magic oriented buildings such as the Mage's Guild and Temple. Magic is used to research spells, recruit/upkeep some military units and cast National Powers.

Research
Research represents the technological and cultural development within a nation. High research nations are able to mantain their populations happier and their armies better armed. However, they lack the power to cast spells and powers as powerful as those of the magic inclined nations. Research is produced by some military or cultural buildings such as the Armory or the Scriptorium. Research is used to develop new weapons, technologies and combat doctrines.




Goods




Goods are commodities and products that are not a first necessity, but are still nice to have. Goods are handled in a much smaller scale than Resources, but are just as important. 1 unit of a particular good can only supply one territory, however, trade routes can be sent my Merchant agents in order to ship units of goods from one territory to another. 50 population is required to extract each unit of goods.

Black Ore - Black Ore is a special kind of ore found mostly in the Skarrad and Asfeltas regions. Black Ore enables a territory to produce Black Ore weapons armor.

Silver - Silver is a special kind of metal found mostly in the Kaerul Hills and the Asfeltas regions. Silver enables a territory to produce Silvered weapons and armor.

Pitch Demons - Pitch Demons are aggressive beats that roam the darkness of the corrupted lands and Skarrad. Pitch Demons enable a territory to produce Pitch Demon Leather equipment and Pitch Demon mounted units.

Horses - Horses enable a territory to produce Horse mounted units.

Dooners - Dooners are semiplated mammals that live in the deserts of Tyla. Dooners enable a territory to produce Dooner mounted units.

Khomodo - Khomodos are massive turtle like creatures that inhabit the northern jungles. Khomodos allow a territory to produce Khomodo mounted units.

Suchus - Suchus are giant sea crocodiles that live in Koe, favored by the Kwall. Suchus allow a territory to produce Suchus mounted units.

Fellrides - Fellrides are maddened corrupted horses that inhabit the wastelands. Fellrides enable a territory to produce Fellride mounted units.

Fellram - Fellrams are corrupted creatures that look somewhat like a mix between a horse, a ram and a goat. Though not evil, they inhabit dark places like the corrupted lands and the Fell Woods. Fellrams enable a territory to produce Fellram mounted units.

Elephants - Elephants allow a territory to produce Elephant mounted units and increases the population's happiness by 1 because of a surplus of ivory.

Rhinos - Rhinocerus' enable a territory to produce Rhino mounted units.

Clams - Clams are located in the sea near some of the richer coasts of Lemire. Clams increase Happiness in a territory by 1

Grapes - Grapes are used to produce wine, which will increase the happiness in a territory by 2.

Spices - Spices such as sugar, pepper, chillis, etc are greatly appreciated by the richer segments of society. Spices increase the happiness in a territory by 2.

Precious Stones - Precious stones increase the gold and magic in a territory by 100.

Marble - Marble can be used to reduce the mineral cost of buildings by 15%.

Dyes - Dyes can be used to increase the happiness of the people in a territory by 1.

Salt - Salt is necessary to produce Gunpowder units and increases the happiness of the people in a territory by 1.

Cotton/Wool - Cotton/Wool increases the happiness of the people in a territory by 1 and reduces the price of cloth based equipment by 25%.

Furniture - An Workshop enables a city to produce furniture by consuming Timber every turn. Furniture increases the happiness in a territory by 3.

Paper - A Workshop enables a city to produce paper by consuming Timber every turn. Paper increases the research in a territory by 10 per turn.

Rum - Rum can be used to increase the Happiness of a territory by 2.

Clay - Clay can be used to increase building speed in a territory by 1 turn.

Art - A Scriptorium or Workshop enables a city to produce Art. Art increases the happiness of a territory by 3 and both research and magic by 5 per turn. When exported, art will shift the attitude of the people in the territory it is exported to favourably towards your nation.

Incense - Incense can be used to increase the rate of religious conversion in a region by 1% per turn.



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2008-02-11 [Silverbullet]: What about some spire-oriented goods? Like whatever is used for Soul-powered equipment (I'm guessing souls)? Or coal, to increase production?

2008-02-11 [Duredhel]: Aye ^^ magic is used to power Soul-powered stuff, Dah'kin just have the special ability to earn magic by killing enemies. And well, dunno if Coal would have any large scale use before the invention of steam engines.

2008-02-11 [Silverbullet]: You could have incenses, that bring up Happiness but also give some sort of religion-boost (extra resist conversion % or something).

2008-02-16 [Duredhel]: Aye, I'll do that.

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