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| rowspan="2" align="center" valign="middle" | <span style="font-size: small;">Residents</span> |
| rowspan="2" align="center" valign="middle" | <span style="font-size: small;">Residents</span> |
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| rowspan="2" align="center" valign="middle" text-align: center;" | <span style="font-size: small;">Goods consumed/ Attractions</span> |
| rowspan="2" align="center" valign="middle" text-align: center;" | <span style="font-size: small;">Goods consumed/ Attractions</span> |
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− | | colspan="4" align="center" valign="middle" | Population level required |
+ | | colspan="4" align="center" valign="middle" | Population level required to produce/build |
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| align="center" valign="middle" width="95pt" | Time taken to produce 1 unit from 1 workyard |
| align="center" valign="middle" width="95pt" | Time taken to produce 1 unit from 1 workyard |
Revision as of 02:28, 4 September 2014
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Building costs | |||||||||||||||||||||||||||||
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0 | 10 | 0 | 0 | 0 | |||||||||||||||||||||||||
Upkeep | Time | Footprint | |||||||||||||||||||||||||||
0 | - | 3x3 | |||||||||||||||||||||||||||
Consumes | Produces | ||||||||||||||||||||||||||||
- | - |
Residences are built to increase your population and is the main way to earn money, at least before the player could trade.
Ascension costs
Type | Costs |
---|---|
Vassal residence | 2.0K 60 |
Merchant residence | 15.0K 100 |
Imperial residence | 100.0K 500 |
Requirements
Do note that attractions are no longer required for a residence to ascend. Also, residents will now only move out if the residence is not linked to a marketplace. Higher level residents will buy all goods that are bought by lower level residents, but in lesser quantities. Attractions will also increase the population of ALL residences within their influence
Residents | Goods consumed/ Attractions | Population level required to produce/build | ||||||||||||
Time taken to produce 1 unit from 1 workyard | Selling price per unit / production cost per unit @100% efficiency | Population increase per residence within radius of influence | ||||||||||||
Fish (1) (110s) | 104/ 7.333~ | N/A |
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Milk (25) (235s) | 118/ 15.666~ | N/A |
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Woolen garments (250) (200s) | 234/ 26.666~ | N/A |
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Well (2) (N/A) | N/A | +2 |
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Carpenter's Workshop (60) (N/A) | N/A | +2 |
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Chapel (120)
(N/A) |
N/A | +2 |
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Bread (100) (220s) | 438/ 146.666~ | N/A |
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Cider (500) (190s) | 418/ 152 | N/A |
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Linen Garments (1500) (210s) | 1000 / 399 | N/A |
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Barber (1)
(N/A) |
N/A | +3 |
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Fire Station (900) (N/A) | N/A | +3 |
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- | - | - |
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Tavern (300) (N/A) | N/A | +3 |
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Spices (250) (trade item) | 500/ varies | N/A |
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Beer (250) (330s) | 1250/ 839.666~ | N/A |
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Leather Jerkins (2000) (420s)
Fur Coats (3000) (600s) |
1750/ 1159.666~
2000/ 1520 |
N/A |
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Books (1000) (630s) | 1000/ varies (469 + cost of indigo per unit) | N/A |
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- | - | - |
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Debtor's Prison (1500) | N/A | +4 |
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Church (2500) | N/A | +4 |
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Tournament arena (500) | N/A | +4 |
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Meat (1) (630s) | 2480 / 1985.6666~ |
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Wine (500) (1260s) | 6650 / 5334 | N/A |
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Brocade Robes (4000) (3150s) | 18800/ varies (9310 + cost of silk per unit) | N/A |
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Candlesticks (1000) (840s)
Glasses (2500) (1260s) |
6200/ 4552.333~
6000/ 4664.333~ |
N/A |
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Surgery (1500) (N/A) | N/A | +5 |
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