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Welcome to the Help section for managing your own Administrative Unit on the Land of Clones!

Town planning is one of the most important, grandiose, as well as very serious types of business activities available to you on the Land of Clones! It is easy to lay the first stone of your settlement, but it is much more difficult to choose the right strategy for its further development. Therefore, success will largely depend on your managerial skills.

In this section we will tell you how to build and develop your own settlement, produce products and get profit from its implementation and competent management of subordinate administrative units.

Do not forget to read the "Questions and answers" subsections. These subsections are prepared by our Support Team based on the most frequently asked questions.

[править] General rules of Town planning

[править] The level of development of the Administrative Unit (AU) and the social status of its owner

Administrative unit on the Land of Clones is part of the territory of a Principality, owned by a clone and is in his management. Further in the text we will sometimes use the abbreviated name of the administrative unit: AU.

There are 4 levels of development of Administrative Units. Possibility of development of your AU depends on the social status of your clone. Your settlement can develop, consistently improving its level:

Hamlet → Village → Town → City

Starting with the social status of the Peasant, each clone has the opportunity to build their own Hamlet and increase its level of development to the Village. Further improvement is available to clones with social status of Townsman or higher. Townsmen can manage the Town, and, finally, his own City.

It is important to develop your settlement, as it gives you additional profit opportunities:

  • The higher the level of development of AU, the more products can be produced at its enterprises. The development of enterprises and production in the settlement is described in detail in the "Production enterprises" and "Production of resources at AU's enterprises" chapters.
  • Starting from the level of development of the "Village", other administrative units of lower level may be joined to your Administrative Unit. More information about making a profit from the development of town planning on the territory of your AU is described in the "Subordination of AU" chapter.

[править] Technological level of AU

One of the most important characteristics of your Administrative Unit is its Technological level.

Any Mayor should set himself the goal to develop his AU and improve its Technological level, as this indicator plays a key role in determining the amount of additional payments, such as: payment from the social reserve of the Principality, payment to the Treasury of the AU, additional allowance from the Prince and the owners of higher ("superior") AUs. The higher the Technological level of AU, the more "weight" it will have among other AUs.

The Technological level of AE is calculated as the sum of the owner's expenses for its development. When calculating this indicator takes into account the cost of construction of settlement, development of enterprises and processing factories in AU, the construction of the Great Buildings and Wonders of the World, as well as all other production enterprises, and the resource spent is converted into gold coins at nominal prices.

[править] Real Estate on the territory of AU

At the enterprises of the Administrative Unit can work only those clones who live on the territory of this AU. Therefore, each Mayor is interested in providing their potential employees with housing in advance.

Any clone of the social status of Craftsman and higher can build houses on the territory of any administrative unit. Also, you can build real estate himself in your AU.

There are no restrictions on the number of residents or houses built on the territory of any AU.

The number of living places in the house is equal to the development level of this house. The owner of the house can settle himself into it and / or lease the premises in his house for rent to other clones. The cost of rent is appointed by the owner of the house at his discretion. More information about this can be found in the "Real Estate" game section.

The full list of property owners on the territory of AU, as well as the total number of residents of your AU are listed on the "Residents" page.

[править] Additional allowance for Real Estate owners

To encourage of real estate owners in the territory of his Administrative Unit, its owner can set a daily additional allowance, on the "Residents" page. The appointed amount of the allowance will be withdrawn daily from the account of the owner of the AU and paid to the owners of houses built directly on the territory of the AU, in proportion to the level of development of their houses.

Accordingly, the higher the level of the house, the greater the amount of allowance will receive its owner.

[править] Additional income from Real Estate development

The main purpose of the Mayor in the construction of Real Estate is to provide his employees with housing. In addition, it is possible to obtain additional profit from the development of real estate in the territory of his AU.

If the owners of houses are engaged in farming, the owner of AU receives additional income in the form of a State transfer in the amount of 10% of the state agricultural tax (when harvesting in the fields of these houses). Also, 5% of the tax the State pays to the reserve of the Cities of the Principality, and 5% to the reserve of the Prince. More information about the principles of agricultural work can be found in the "Farming" game section.

