Zedalbs Guide to the Game Economy
(Please Thread Mark)
Money is not the end all be all in this game.
The goal is to overthrow, a dictator.
Ergo the best thing to have is units.
Units can also be used to generate income meaning there are two different income sources.
First lets examine income buildings.
Building (Cost)
|
Income
|
Cost to Income ratio
|
# that still generates income
|
Special
|
Tannery and butcher (6)
|
10
|
1.6
|
5
|
-2 unit cost that uses leather
|
Cattle Herd (5)
|
5
|
1
|
3
|
-1 Unit cost that uses leather
|
Mill (3)
|
3
|
1
|
2
|
|
Black Smith (5)
|
2
|
0.4
|
1
|
+2 Salvage
|
Black Smith level 2 (7/10)
|
5
|
0.7/0.5
|
3
|
+4 Salvage
|
Rules you should know
1) You can build 3 things with one action.
2) Without Silos you can only store 20 resources at the end of turn
3) Each copy of a building gives 2 less resources and 2 less special or reductions cumulatively.
This means from a wealth generation stand point, the tannery is the best unit in the game, and having several is essential.
Which is the only one really worth it with the diminishing returns, the second building of most income generators, drops to 1 or 3 compared to the tanneries, 8,6,4 for cumulative buildings.
With the exception of the level 2 black smith for getting +6 total salvage from the pair.
Also once you are frequently in combat, two level 2 smiths and one level 1 smith seems to be ideal. +8 salvage, seems to be a lot since combat rewards with a fair number of resources.
However when we look at building cost reductions we can see something else.
Carpenter (5)
|
0.4
|
-2 to the cost of buildings and upgrades
|
Lumber Camp(10)
|
0.4
|
-4 to the cost of buildings or upgrades that use wood
|
Getting two lumber camps and one carpenter is essential.
The total reduction becomes 8 at a cost of 25. That turns a profit in four buildings. (which you can build six in a single turn).
Not just that but cheaper buildings makes unit upkeep less scary since you have more of an ability to improve in spite of it.
Also, cost reduction does not suffer from saving limitations meaning that as higher levels of buildings become unlocked it is always worth it.