FOOD:
Each level produces 2 units of Food times the 'Foodstuff' modifier.
Food production have 5 levels. Each province starts at 1 level.
Food Modifiers represent the main source of food in the province. Each province have 2 Food Modifiers. Those two modifiers are added and this makes the value that multiplies the Food Production output.
Each province starts with Game Meat and one of the randomly choose crops from those that are naturally available in the province.
Game meat: x0.8
Cabbage: x1.2
Millet: x1.6
Wheat: x1.8
Rice: x2.0
Some crops are unavailable in certain Provinces; Game Meat is available everywhere.
Cabbage: All provinces except Qi
Millet: Western provinces (Qi, Han, Shu)
Wheat: Northern provinces (Qi, Han, Yen)
Rice: Wet provinces (Shu, Zhou, Wu)
Example: Your province has Food Production lvl.3, and it's main Foodstuffs are Game Meat and Wheat.
This means your province produces: (3x2)x(0.8+1.
= 6x2.6 = 15.6 units of Food.
Each level of Population and each Army unit uses up 1 unit of Food.
Increasing level of Food Production takes four seasons. Changing one Food Modifier to another takes four seasons as well, except for Game Meat; you can change to it instantly.
You cannot have two Food Modifiers of the same kind (cabbage and cabbage, for example).
If you make less Food than your people and soldiers use up, you risk Uprising, equal to (10% x [Amount of starving Population])
Peasant Uprising destroys one Building or lowers a level of Crafts/Food Production, and the casualties consume one Population unit of the province.
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CRAFTS:
Crafts production have 3 levels. Each province starts at 1 level.
There are several Crafts that can be produced; the amount of Crafts a province can make depends on the Crafts production level. Provinces start with randomly choosen Crafts type, either Building Materials, Ceramics or Weapons.
Each type of Crafts, when not sold abroad, generates passive profit in the province.
When needed, the Lord can order that the certain Crafts will be used for production purposes: this uses Special Effect, albeit during the time of such use, no passive Profit is generated.
Name Price Special Effect*
Build.Materials 1 Decreases time of Building construction and Siege Engines by one season.
Ceramics 2 Decreases time of Food Modifier changes and Food Production level upgrade by one season.
Spices** 2 Adds 1.0 to Food Modifier.
Weapons 2 Decreases time of Spearmen/Crossbowmen/Cavalry training by one season.
Bronzeware 3 -
Lacquerware*** 3 -
Carved Jade** 3 -
Silk Cloth 4 -
*Special Effects do not stack
**Barbarians only
***Can be produced after 'Lacqueware!' event
Increasing the Crafts Production takes four seasons, whilst re-specializing from one Crafts type to another takes only two seasons. Be wary that during re-specialization, you gain no Gold from that type of Crafts nor you can use them for their Special Effect or Trade them away.
Province CAN produce additional Crafts of the same type: Province producing 3x Silk and selling it away will be propably the most wealthy province in the game.
Reasons to specialize in Bronzeware&Silk Cloth:
Whilst those two types of Crafts do not have any special effect, they have some other uses: namely these are great sources of profit!
There are certain foreign lands, as well as Central Province, who are in need for exquisite Bronzeware and Silk, and they pay DOUBLE for them!
Carved Jade and Spices, what are those?:
Those two types of goods come from abroad;
Carved Jade is specialty of Mountain Dwellers and Islanders, while Spices come from Tigermen and Swampfolk.
Carved Jade is a high-price trade good, much like Spice - the latter also add 1.0 Food Modifier bonus to the province.
Land Sells: Buys:
Swampfolk Spices Bronzeware
Mtn.Dwellers Carved Jade Bronzeware (replaced by Lacquerware*), Silk
Horse-Nomads - Silk
Tiger-Men Spices Bronzeware
Islanders Carved Jade, Silk Bronzeware, Spices
Central Province - Bronzeware (replaced by Lacquerware*), Silk, Spices, Carved Jade
*Can be produced after 'Lacquerware!' event
Look down to CRAFTS - TRADE for more info of how to handle Silk, Bronzeware, Spices and Carved Jade to bring you profit.
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CRAFTS - GOLD PRODUCTION:
To sustain your army, you need Gold. You can obtain it by:
-Building a Mint.
-Making Crafts and let them passively create Profit (look above).
-Trade your Crafts with other Provinces in exchange for Gold (look into CRAFTS - TRADE section).
-You also gain Tax, equal to your Population divided by 2 (and rounded down).
Each unit of Spearmen, Cavalry, Crossbowmen and Siege Engines has upkeep of 1 Gold.
If you don't have enough gold for each Army, there's a chance of revolt equal to (20% x [Amount of un-paid Armies]).
