Economy
Jul 27, 2024 21:08:09 GMT
Post by Jones on Jul 27, 2024 21:08:09 GMT
Server Economy
Faction income will primarily depend on in-game actions rather than being solely based on a weekly faction roll. Each faction will be allowed to sell a set amount of resources per week, with their primary resources generating the most income.
1. Resource Distribution
Iron: The iron mine is situated in the middle of the map and is disputed territory, free for use by all factions.
Grapes/Wine Press: Wine production is managed by the vineyard, an independent organization located on Aserai lands.
Cattle: A herd of cattle is part of the vineyard estate.
Brewery: The brewery is situated in the monastary, and managed by the prior.
Mill: Located just outside the imperial town, the mill is owned and managed by the town authorities.
Wood: Wood is across the map, particularly abundant on Vlandian lands.
Deer: Deer are found across the map, especially on Vlandian lands.
Wheat: There are wheat fields in different regions: 2 fields in Imperial territory, 1 field in Aserai territory, and 1 field in Vlandia.
Fish: Fish can be found in the river.
Flax: Flax can be found in nature.
Herbs: Herbs are available in nature.
Apples: Apples can be found in nature.
2. Exporting and Importing / income
Each faction can export a set amount of resources per week. These resources have a fixed price for export, but each faction also has a special resource that can be sold at a higher price, generating more income. The export limit is set to 20 units of resources per week. in-character, each unit is multiplied by 10 to limit the grind and maintain realism.
The Port Master manages the export of goods, and he maintains the trade going in and out, as it is the sole port in the land.
Moreover, organizations have the right to buy a trade permit, granting them the option to export their resources. This provides a valuable opportunity for groups to expand their influence and economic reach. To take advantage of this, approach the port master for more information and ensure your organization meets the necessary criteria, as only accepted organizations have the right to export goods.
When it comes to importing goods, only raw resources can be imported. This restriction ensures that the local economy remains robust and that local producers have the opportunity to refine and process these resources. If your organization is interested in importing raw materials, please contact the port master to learn about the specific regulations and requirements involved in this process.
In addition to their regular income, factions receive supplementary income through a faction roll (FR), which can be represented in-character as taxes collected or other justifiable means by the nobles. The faction roll is conducted on weekends and follows this process:
Faction Roll Details:
Imperial Trade Bonus:
To encourage trade, the Imperial administration receives a bonus of 1000 coins for every successful trade conducted by the other two factions. This ensures the Imperials are fully committed to fostering and maintaining ongoing trade.
Events on-map and off-map can inflence the server economy in many ways. Remember, your actions have consequences, good and bad.
Check out the updated export and import prices and information here.
3. Faction workshops,
Each faction will start with a different number of workshops, reflecting their economic strength and specialization. Imperials: As the most established economic power on the map, the Imperials begin with almost all workshops and hold an early monopoly on tailoring. Other Factions: Each of the other factions starts with fewer workshops, but these are more tailored to their specific needs and strengths. Building New Workshops; Factions and organizations also have the option to invest in building new workshops. To construct a new workshop, an investment of 1500 coins plus the required materials is needed.
Imperials:
Armorsmith
Weaponsmith
Fletcher
Carpenter
Tailor
Aserai:
Weaponsmith
Tanner
Fletcher
Vlandians:
Armorsmith
Carpenter
Tanner
Merchant Guild:
Jewellery
Faction income will primarily depend on in-game actions rather than being solely based on a weekly faction roll. Each faction will be allowed to sell a set amount of resources per week, with their primary resources generating the most income.
- Gold Tick Rate: Gold will be earned at a rate of 20 per hour, or 10 per tick.
- Resource Distribution: How resources are allocated among factions.
- Exporting and Importing: The trading dynamics.
- Workshops: How workshops are allocated.
1. Resource Distribution
Iron: The iron mine is situated in the middle of the map and is disputed territory, free for use by all factions.
Grapes/Wine Press: Wine production is managed by the vineyard, an independent organization located on Aserai lands.
Cattle: A herd of cattle is part of the vineyard estate.
Brewery: The brewery is situated in the monastary, and managed by the prior.
Mill: Located just outside the imperial town, the mill is owned and managed by the town authorities.
Wood: Wood is across the map, particularly abundant on Vlandian lands.
Deer: Deer are found across the map, especially on Vlandian lands.
Wheat: There are wheat fields in different regions: 2 fields in Imperial territory, 1 field in Aserai territory, and 1 field in Vlandia.
Fish: Fish can be found in the river.
Flax: Flax can be found in nature.
Herbs: Herbs are available in nature.
Apples: Apples can be found in nature.
2. Exporting and Importing / income
Each faction can export a set amount of resources per week. These resources have a fixed price for export, but each faction also has a special resource that can be sold at a higher price, generating more income. The export limit is set to 20 units of resources per week. in-character, each unit is multiplied by 10 to limit the grind and maintain realism.
- Vlandians: Can export wood Boards at an increased price.
- Aserai: Can export Leather Rolls at an increased price.
The Port Master manages the export of goods, and he maintains the trade going in and out, as it is the sole port in the land.
Moreover, organizations have the right to buy a trade permit, granting them the option to export their resources. This provides a valuable opportunity for groups to expand their influence and economic reach. To take advantage of this, approach the port master for more information and ensure your organization meets the necessary criteria, as only accepted organizations have the right to export goods.
When it comes to importing goods, only raw resources can be imported. This restriction ensures that the local economy remains robust and that local producers have the opportunity to refine and process these resources. If your organization is interested in importing raw materials, please contact the port master to learn about the specific regulations and requirements involved in this process.
In addition to their regular income, factions receive supplementary income through a faction roll (FR), which can be represented in-character as taxes collected or other justifiable means by the nobles. The faction roll is conducted on weekends and follows this process:
Faction Roll Details:
- The faction roll is determined by a /100 dice roll, multiplied by 40.
- If the initial roll is below 40, a second roll can be performed, with the higher of the two rolls being used.
Imperial Trade Bonus:
To encourage trade, the Imperial administration receives a bonus of 1000 coins for every successful trade conducted by the other two factions. This ensures the Imperials are fully committed to fostering and maintaining ongoing trade.
Events on-map and off-map can inflence the server economy in many ways. Remember, your actions have consequences, good and bad.
Check out the updated export and import prices and information here.
3. Faction workshops,
Each faction will start with a different number of workshops, reflecting their economic strength and specialization. Imperials: As the most established economic power on the map, the Imperials begin with almost all workshops and hold an early monopoly on tailoring. Other Factions: Each of the other factions starts with fewer workshops, but these are more tailored to their specific needs and strengths. Building New Workshops; Factions and organizations also have the option to invest in building new workshops. To construct a new workshop, an investment of 1500 coins plus the required materials is needed.
Imperials:
Armorsmith
Weaponsmith
Fletcher
Carpenter
Tailor
Aserai:
Weaponsmith
Tanner
Fletcher
Vlandians:
Armorsmith
Carpenter
Tanner
Merchant Guild:
Jewellery