[править] Subordination of AU

Hamlets, villages, towns and cities are not just scattered throughout the principalities in a chaotic manner. There is a certain hierarchy of subordination, which can form by administrative units, located on the territory of other AU and developing with them.

The higher the level of development of your Administrative Unit, the more extensive your management skills, namely: the development of production enterprises, work with large volumes of products, the settling of new residents - developers and builders, renters and farmers, as well as the formation of new AU in your subordination. Competent management will undoubtedly affect the income from your AU.

Starting from the "Village" development level, other administrative units with lower level can be attached to your AU in unlimited quantity. In this case, they will be called "subordinates", and your Administrative Unit – "superior". Those administrative units that are directly subordinate to your AU are called "child units".

The more administrative units are subordinate you, the higher your daily income!

[править] Population of AU

The population of the Administrative Unit is considered to be residents living directly in this AU, as well as residents living in "child" administrative units.

For example, the residents of a Hamlet subordinates to the Village increase the population of the Village, and the residents of a Hamlet subordinates to the Village, which subordinates to the Town, do NOT increase the population of the Town.

[править] Transfer of the authority of the AU to other clone

If you need to transfer the right to manage the AU (to transfer the keys of the AU) to another clone on your account, you can do it on the "Your Administrative Unit - AU info" page. The clone, which should become the new Mayor must meet the necessary requirements (according to the social status and characteristics), and not be the owner of the other AU.

The transfer cost is shown in the table below:

AU level Transfer cost, gold coins
The Hamlet 10
The Village 20
The Town 30
The City 50

[править] Questions and answers

Question What is the "nominal value"?
Answer The nominal value is the base cost of a resource assigned by the State. The nominal value of Wood, Processed Wood, Stone and Processed Stone is taken as 0.02 gold coins, Cereals as 0.04 gold coins, Iron and Processed Iron as 0.2 gold coins.
Question How can I calculate the Technological level of my settlement?
Answer The Technological level is equal to the number of gold coins spent by the owner of AU for its construction and development. Let's provide an example. The newly built Hamlet has a Technological level of 45.25, as in its construction costs are: 150(wood) *0.02 + 150(stone) *0.02 + 30(iron) *0.2 + 75 (cereals) *0.04 + 30 (gold coins) + 0.25 (nominal of the settlement construction permission certificate) = 3 + 3 + 6 + 3 + 30 + 0,25 = 45,25 gold coins.

Each level of development the sawmill, for example, in the Hamlet, will add 10 units to the Technological level, as the cost will be: 0.02*300 (wood) + 4 (gold coins) = 10 gold coins. In total, the Technological level of your AU will be equal to 45.25+10=55.25 units.

Question Whether the sum of levels of the Real Estate located in the territory of AU or technological levels of subordinated AUs at calculation of an indicator of Technological level is considered?
Answer No, not taken into account.
Question What happens if the owner of the AU will be less money on his game account than the assigned amount of allowance for real estate owners?
Answer If the game account of the owner of AU is not enough money to pay allowance on some day, the allowance will not be paid on that day.
Question Is it better to build houses in your AU on your own or let other clones do it?
Answer There is no fundamental difference. On the one hand, allowing the other clones to build a real estate, you reduce your spending on the development of AU. On the other hand, building houses yourself, you can control their number, as well as independently set the cost of rent.

[править] Settlement construction

In calculating the score of the clone's property and the account score, the value of the settlement built and its enterprisers is accounted for with an increased coefficient of 1,3.

[править] Pre-conditions for the settlement construction

Any construction begins with laying the foundation - the basis for the further development of the object. And on the land of Clones to develop his own administrative unit to the City your clone needs to lay its foundation - the Hamlet. The Hamlet is the first level of development of your administrative unit.

Your clone gets the opportunity to build a settlement as soon as he reaches the social status of "Peasant". Only one AU is available for the construction by one clone. If you want to develop several administrative units, it is possible if your account has several clones with social status of "Peasant" or higher.

