Difference between revisions of "Geld"

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* Gelding early in the game is a common strategy to get the funds required to buy a good hero or wanted off-color/ancient spell.  
 
* Gelding early in the game is a common strategy to get the funds required to buy a good hero or wanted off-color/ancient spell.  
 
* Optimizing gelding envolves a gentle balance between % of towns on your land, allowing population growth to be maximal all the time, by providing excess space for population all the time.
 
* Optimizing gelding envolves a gentle balance between % of towns on your land, allowing population growth to be maximal all the time, by providing excess space for population all the time.
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=Zero geld=
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Zero geld is the case of fully depleting your geld, complete stacks of geld consuming units may disband themselves (in random order: you may be able to keep supporting some of your smaller stacks). More dangerous (and ultimately deadly) you may start losing buildings (guilds, workshops, barracks and ultimately forts). In the case of forts: you will lose half of your forts each turn you spend without geld (i.e. you will not die of bankruptcy the next turn, but very well could die within a couple of turns if you don’t take appropriate action).
  
 
=More?=
 
=More?=
 
Other pages on basic resources: [[turns]], [[mana|Mana or MP]], [[geld]], [[population]]
 
Other pages on basic resources: [[turns]], [[mana|Mana or MP]], [[geld]], [[population]]

Revision as of 17:07, 26 February 2006

Basics

Geld, also known as gold or money

Geld is created by the population in your kingdom. How much geld you generate each turn, depends on the population you have, and what building you have put on your land (with emphasis on Towns). There is no cap to the maximum amount of geld you can accumulate, you can't have less than zero geld (no loans!).

  • Geld is consumed by many army units and heroes, by buildings, and by going to war. Your status report breaks down the total upkeep.
  • There are also game features that alter your geld generation. When items, heroes or enchantments reduce your geld generation, that is called 'Hidden upkeep'.
  • Geld is a pillageable resource.

Game features affecting Geld

Items

  • Sage Stone (lesser item), generates 1-2 million of geld (random amount, always price)
  • Treasure Chest (lesser item) can generate 500k as one of the random results.
  • Treasure Map (lesser item) can generate 300k as one of the random results.
  • Official List of Demands (lesser item) can destroy geld
  • Letter of Thieves Guild (lesser item) can steal geld
  • Pipes of Sewer (lesser item) can destroy geld.
  • Efreeti Bottle (unique item) can give a large amount of geld.
  • Some Uniques reduce your geld generation (e.g. hidden upkeep)
  • Selling any item returns geld on sale.

Enchantments

  • Natures Favour (green) increases geld generaration (10% ??)
  • Wheater Summoning increases food production meaning less farms are needed to upkeep same population. Can be used to increase geld, if you not destroy the excess farms.
  • Battle Chant allows Eradication mages (yes, ONLY red mages) to steal geld when succesfully SIEGING.
  • (incomplete)

Spell

  • Fool's Gold - steals a large amount of geld from target mage.
  • (incomplete)
  • Wish can give you geld or give you Efreeti Bottle which can give you geld.

Heroes

  • (incomplete)

Gods (see also God Favour page)

  • Nature god favour and most favour increases normal geld generation (by 10% resp. 20%)
  • Nature god disfavour and hatred decreases normal geld generation (by 10% resp. 20%)

Gelding

Gelding generates geld based on your "Income": it doubles what your normal income is.

  • Gelding early in the game is a common strategy to get the funds required to buy a good hero or wanted off-color/ancient spell.
  • Optimizing gelding envolves a gentle balance between % of towns on your land, allowing population growth to be maximal all the time, by providing excess space for population all the time.

Zero geld

Zero geld is the case of fully depleting your geld, complete stacks of geld consuming units may disband themselves (in random order: you may be able to keep supporting some of your smaller stacks). More dangerous (and ultimately deadly) you may start losing buildings (guilds, workshops, barracks and ultimately forts). In the case of forts: you will lose half of your forts each turn you spend without geld (i.e. you will not die of bankruptcy the next turn, but very well could die within a couple of turns if you don’t take appropriate action).

More?

Other pages on basic resources: turns, Mana or MP, geld, population