Realm of Karguun
A realm of kingdoms, one day at a time.

The Chronicle of Karguun · Chapter 5

Land, Buildings and Gold

Land is everything. Each acre houses people, and each building gives them work and gives you something in return. Build on every acre you hold, explore for more while your kingdom's uncharted lands last, and keep your people fed and employed: working peasants pay the taxes that pay for everything else.

Land and people

  • Housing. A built acre houses 25 people and a barren one 15. Homes house 5 more each but employ no one. Acres under construction already house as if built.
  • Birth. Your peasants grow by about 2.5% a day while there is room. When there are more people than room, some leave.
  • Work. Every building except Homes employs 15 peasants. Only employed peasants pay taxes: 2 gold coins a day each.
  • Building efficiency. Buildings work best when their jobs are filled. Efficiency drifts each day toward what your workforce allows, and never falls below 50%. It scales what most buildings give you.

Building

  • Cost. Each building costs 0.258 × (your acres + 2,936) gold coins: about 830 at the start, more as you grow.
  • Time. Construction takes 22 days.
  • Speed-building. While the Elder Thrones protect you, you may pay 2× the price to build in 50% of the time. Building credits won in battle pay for buildings outright.
  • Razing a building costs half its price and leaves the acre barren at once.

The buildings

Buildings that work for each 1% of your land depend on the share of your land they cover: the first few per cent count most, and beyond half your land they add nothing. Their effect is scaled by building efficiency.

BuildingEffect
HomesHouses 5 extra people. Employs no one.
FarmsGrows 70 bushels of food a day. Everyone eats 0.25 a day.
MillsBuilding costs −4% and exploration gold −3% for each 1% of your land.
BanksMakes 35 gold coins a day, and raises income +1% for each 1% of your land.
Training GroundsMilitary wages −3% for each 1% of your land.
ArmouriesTraining costs −3% for each 1% of your land.
BarracksArmies return 1.5% faster and attack +1% harder for each 1% of your land.
FortsResources lost in battle −1.5% and defence +0.5% for each 1% of your land.
GuildsEach has a 2% chance a day of training a wizard from your peasants.
TowersMakes 10 runes a day for your spells.
Thieves' DensThieves lost −4% and thievery +3% for each 1% of your land.
WatchtowersCatch +2.5% and recognise +4% of enemy thieves for each 1% of your land.
SchoolsScience costs −3% for each 1% of your land.
LibrariesGives 3 free science points a day.
HospitalsCure the plague +2% and births +7% for each 1% of your land.
TavernsDraft and mercenary costs −4% for each 1% of your land.
StablesBreed 1 war horse a day and keep 75 each.
DungeonsHold 30 prisoners each; prisoners fight in your attacks.

Exploring

  • When. You may explore only while at least 50% of your land is built or being built.
  • Cost. Each acre costs gold and soldiers, about 650 gold coins and 3 soldiers at the start, rising with your land. The soldiers do not come back. War doubles the price.
  • Arrival. Explored acres arrive barren over the next 24 days.
  • The kingdom's uncharted lands. Your kingdom begins the age with 5,000 uncharted acres and gains 25 a day. Every member explores from the same lands, and an enemy at war may take from them. The Explore page shows what is left. When it runs dry, land must be won in battle.

Gold, food and runes

  • Gold comes from working peasants and Banks. It pays for building, exploring, training, science and your army's wages.
  • Food. Every person eats 0.25 bushels a day; Farms grow it and barren land yields 2 an acre. Stores rot by 1% a day. A starving province loses people and soldiers every day.
  • Runes come from Towers and fuel your wizards' spells. They decay by 1% a day.

Networth

Your networth sums up your province: 15 for each acre, 40 more for each building, 1 for each peasant, more for every soldier, specialist and elite, and a little for gold and science. Networth decides who is within reach of your armies and whose armies can reach you (see Going to War).