🏠Buildings & Statistics

Realms start with a base level of statistics, that impact its' ability to harvest resources, build assets and more. These statistics can be modified by constructing varying buildings on the Realm.

Statistics

Your choices affect your resource production rate. Be wise.

πŸͺ™ Tribute: Tribute starts at 25.

Tribute represents the daily output of $LORDS by the Realm. This is a fixed rate for all staked Realms. This number will decrease over time.

🌾 Food: Food starts at 25.

Each food supports 1 troop or 100 population and certain city facilities require a certain amount of food for upkeep. Each food that is missing for upkeep decreases happiness by 1.

🎭 Culture: Culture starts at 25.

Each culture supports 100 population. Increases research points per day by 1. Each culture that is missing for upkeep decreases happiness by 1.

πŸͺ– Army Cap: Army Cap starts at 25.

This is the max number of Troops the Realm can support. When troops are killed, they are permanently removed from the game. Troops may also be disbanded to be removed from the game. 1 squad = 25 troops and can be used for raids, defense, and expeditions.

🏭 Industry: Industry starts at 25.

The productivity of a Realm. It is used in the creation of troops, facilities, region structures, and more. This number reflects the number of industry points the Realm generates per day.

πŸ§‘β€πŸ€β€πŸ§‘ Population Cap: Population starts at 1000.

These are the citizens of your Realm. They are the backbone of your endeavor and represent the available workforce. The population is used by creating troops, city facilities, and other growth-based activities.

😍 Happiness: You must manage this statistic to maximise output

  • Happiness will decrease at a rate of 1 per 100 population that do not have adequate food or culture.

  • Happiness below 100 reduces resource production by 1% per point down to 50 happiness.

  • Happiness above 100 increases resource production by 1% per point up to 150 happiness.

Buildings

With your Resources generated, you can begin to develop and fortify your Realm. Each building will have a positive effect on one statistic but will negatively impact another. It is your job as an administrator to balance this.

Example: Create too many military buildings and not enough economy. This will negatively affect your happiness, which in turn will cap your production of resources and tribute.

The levels of the 4 traits on a realm (Regions, Cities, Rivers & Harbors) determine how many buildings you can create:

Use this as only a guide. Balancing of these buildings will continue to evolve. Some buildings will make it into the main game and some will not. This will be determined by the outcome of the alpha and beta.

BuildingLimit of 5 perFoodCultureArmy CapIndustryPopulation AddedPopulation Used

Fairgrounds

Region

5

5

0

0

0

10

Royal Reserve

Region

5

0

5

0

0

10

Grand Market

Region

5

0

0

5

0

10

Castle

Region

-1

5

5

0

0

10

Guild

Region

-1

5

0

5

0

10

Officer Academy

Region

-1

0

5

5

0

10

Granary

City

1

0

0

0

0

10

Housing

City

-1

0

0

0

100

0

Amphitheater

City

-1

1

0

0

0

10

Carpenter

City

-1

0

0

0

0

10

School

City

-1

0

0

0

0

10

Symposium

City

-1

0

0

0

0

10

Logistics Office

City

-1

0

0

0

0

10

Explorer's Guild

City

-1

0

0

0

0

10

Parade Grounds

City

-1

0

0

0

0

10

Resource Facility

City

-1

0

0

0

0

10

Dock

Harbor

-1

0

0

1

0

10

Fishmonger

Harbor

1

0

0

0

10

0

Farms

River

1

0

0

0

0

10

Hamlet

River

1

0

0

0

10

0

Troops

Army Cap

-1

0

0

0

0

1

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