The cost of construction the settlement is:

%settlement_cost%

Attention! During the construction of the settlement, points of the reasonableness will be spent.

The settlement construction permission certificate can be purchased at the Securities Auction, where they appear when new lands for construction are found. The nominal value of the certificate (and the resource for which it is traded): 10 units of Stone, or 10 units of Wood, or 1 unit of Iron, or 5 units of Cereals, or 0.25 gold coins.

The certificate cannot be resold, it is expends immediately after the start of construction.

To build a settlement you need to go to the "creating a settlement" page and select from the list the Principality and administrative unit to which you want to join, as well as enter the name of your future settlement.

The owner of the Administrative Unit is a respected resident of the State, a citizen with a high level of self-awareness and responsibility. Under no circumstances can he embark on a slippery slope of robbery and banditry. And even if earlier he participated in dirty affairs of a Brigands' Den, he must be corrected completely when he decides to build a settlement. Therefore, in the beginning of the construction of the settlement all the criminal characteristics of the clone (Criminal Authority, Robber's Luck) will be cleared to 0.

Administrative units in the Land of Clones are located in the Principalities. If the Principality has no administrative units with level of "Village" or higher, a new Hamlet is built directly on the territory of the Principality. If there are such units, then the Hamlets are built on the territory of any higher unit (Village, Town or City) at will, and, therefore, are subordinate to it. If there are several such high level administrative units, you can choose a Village, Town or City to which you want to join.

Administrative units can also be built on the free "Imperial Lands" of the State of clones. If your settlement is built on these state lands, if you wish, you can move it to any Principality of your choice (once). These state lands are a transshipment point for those who have not made a clear decision about which Principality to build his administrative unit. On state lands there are no allowance for settlers, and it is impossible to choose a higher (parent) administrative unit (the exception when choosing is the case when the owner of the new AU and the owner of the parent AU is the same player).

[править] Choosing the name of the settlement

You can give your settlement an original unique name at the time when construction starts. To do this, use a maximum of 32 Latin or Russian letters (except the Russian letter "ё"). You can also use a hyphen or a space symbols.

In the future, you will be able to change the name of your administrative unit, in the Chancellery of the Land of Clones. The cost of the operation will depend on the current level of development of AU:

%rename_cost_table%

[править] Questions and answers

Question Does the settlement built by me has any period of exploitation? Does it need repairs?
Answer The settlement is a capital construction that will serve you forever! It does not need repair, it needs a reliable hand of a wise leader.
Question Will my clone be able to build his own Principality in the future, if now he will build a settlement?
Answer Yes, he can, if the social status of your clone is "Townsman" or higher.
Question Can I transfer my administrative unit into another (or to my own) Principality in the future?
Answer Having chosen a certain Principality during the construction of your settlement, you agree to become a faithful companion to your Prince and develop further on the territory of his Principality. Changing the location of your administrative unit is impossible. Carefully study the characteristics of each Principality and the conditions offered by the princes for mayors in the "Register of principalities" before laying the foundation of your administrative unit. Many Princes are open for communication and with pleasure will share with you strategy of the development and plans for the future!

[править] Production enterprises

[править] Opening and development of enterprises

During the construction of the settlement, you laid the foundation for the opening of four main production enterprises in the territory of your Administrative Unit, producing various resources: Lumber Mill (wood), Mill (cereals), Stone Mine (stone) and Ore Mine (iron).

In total there are 4 levels of development of each enterprise at each level of development of AU. You can build and develop enterprises gradually, it is not necessary to open all enterprises of the first level at once. The higher the level of development of the enterprise, the more clones can work on it and, accordingly, the more resources can be produced in your AU.

The cost of development the enterprise at the same level of AU development (hamlet, village, town or city) is the same. With the increase in the level of administrative unit, the cost of increasing the level of enterprises grows.

The cost of construction of each level and the maximum number of employees at the IV-th level of development of enterprises are specified in the table below:

%building_cost_people%

During the construction of the very first level of the enterprise, 10 places for employment of workers are available at once. With further increase in the level of the enterprise, working places do not increase immediately, but are opening according to the General rules (see "Employment in the Administrative Unit and the Salary" - "Employment terms" chapter below).

