π 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.
Last updated
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.
Last updated
Your choices affect your resource production rate. Be wise.
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.
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.
Each culture supports 100 population. Increases research points per day by 1. Each culture that is missing for upkeep decreases happiness by 1.
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.
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.
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 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.
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.
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.
Building | Limit of 5 per | Food | Culture | Army Cap | Industry | Population Added | Population 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