Economy
Goods pay for everything: raising regiments, keeping them, and building. Press C on the map to see what you hold and what you make.
Goods
- Every province makes goods each turn, by its ground:
- Grain most provinces, Leather pasture and forest, Iron and Stone hills and mountains, Cloth towns, Horses pasture on plains and farmland, Gold towns, capitals and gold country, Lumber forests
- No nation makes less than this a turn, however little it holds: 12 Grain, 6 Cloth, 6 Lumber, 4 Iron, 4 Gold, 4 Stone, 2 Leather. A nation that makes more gets what it makes, not this on top.
- Every nation starts with 25 Horses.
Upkeep and debt
- Every regiment costs upkeep each turn (see Armies).
- Upkeep you cannot pay is owed, up to 2 turns of it, and comes out of your next income first.
- While you owe anything you cannot raise, build or rehire, and your regiments do not heal. Disbanding a regiment takes its turn of upkeep off the debt.
Building
- Develop a province up to level 3. Each level multiplies what it makes: x1.5, x2, x2.5 (a capital x1.6, x2.2, x2.8).
- It is paid in Stone and Lumber (a capital also Gold). Every level your nation has built makes the next one cost a little more.
Trading
- Market: once a turn, at your capital, give 3 of one good for 1 of another (Gold buys 1 for 1), up to 20.
- Gifts: send goods to another nation from the diplomacy menu (T).
- Trade Agreement: each side receives a quarter of the other's surplus goods every turn.
Holding too much
- A nation may hold up to 1.5 times the provinces it started with, or 30 if that is more. Every province over that adds upkeep and unrest.
Religion
- Convert a province to your capital's faith for 5 Gold plus 1 per development. It takes 5 days plus half a day per development, and a nation converts 2 at a time.