Note that the more developed your enterprises, the higher the Technological Level of your Administrative Unit. For more information about the meaning of the Technological Level, see the "General rules of Town planning" chapter.

[править] Resource processing factories at enterprises

On the Land of Clones, in addition to the raw resource produced by enterprises of administrative units, there is also a processed resource obtained by processing from the raw one. Processed resource is used in various fields of activity on the Land of Clones, and any clone will willingly buy it from you in the Trade Guild.

The possibility of processing raw resources appears in the owners of AU with the level of development of "village" or higher, provided that the AU has built the appropriate production enterprise of the first level. They can develop their enterprises by adding to them specialized factories for processing resources:

%building_production%

Each factory has 4 levels of development at each level of AU, a total of 12 levels. The development of the factory begins with the minimum level of the factory at the "village" level (regardless of the level of development of your AU) and continues with the consistent development of the factory to the last level in the city. That is, even if the level of your AU is "City", you need to start with the construction of the first level of the factory of 12 possible.

The higher the level of the factory, the higher the maximum amount of resource that can be processed at the factory per day:

%second_production_limit%

The level of development of the processing factory is limited by the level of development of the relevant production enterprise.

In addition, the profitability of resources processing depends on what level of AU development refers the current level of the factory. When you expending of 1 unit of a resource:

  • "Village" level factory (first 4 levels) produces 0.6 units of processed resource;
  • "Town" level factory (second 4 levels) produces 0.8 units of processed resource;
  • "City" level factory (third 4 levels) produces 1 unit of processed resource.

The level of a particular factory (I, II, III or IV) does not affect on profitability.

The owners of the "City" level factories (the last 4 levels of the factory) have the highest profitability of resource processing! Note that even in a City, it is possible to have a Village-level factory with a corresponding processing rate of 0.6 and increase this ratio to 1 by developing the factory.

The more developed your processing factories, the higher the Technological level of your Administrative Unit. For more information about the value of the Technological level, see the "General rules of Town planning" chapter.

Also, settlement owners can create orders for making the tertiary products from processed products at the processing plant (see the relevant section in your settlement). Tertiary resource is a wonderful building material!

[править] Questions and answers

Question Which enterprise is better to open first?
Answer Which enterprise to open in the first place, as well as when to increase its level, you decide on the basis of the analysis of various ways of development and market situation. Perhaps your choice will fall on the enterprise that produces the resource you need most, or the sale of which will bring you the greatest profit.
Question Am I need to open all the enterprises of the first level at the same time?
Answer Not necessarily. You can open only one enterprise and improve it to the maximum or develop several or all enterprises at the same time. It should be kept in mind that in order to increase the level of development of the Administrative Unit itself, you will need to develop all 4 enterprises to the fourth level.
Question Do I have to additionally hire clones to work at processing factories?
Answer No, it is not necessary to hire clones to the factory. Resource processing takes place immediately after the raw resource is supplied to the factory by the owner of AU.
Question Does the amount of processed resource depends on the number of clones working at production enterprises in the AU?
Answer No, it does not. Processing factories are automated, so the amount of processing is limited only by the limit of the factory, set by its level of development.

[править] Increasing the level of the Administrative Unit

[править] How to increase the level of development of your AU?

When all production enterprises of your administrative unit are developed to the maximum, that is, they have level IV, and other conditions are met, the next level icon on the "Your Settlement" page will become active, and you have the opportunity to improve your Administrative Unit.

The transition to the next level is not automatic, but at the discretion of the owner of the Administrative Unit.

There are a number of additional conditions that must be met to make improvements at each level:

%upgrade_rules_table%

The "Population" takes into account only the inhabitants of the AU, which is necessary to improve the status, as well as residents of all AUs, directly subordinate to this AU. For example, the inhabitants of the Hamlet which subordinates to the Village which subordinates to the Town will not be taken into account when increasing the level of the Town - only the inhabitants of the Town and the Village will be taken into account.

