The good warrior always has a good economy.
- Simple navigation due to the user-friendly interface of the game.
- Incomes and expenses need to be in track and a positive balance must be achieved.
There are 5 types of resources in the game:
Population
The most important asset in the Empire. It has 3 functions:
- Workforce
- Gold production (tax payment, when not ‘employed’ in the mines)
- Rookies, needed for army recruitment
The population indicators are the numbers in the far left part of the resource bar:
- Current amount of population/limit.
- Beneath those numbers are the indicators of the unemployed/employed people.
- Unemployed generate gold, the others – wood, stone, iron.
- At any point workers can be hired/dismissed, thus - managing the production level.
- To generate resources specific buildings need to be constructed (lumber mill, iron mine, stone quarry), and some workers need to be hired in them.
Population growth without any bonuses: 1/1000+30, example:
If you have population of 1000 people, the growth is 31 per hour (1+30).
Example: In case it is 10 000 the growth will be 40 (10+30).
- Building Granaries and researching Medicine can raise your population growth.
- After reaching 100 000 population in a province, the growth speed starts dropping with increasing rate until it stops.
Basic population limits for each terrain is:
Mountains with forests 140 000
Mountains 150 000
Hills 160 000
Hills with forests 160 000
Plains with forests 170 000
Plains 180 000
- These limits can be considerably exceeded by building Granaries and developing the Medicine.
- In order to increase the limit of the population, larger farms need to be constructed.
Wood
- Required by all buildings and some technologies.
- Needed for the training of military units.
- Produced by hired population in the lumber mills.
Iron
- Required for some of the buildings, technologies and all military units.
- Produced by population hired in the iron mines.
Stone
- Main resource for building Fortresses.
- Needed by some other buildings and some researches.
- Produced by population hired in stone quarry.
Gold
The currency of the game.
- Basic gold productivity of 100 villagers is: 10 wood, or 2 iron, or 5 stone, or 5 gold.
- All resources are evaluated by a Gold Equivalent the following way:
10 wood = 2 iron = 5 stone = 5 Gold Equivalent
- Gold equivalent is used to calculate all points.
- When a player successfully sieges a Fortress, all resources inside are “liquidated” to gold by the same exchange rate.
- These ratios are not affected by the price fluctuations of the market.
The peaceful way
- Producing resources.
- Developing provinces.
The military way
Fortress Sieging
- Looting the resources after a successful siege
- All the resources found in the enemy Fortress are automatically converted to gold according to the fixed prices: 10 wood = 2 iron = 5 stone = 5 gold
Pillaging
- Attack on the civil population.
- Up to 20% of the province’s population can be slaughtered or sold into slavery.
- For every captured/killed civilian 5 gold is awarded.
- -4 honor penalty is the punishment for each pillage.
1. Building structures
2. Researching
3. Army production
4. Army wages
The market
- To buy something it has to be offered by another player.
- For posting offer a fixed 10% commission is taken
- Base commission is 20% but it can be reduced by researching Trade with 2% per level, after level 1.
- The maximum level of Trade which can be researched is 11.
- The offer lasts for 48 hours and it will show up on the market between 10 and 60 minutes after posting it.
- The top 5 offers for each resource are always shown in the 'Buy' menu.
- After it expires, the offer is returned to the owner in the province it has been posted.
Borrow from the bank
- After developing the first 3 levels borrowing money from the bank is allowed in the following amounts:
12 hour empire production
24 hour empire production
48 hour empire production
- The empire production is calculated by turning all resources that the player’s empire is making at the moment of borrowing into gold by the Gold Standard (10 wood=2.5 iron=5 stone=5 gold).
- All credits are returned for a period of 168 hours in 6 minute payments.
- For the entire 168 hour period the money returned will be charged by the following interest:
The 12 hour credit is going to be returned with 70% interest.
The 24 hour credit is going to be returned with 100% interest.
The 48 hour credit is going to be returned with 150% interest.
Province terrain
- 6 types of terrain exist in the game.
Province efficiency
- Every new province collects 20% less, thus after the 5th province all will be at 0% resource gathering.
- Each level of Bureaucracy increases the efficiency by 5% without getting it above 100%.
Colonization
- For colonizing new provinces 500 archers or spearmen are needed, as well as a level of Centralization. Those - Every new colony/province starts with first level of Farm, Lumber Mill, Iron Mine and Stone Quarry.
Map of the Provinces

A picture of the provinces a player possesses.
- The ones already colonized are colored in red.
- All players start on #8 province with Plains for terrain.
Boxing a province
If a province is colonized, along with four other, cross way, then the middle province is considered inner colony and causes 20 points drop in morale to the army of any invader who attacks that inner province.
It takes 10 minutes to move from one province to another.
There are six possible terrains in the game, each one of them giving different negative and positive bonuses:
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| Cavalry attack | +20% |
| Archers attack | 0% |
| Defense | 0% |
| Fortress | -20% |
| Population growth | +20% |
| Wood production | 0% |
| Iron Production | 0% |
| Stone production | 0% |
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| Cavalry attack | -10% |
| Archers attack | -20% |
| Defense | +10% |
| Fortress | -20% |
| Population growth | +10% |
| Wood production | +25% |
| Iron Production | 0% |
| Stone production | 0% |
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| Cavalry attack | 0% |
| Archers attack | +10% |
| Defense | +10% |
| Fortress | +10% |
| Population growth | 0% |
| Wood production | 0% |
| Iron Production | 0% |
| Stone production | 0% |
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| Cavalry attack | -10% |
| Archers attack | -10% |
| Defense | +15% |
| Fortress | +10% |
| Population growth | 0% |
| Wood production | +25% |
| Iron Production | 0% |
| Stone production | 0% |
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| Cavalry attack | -20% |
| Archers attack | +20% |
| Defense | +20% |
| Fortress | +20% |
| Population growth | -20% |
| Wood production | 0% |
| Iron Production | +20% |
| Stone production | +20% |
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| Cavalry attack | 0% |
| Archers attack | 0% |
| Defense | +25% |
| Fortress | +20% |
| Population growth | -30% |
| Wood production | +25% |
| Iron Production | +20% |
| Stone production | +20% |
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- The current strength of a player.
- All points are evaluated by turning the spent resources into gold.
- 1000 gold = 1 net worth point.