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Author Topic: Economy  (Read 92029 times)
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Krum
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« on: July 20, 2007, 11:21:33 AM »

Introduction

Imperia Online in its essence is a military oriented game, but one should not underestimate the necessity of strong economy. The economy model, a complex system underneath, is simple and easy to navigate due to the user-friendly interface of the game. Players just have to take care of their incomes and expenses and keep a positive balance.

Resources

There are 5 types of resources in the game:

Population – these are YOUR people. Although it is not exactly a resource you can buy or sell, they play the most important role. It is expressed in the three functions:
-   workforce
-   gold production (tax payment, when not ‘employed’ in the mines)
-   rookies willing to die in the name of the Emperor

The population indicators are the numbers in the far left part of the resource bar. The first value is the population you have and the second is the limit you can reach. Right beneath those numbers are the indicators of the unemployed (free) and employed people respectively. The unemployed (free) are generating gold, the others – wood, stone, iron. At any point you can hire/dismiss workers managing the level of production.
To generate resources you need to construct the specific building (lumber mill, iron mine, stone quarry), and then hire some population. If you have enough working places in the mines, you can hire all your population but mind that in this way you will stop gaining gold.

Population growth without any bonuses: 1/1000+30, example:

If you have population of 1000 people, the growth is 31 per hour (1+30). In case it is 10 000 the growth will be 40 (10+30).
The growth can be influenced by the number of Granaries and the level of Medicine you have. After you reach 100 000 population in a province, the growth speed starts dropping with increasing rate until it stops.

Basic population limits for each terrain is:

Mountains with forests   140 000
Mountains   150 000
Hills   160 000
Hills with forests   160 000
Plains with forests   170 000
Plains   180 000

These limits can be considerably exceeded by building Granaries and developing the Medicine. In order to increase the limit of the population you only need to build larger farms – more food, more people.

Wood – all buildings and some of the technologies require this resource. It is also needed for the training of military units. Wood is produced by hiring population in the lumber mills.

Iron - required for some of the buildings, technologies and all military units. It is produced by population hired in the iron mine.

Stone – main resource for building fortresses. Needed by some other buildings and some researches. Produced by population hired in stone quarry.

Gold – the currency of the game. If you want to do a research or wish your armies shatter the world, you have to pay.

The basic productivity of 100 villagers people is: 10 wood, or 2 iron, or 5 stone, or 5 gold.

All resources are evaluated by a Gold Equivalent the following way:

10 wood = 2 iron = 5 stone = 5 Gold Equivalent

This GE (gold equivalent) is used to calculate all points. Also when a player successfully takes a fortress all resources inside are “liquidated” to gold by the same exchange rate. These ratios are not affected by the price fluctuations on the global market.

The reason that players get gold from the unemployed is that these people pay taxes when they are not working for the glory of the Empire. Don't forget to check the market. If a certain resource's price is sky rocketing it will be more profitable to produce more of it and then sell it at the market.

Income

The peaceful way

As stated above, one of the ways to get some kind of income is build some mines, and put someone to work in them. Developing provinces is the most painless way to acquire resources, at least until some units are trained. The economical approach cannot be evaded. Sooner or later you will have to take care of your people and try to make their life interesting enough.

The military way

Fortress Sieging (looting the resources)– this is the hard but some times very profitable way - the enemy resources are kept in his/her fortresses. Various types of siege equipment are allowed in order to breach the fortress. All the resources found in there are automatically converted to gold according to the fixed prices 10wood=2iron=5stone=5gold – they are always this way, and do not change regardless of the changes in the global market. There is no way to get resources directly, all you can get from battles is gold and gold only.

Pillaging - the difference to fortress sieging is that this time you do not touch the stronghold, just the villagers. You can slaughter/enslave & sell up to 20 percent of the province’s population (each unit ‘kills’ one citizen). For every captured/killed civilian you get 5 gold. It is an easy source of income but your reputation may suffer (-4 honor for every successful pillage attack).


Now you’ve got some resources, let’s go spend them wisely:

Expenses

1.   Building structures– every building needs at least wood and either stone or iron, or both.
2.   Researching – and the scientists have to eat and drink from time to time.
3.   Army production
4.   Army wages - you need to pay your soldiers, they demand even more money when sent on a mission

WARNING - If your Empire goes into a negative balance of more than 5 million gold, you will be unable to construct buildings, hire troops or research technologies until the balance is restored.


Trade and other economic stuff

The global market

This is the most common way of trading in the game. Players can exchange resources for their real price in the market. You just need to research/discover trade. The prices are sensitive to the amounts traded – they go up and down whether players buy or sell particular resources. There is always a commission for the deal. Players can reduce it by investing in the trade technology.

Province terrain

In the game there are 6 types of terrain. Every single one of them gives special bonuses to the province production and to the military units. Based on your game plan you can pick the specific type you need. For example, the provinces in the mountains have very high defense characteristic but population increase is slower. In the plains it is the opposite case, population grows rapidly but there the cavalry is surprisingly deadly. So, plan carefully what type of provinces you are populating because it affects the whole game play.

Fortresses

These things have the bad habit of stopping your army on its glorious quest to the pages of history. Also since the fortress controls the province the bigger it is, the more resources you collect. Each level increases the production rates by 10%.

Borrow from the bank

All players after developing the first 3 levels of Banking will be able to borrow money from the bank in the following amounts:

12 hour empire production
24 hour empire production
48 hour empire production

The empire production is calculated by turning all resources that the player’s empire is making at the moment of borrowing into gold by the Gold Standard (10 wood=2.5 iron=5 stone=5 gold).

All credits are returned for a period of 168 hours in 6 minute payments (so total of 1 680 payments). For the entire 168 hour period the money returned will be charged by the following interest:
The 12 hour credit is going to be returned with 70% interest.
The 24 hour credit is going to be returned with 100% interest.
The 48 hour credit is going to be returned with 150% interest.

Province efficiency

Each new province you expand to has a reduced resource collecting rate. Without investing in bureaucracy every new province will gather less and less resources, only generating hungry peasants (the population increase rates are not influenced). Each level of bureaucracy increases the efficiency by 5% without getting it above 100%. Every new province collects 20% less, thus after the 5th province all will be at 0% resource gathering. Example:

1st province: 100% resource gathering;
2nd province: 80% resource gathering;
3rd province: 60% resource gathering;
4th province: 40% resource gathering;
5th province: 20% resource gathering;
6th province: 0% resource gathering;
7th province: 0% resource gathering and so on…

If you have, let’s say, 5th level of bureaucracy the picture will be:
1st province: 100% resource gathering;
2nd province: 100% resource gathering;
3rd province: 85% resource gathering;
4th province: 65% resource gathering;
5th province: 45% resource gathering;
6th province: 25% resource gathering;
7th province: 25% resource gathering and so on…

To summarize we can say that the province terrain, the level of bureaucracy and the level of the fortress can affect the level of efficiency of one province, and they proved to be REALLY important.

Colonization
Expand, expand and again expand. This is the only way for your empire to grow. For colonizing new provinces you need 500 archers or spearmen and adequate level of Centralization. Those 500 guys turn into the first 500 peasants. Every new colony/province starts with first level of Farm, Lumber Mill, Iron Mine and Stone Quarry.
« Last Edit: September 08, 2008, 21:33:43 PM by Krum » Logged
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