Attention! When increasing level, the clone spends gaming characteristics (reasonableness and charisma).

[править] Special situations with increasing the development level of AU

Sometimes your Administrative Unit reaches the level of development of a "superior" (parent) administrative unit. In this case, you can choose any AU of a higher level and join to its subordinates. If there are no such units, you will simply leave the former administrative unit.

If your Administrative Unit is not yet subordinated to any AU, but in the Principality has an administrative unit of a higher level, then your Administrative Unit needs to join it (or any of them by choice if where are several such units).

[править] The City is the pinnacle of development. Honorary status of its owner

The final milestone in the development of your settlement is the status of the City.

Your Mayor can now reap the fruits of the work of developing his AU, the amount of production in his AU is huge, the profitability of processing of processed resources in factories is maximum, and there are a large number of administrative units in his subordination.

The State of the Land of Clones, encouraging the mayors who built the City and developed all its enterprises to the maximum level, can award special precious prizes. At the moment the action on delivery of Mayor’s Silver Cards is over, but in the future players expect new gifts. Follow the News of the Game!

[править] Questions and answers

Question Do I need to upgrade all processing factories up to maximum level to increase the level of development of AU?
Answer There is no need. The level of processing factories does not affect the ability to increase the level of AU, you decide yourself when and to what level to improve the factory.
Question Can my AU get a higher level of development than a superior (parent) administrative unit?
Answer Yes, of course! If your Administrative Unit became equal to the level of the superior unit, you will leave it. Your developing is unlimited!
Question If I increase the level of development of my Administrative Unit, and after that the number of my residents will decrease, will I not return to the previous level?
Answer No, it will not. The improvement of the administrative unit only increases its characteristics. Reverse operation is not provided.
Question Can I leave consist of the Town where my Hamlet is located if I increase its level to the Village?
Answer No, you can't. Your Village will still have subordinate to the Town. Only when your Village acquires the status of a Town you will be able to choose which City in the Principality to attach to.

[править] Employment in the Administrative Unit and the Salary

[править] Employment terms

All mayors need workers in enterprises! To this end, they provide their employees with good housing and decent wages. Working at the enterprise of Administrative Unit, your clone will be able to receive a salary in gold coins, or their resource equivalent.

Clones of the social status of Craftsman or higher can work in administrative units. Working at the mill is possible for clones of social status of peasant and higher.

Private enterprises are located quite far from the State enterprises, so your clone can not combine work at any State enterprise with work in the Administrative Unit. He will have to resign from all State enterprises to get a place at a private enterprise. Working at the enterprise in the AU, the clone can additionally carry out the mission of the Ambassador and work as a builder at the construction sites.

Work in a private enterprise expends a lot of Energy points, forcing the clone to look for a house nearby… To get a job in an Administrative Unit, your clone must live on its territory, that is, to move into his own house or rent a house built on the territory of this AU.

Having received housing, your clone can choose only one enterprise for employment, having got in advance necessary working tool:

%building_job_status_tools%

The tools can be purchased in the Tool Shop (at the "Trade" menu section). The durability of the tool is 220 working days.

At the Lumber Mill, Stone Mine and Ore Mine your clone will receive an additional 4 points of experience, and at the Mill - 6 points of experience per work shift.

The owner of the Administrative Unit independently decides on the procedure of employing workers. He can completely turn off the possibility of hiring employees for a particular enterprise (while he will have the opportunity to hire his own clones). Also, he can dismiss any of the employees at any time.

You cannot work for several enterprises in the same or different AU. After receiving a salary at one enterprise clone will be able to get a job at another one only in 24 hours.

Note! Working at a private enterprise, a clone consumes 0.5 of Energy per day regardless of its social status (in addition to daily consumption of 1 work efficiency norm). If a clone doesn’t have an insufficient amount of work efficiency units left to meet his/her obligations, he/she will immediately be dismissed from the enterprise.

