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Copyright 2004 by Enlightened Age Entertainment
14
Supply
iii. Supply. Supply refers to both the gold and supplies consumed by each
brigade each turn. Brigades with significant cavalry and/or well armored troops tend to
consume more supplies and gold than do those with a greater proportion of infantry or
lightly armed warriors. All brigades must be supplied each turn immediately following
production. Large legions are harder to supply effectively. Brigades in army-sized
legions cost 25% more supplies to maintain, and brigades in army group-sized legions
cost 50% more than brigades in division or smaller legions. Kingdoms whose economies
produce insufficient amounts of either gold or food will first lose the services of as many
mercenary brigades as required to ensure the remaining brigades are supplied, and if there
remains a shortage after all mercenary brigades are eliminated, then certain kingdom
brigades, beginning with the least experienced will not be supplied. This results in their
experiencing a morale drop and some desertion. Resource balances after supply are
available for all other purposes and commands. Additionally in the category of supply is
a minor abstract rule. Legions that are in relatively friendly regions and close to
controlled population centers will gain a bit of morale each turn, while the reverse is also
true: those in inhospitable lands and far from a base of supply (controlled PC) will suffer
morale losses.
PC Improvements
iv. PC Improvements. The two main ways to improve your economy are to
conquer more PCs and to build economic improvements in the PCs you already control.
There are a variety of improvements available (detailed in a separate chart) that can
effect, normally positively but sometimes negatively supply production, gold production,
defense, census, status quo, counter espionage, and perhaps other elements. Most
improvements affect more than one of these elements. Building improvements also
increase modestly the kingdoms regional reaction in the region in which they are
constructed. You build an improvement by right-clicking on the pc icon in either the
operational view or tactical view and choosing the particular improvement you wish to
construct on the menu provided. Doing so shows you exactly what the improvement
does and how much it costs.
Trade
v. Trade. Sometimes a player will find his economy in imbalance between
available supplies and available gold. When a shortfall in one resource is expected, the
other can be traded on the open market to secure an adequate supply. The rate of
exchange at the beginning of the campaign is equal. Thereafter, the rate of exchange
changes to reflect the relative supply and demand for both resources. You may order a
trade either by right clicking on the king icon, or through the Kingdom screen, where you
will see the trade button.
The Plan and The Ledger
vi. The Plan and The Ledger. Two of the top menu bar buttons deal with
economic issues. The Ledger shows every individual source and use of resources, with
screens showing both actual amounts provided and consumed in the previous turn, and a
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