- Dec 14, 1999
- 19.091
- 74.354
Hi everyone and welcome to another development diary for Imperator. Today we’ll talk about the economy and the buildings in a city.
First of all, we have Tax income. As mentioned in the chapter about pops, the tax income of a city is primarily based on how many slaves you have in that city. Then of course there are several modifiers that affect it, like access to trade-goods, stability, ministers, and some factions when in power may increase your tax income.
Secondly there is Commerce. This is only present if you either import or export trade-goods from a province. Each tradelink provides some income, and then the amount of citizens you have increase it, while marketplaces and other factors can increase it as well.
There are also various economic policies that affects your income and expenses on a country level, but we’ll go through these in a later development diary.
Finally, each city has a few building levels. Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.
Currently these are the effects of the building types, but that may change during development.
Each building type can be built multiple times, and if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.
Next week we’ll delve deep into our characters!
First of all, we have Tax income. As mentioned in the chapter about pops, the tax income of a city is primarily based on how many slaves you have in that city. Then of course there are several modifiers that affect it, like access to trade-goods, stability, ministers, and some factions when in power may increase your tax income.
Secondly there is Commerce. This is only present if you either import or export trade-goods from a province. Each tradelink provides some income, and then the amount of citizens you have increase it, while marketplaces and other factors can increase it as well.
There are also various economic policies that affects your income and expenses on a country level, but we’ll go through these in a later development diary.
Finally, each city has a few building levels. Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.
Currently these are the effects of the building types, but that may change during development.
- Training Camps : Gives +10% Manpower, and +10% experience to units built in the city.
- Fortress: Each gives +1 fort level.
- Marketplace: Each gives +20% Commerce Income
- Granary: -1 Unrest and +10% Population Growth
Each building type can be built multiple times, and if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.
Next week we’ll delve deep into our characters!
- 1
- 1