Army Revolt disbands one excess army and destroys one level of Crafts Production or Marketplace/Mint. As all those generate gold, this might lead into a whole chain of rebellions, so keep an eye on your spendings!
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CRAFTS - TRADE:
Trading with other Provinces is simple. There are two types of Trade; Food Trade and Crafts Trade.
Food Trade is when you sell Food for Gold. There, you transfer your excess Food to a neighbour and get Gold in exchange.
The customary amount is 2 Food units per 1 Gold, but the actual prices are set between the two Lords engaging in the trade.
Crafts Trade is when you sell your Crafts for Gold. For this type of trade, both Provinces need a Marketplace.
If you have a Trade Port, you can trade with other provinces that have Trade Ports, even if you're normally separated by other Provinces' lands.
If you sell Crafts to another Province, that Province gains the special effect of the Crafts, whilst you gain Gold from the Trade. Just remember that said Gold comes from the Lord's coffer!
As an additional bonus, whenever you sell Crafts abroad, you get 1 Gold generated 'from trade'. This bonus however does not apply during Trade with Imperial Capital and Barbarians (they already pay double for certain things anyway, you miser!)
For example:
You sell Ceramics to your neighbour.
This means that your neighbour gains 'Ceramics Special Effect' while you get 3 Gold as long as the trade is commencing (2 Gold from other Lord and 1 Gold from 'trade').
Be warned that during Siege, all Trade with the sieged Province stops immediatelly!
WAIT, is it possible to be a 'stop' between trading provinces?
Why, YES! That's quite a possibility, because if you're buying one type of Crafts, you basically 'create' them as long as trade route is managed.
This can be a boon if you're bordering the Imperial Capital and/or a Barbarian Land but you don't produce the type of Crafts those lands want.
The best way to explain will be through example:
Province Qi borders Horse-Nomads and Province Han. Horse-Nomads like Silk but Province Qi doesn't create Silk; Province Han does.
So, Province Qi opens trade for Silk with Province Han; Province Han gets 5 Gold (4 from Lord Qi, 1 from trade alone) from this trade, and coffers of the Lord Qi are burdened.
But then, Province Qi sells the Silk further to the Horse-Nomads and gains 8 Gold from this trade, not only covering the expenses for buying Silk from Province Han, but even managing to get 4 Gold of profit from it!
Of course, if the Han-Qi trade route is disrupted (by an event, or Imperial decree, or something else), the Qi-Nomads route is also disrupted.
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'When the stables were burnt down, on returning from court Confucius said, "Was anyone hurt?" He did not ask about the horses.' - 'Analects', ConfuciusPOPULATION:
Population might be 'the' most important part of economy. It determines the amount of People who live in the Province. Default* Maximum Population Cap is 15 units, and each Province starts with 3 Population units and 6 Housing.
*Each Merger raises the cap; each Split lowers the cap.
Population influences several aspects of the Province:
-You cannot build Food or Crafts Production above the number of current Population.
-You cannot support more Armies than there's Population units in the Province.
At the end of each Year (after Dark Season), the Population will raise by 1, as long as there's enough Housing built for them.
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BUILDINGS:
Besides creating army, you can Construct Buildings in your Province. Each Building requires certain amount of Seasons before it's construction is completed.
Remember that upgrading level of Food or Crafts production counts as Construction!
Name Seasons Effect
Housing 1 Increases the maximum Population the Province can hold.
Marketplace 1 Allows Trade with neighbouring Provinces (4 Routes max).
Sea Port 2 Allow Sea Trade with Provinces with Sea Port, and Islanders (if discovered). Allows Fishing, which adds 1.0 to Food Modifier.
Mint 2 Generates 2 Gold.
Fortifications 3 +2 to Siege Defense.
Great Palace 4 Replaces Fortifications; +4 to Siege Defense (Fortifications required).
Stone Castle 8 Replaces Stone Keep; +6 to Siege Defense (Stone Walls required).
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ARMIES:
Province can train one Army unit at one given time, independently of current Construction in the Province. These units are Spearmen, Crossbowmen, Cavalry and Siege Engines. More on them in Warfare spoiler.
Each of those takes four seasons to train. Each has upkeep of 1 Food and 1 Gold.
You can create Armies as long as there's at least 1.0 of surplus Food Production.
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ASSIMILATION/MERGER AND IMPACT ON ECONOMY:
When you Assimilate neighbouring Province, the caps on Food and Population changes.
New Population Cap is now equal to: (Population Cap of Your Province) + (Population Cap of Assimilated Province).
Food Production Level Cap raises by 2.
When your Province splits, the caps change as well.
You lose 5 of your current Population Cap, and 1 Food Production Level Cap.
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