Post by btavorvick on Nov 13, 2013 1:02:45 GMT
In order to fuel their nation, each one must collect certain resources during the game. Successful collection of these resources increases a nation’s Growth.
The number of required resources in each category for a nation is calculated using the following formula: 7 + (1 x Growth)
There are seven resources (and each has an associated nation):
Manufactured Goods (Workers Inc.)
Police Equipment (Langley’s Legion)
Foraged Goods (Allied Clans)
Raw Foods (Agrarian Principalities)
Educational Materials (Rhianna’s Promise)
Energy-Hours (Atherkellia)
Construction Supplies (New Britannia)
Resources are generated by each nation according to the following formula:
21 of their primary resource
6 of each allies’ resources
3 of each neutrals’ resources
1 of each enemies’ resources
In total, this means there are 41 of each resource generated each game. This is insufficient to meet the needs of more than a few nations.
Additional resources can be created with Developments, gathered from Missions, acquired through Land Deeds, and stolen from other players.
Resources are put into keys at the beginning of the game. If any nations have Free Trade agreements, the resources are split equally between them before being placed into keys. Each nation receives seven keys with its resources, one key per type of resource.
At the end of the game, all keys in nation boxes will have their resources extracted and added to the nation's stores. If the nation's stores are not sufficient to meet their trade goal, all resources are consumed and no points are added to Growth. If the nation's stores are sufficient, the necessary resources are consumed and the nation gains a point of Growth. Any resources above this threshold are carried over to the next game.
Keys that are not in nation boxes at the end of the game will have their trade resources zeroed out.
The number of required resources in each category for a nation is calculated using the following formula: 7 + (1 x Growth)
There are seven resources (and each has an associated nation):
Manufactured Goods (Workers Inc.)
Police Equipment (Langley’s Legion)
Foraged Goods (Allied Clans)
Raw Foods (Agrarian Principalities)
Educational Materials (Rhianna’s Promise)
Energy-Hours (Atherkellia)
Construction Supplies (New Britannia)
Resources are generated by each nation according to the following formula:
21 of their primary resource
6 of each allies’ resources
3 of each neutrals’ resources
1 of each enemies’ resources
In total, this means there are 41 of each resource generated each game. This is insufficient to meet the needs of more than a few nations.
Additional resources can be created with Developments, gathered from Missions, acquired through Land Deeds, and stolen from other players.
Resources are put into keys at the beginning of the game. If any nations have Free Trade agreements, the resources are split equally between them before being placed into keys. Each nation receives seven keys with its resources, one key per type of resource.
At the end of the game, all keys in nation boxes will have their resources extracted and added to the nation's stores. If the nation's stores are not sufficient to meet their trade goal, all resources are consumed and no points are added to Growth. If the nation's stores are sufficient, the necessary resources are consumed and the nation gains a point of Growth. Any resources above this threshold are carried over to the next game.
Keys that are not in nation boxes at the end of the game will have their trade resources zeroed out.