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Resources and workers

Four resources run the city, and people run the buildings that make them.

ResourceComes fromGoes on
FoodFarms. A level-1 farm grows 160 an hour.Everyone eats one an hour; soldiers eat twice. Training soldiers. Marching on rivals.
MaterialsWood camps and clay pits (110 an hour each at level 1). Clearing land.Almost every building and upgrade.
WealthTaxes (straight into the treasury), markets, the port, landmarks, raids. Levies on trade.Bigger buildings, better soldiers, festivals, scouting, preparing for hazards.
KnowledgeGuilds (30 an hour at level 1) and a little from faith buildings. It flows straight into store.Research.

Collecting

Farms, wood camps, clay pits, markets, the port and landmarks fill up as they work and hold six hours of output. Tap one with a bubble to bring it in. Collect before you leave and when you come back.

Storage

The town centre stores a little of everything. Granaries raise how much Food you can keep, storehouses Materials and treasuries Wealth (each by half again per level); guilds store Knowledge. When a store is full, the rest waits in the collectors, and raiders can carry off half of what waits there.

People and workers

Homes set how many people you can have. The population grows towards that number while there is food and Approval is above 25, and shrinks when food runs out or Unity collapses.

Every workplace needs workers, and soldiers and recruits come out of the same people. If you are short of hands, every workplace slows (down to 15% at worst), and the council will tell you. Idle people are no better: lots of them lower Peace.

What makes output rise and fall

Taxes

Taxes are set in the Budget. The default is 15%. More brings in more Wealth, but above 15% Unity and Approval start to fall, and above 20% Peace and Trust do too. When Trust drops under 35, officials skim up to a quarter of what is collected.