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You need gold to pay your expenses.

You receive gold from many sources: taxation, sawmills, mining, foreign trade, tribute from vassals, and food sales. The most important source of income is your townspeople’s taxes –- set a good rate and your revenues increase, set a bad one and they don’t. The other methods provide income, but not in as predictable a manner as taxation.

Having a gold-based economy means that you cannot have debts. You can only spend as much money as you have. Your knights demand their pay at the beginning of each year. If you cannot pay them, they leave your fiefdom. That means that at the end of the year you need to have enough gold in your treasury to pay your knights the next year.

Market places

You can order market places to be built. Building one market place costs 300 gold pieces. Each market place can service up to 50 townspeople. If you there are already enough market places for all your townspeople, new market places will not be used. For instance, if you have three market places, you need at least 150 townspeople to keep all three producing revenue. Market places produce revenue in the form of sales tax. One market place pays sales tax equivalent to the tax income you would receive from 20 townspeople. You can have up to 20 market places in your fiefdom.


You can order sawmills to be built. A sawmill costs 100 gold pieces and employs 10 peasant families as lumberjacks. The average income of a sawmill is 150 gold pieces per year. Each fiefdom can have at least two sawmills. Per adjacent forest, you can build two additional sawmills to a maximum of nine.


You can invest in mining (order Mining). You can decide how much money you want to invest in mining. For each 100 gold pieces invested, your chances increase. Investing more than 1000 gold pieces will not increase your chances any further. If minerals are found, a mine will automatically be constructed. This costs an additional 100 gold pieces and 10 peasant families who will work as miners from now on.

If you use the Mining order, you cannot influence which minerals you find (if you want specific minerals, you can us the Search for Minerals order, described below). The vein discovered by a successful Minging order will be randomly selected from the four possible types: stone, iron, gold, or gemstones. The more valuable the minerals produced by a mine are, the higher the income of that mine. Income will be between 150 and 1,000 gold pieces per year. But, of course, the more valuable minerals are rarer. The income of your mines is paid in gold pieces. Sometimes a mines become depleted and go out of production.

Each fiefdom can have at least three mines. Per adjacent mountain, two more mines can be constructed, up to a maximum of nine.

Instead of ordering Mining, you can invest in Search for Minerals. This order allows to determine what minerals you wish to search for. It is possible to invest more gold in these searches than the 1,000 allowed for the Mining order (and higher investment is necessary to achieve the same probability of success). To search for a quarry, you can invest up to 1,000 gold pieces; for iron, up to 2,000; for gold, up to 3,000; and for gemstones, up to 4,000. If minerals are found, your success will be registered, but no mine built. The vein will show up on your turn report in the “closed mines” column. You will have to process a Construct Mine order on a subsequent turn to open a closed mine.

Using Construct Mine builds a mine to exploit a resource previously discovered using the Search for Minerals order. It costs 100 gold pieces to build a mine, and each mine employs ten peasants.

Finally, you can close a mine by giving the order Close Mine. The miners will retire and not settle as peasants or townspeople. The resource is still available for mining, if you want to reopen the mine later in the game by processing a Build Mine order for it again. The resource will show up on the “closed mines” column of your turn report.

While Mining is generally the cheaper order, the Search for Minerals, Construct Mine, and Close Mine orders allow you greater control of the limited number of mines you can construct in your fiefdom.

Foreign trade

If you have ships, you can invest in foreign trade. You do not need to rule a coastal fiefdom. All ships not used for army transport are sent out with the order Foreign Trade. You can decide how far the ships travel and how much money to invest in the goods each ship carries. But beware: the farther they travel, the more likely it is that they will be lost at sea. This means that not only the goods are lost, but the ship and its crew as well. But the ones that return will bring back gold equivalent to the goods they carried multiplied by a factor greater than one and proportional to the distance they travelled (the factor is about 1.5 at distance 3, meaning that at that distance you get about a 50% return on your investment per ship; figures can be estimated beforehand using the downloadable Planning Aid).

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en/gold.txt · Last modified: 2013/11/02 21:39 (external edit)
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