Trade - Every second turn, merchant ships will arrive in high anchor to deliver imports, or take exports. The value of each is follows:
- 2 Units of Food can be exported for 1 PP, 1 Unit of Raw Materials, Weapons (used to arm additional soldiers, or expand/improve current stocks), or Luxury Goods (a temporary boost to happiness, each unit of Luxury Goods is worth 5% happiness. Which can be used all at once, or used over a period of turns).
- 1 Unit of Raw Materials can be exported for 1 PP, 2 Units of Food, Weapons or Luxury Goods.
These values may vary depending on world events, but this will be their general values. The fleet will consist of 2 merchant ships, each with a capacity of 10 units.
Happiness - is a preset value of 100%, and will shift upward or downward depending on numerous of variables. It may increase to a maximum of 200%, which will offer increased production yields in all sectors. Though if it starts to decrease, you will start to see rioting, have a negative impact on production yields, and even a possibility of a revolt.
Happiness will fall if you: lack enough food to feed the populace, squalor(which will increase with population), an inability to fulfill production quotas or tithes. There are other factors as well, which will be discovered as the game progresses.
PP (Planetary Production) - These are your "currency" and you get them either from factories or from exporting goods to the rest of the Imperium. This value increases with population, and certain building improvements.
Building - This will be your primary action, and each building will either provide a miscellaneous benefit, or make your production capacity.
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