If the owner of AU has purchased completely the resource produced at the enterprise (that is, in the number of units equal to the number of arranged workers), then the next day the number of working places at this enterprise will increase according to the table (but no more than the level of development of the enterprise allows):

The level of development of the enterprise relative to the type of AU Additional working places
I-IV levels at a Hamlet +1
I-IV levels at a Village +2
I-IV levels at a Town +3
I-IV levels at a City +4

If the owner of the AU has not purchased totally the products produced by the workers, there will be an automatic reduction of workplaces at the enterprise by (total workplaces minus purchased resource amount) but no more than 10% of total workplaces (with rounding up), at the next day.

In such a case of reduction of employed workplaces, a "shirk" employees get under the reduction at the first place (the ones who were on a cruise), then - a workers with the minimum amount of relevant expertise:

Enterprise Expertise
Sawmill Forestry expertise
Stone pit Mining expertise
Mill Agrarian expertise
Mine Ore mining expertise

[править] How to find a suitable workplace?

The "Private enterprises" section in the Work" menu contains a list of enterprises in administrative units in the Principalities of the Land of Clones. Here the clone (potential employee) can check the availability of workplaces on the enterprises and can know the price range for rental houses in the administrative units.

[править] Salary payment at the private enterprises

Salary is paid automatically to employees on the day following the day of resource production.

In case of total purchase of products by the owner of the enterprise, employees will receive as a salary half of the price set for the purchase of one unit of the resource. The purchase price of products nominated by the owner of AU, but can not be less than the nominal value of the resource (wood = 0.02 gold coins, stone = 0.02, iron = 0.2, cereals = 0.04).

If the products were not purchased, the employee's salary will be 0.35 units of stone, or 0.35 units of wood, or 0.23 units of cereals, or 0.43 units of iron (depending on the enterprise where the clone works).

If only part of the production was purchased, the employees will receive a combined salary, consisting in proportion of a certain amount of gold coins and a certain amount of the resource.

Attention! If an employee of an enterprise goes on a cruise to distant lands, then, of course, he will miss work at the enterprise, will not receive a wage, will not produce any resources and won’t use working tools or spend his Energy.

[править] Questions and answers

Question Can I work in several AU or in several enterprises of one AU?
Answer No, you can't. You can choose to work only one enterprise of one administrative unit.
Question My clone has his own house in the Village in the Principality. Can I get a job in the administrative unit of another Principality? Or in another settlement of this Principality?
Answer That isn't possible. Your clone must reside on the territory of the administrative unit, the enterprise which he is going to work. You can lease your house to other clones for rent, and then rent a house yourself on the territory of the required settlement. More information about renting a property can be found in the "Real estate" game section.
Question Yesterday I got a job at a private enterprise, but today I have not received a salary, although the Energy and the tool have been used up. Where did I make the mistake?
Answer Don't worry, you did everything right! The salary at the private enterprise is paid the next day after production of resource by your clone. Thus, even if you resign the enterprise, you will receive the salary for the last worked shift on the day after the dismissal.
Question My clone was fired from AU's enterprise because of "insufficient game characteristics". What this means?
Answer Unfortunately, your clone did not have enough strength to cope with the work, as the available Energy he had less than 0.5 points. Provide your clone with a sufficient amount of Energy by replenishing the Canteen or purchasing him a "Ring of Energy".
Question Where can I get points of special expertise to reduce the likelihood of dismissal?
Answer Special expertise can be obtained at the University of the Land of Clones, exchanging experience, reasonableness or charisma. Also, points of expertise can be increased using magic artifacts (see more in the "Fairy Tale Characters" section of the game).
Question Can I increase my salary in a private enterprise, increasing the amount of relevant special expertise?
Answer In private enterprises, there is no dependence of wages on the amount of expertise points. The amount of salary is determined by the owner of the administrative unit.

[править] Production of resources at AU's enterprises

[править] Production of resources

One of the benefits that the owner receives from the development of his administrative unit is the production of four main types of resources: wood, cereals, stone and iron.

The volume of production produced per day depends on the level of development of the relevant enterprises. You can read more about it in the "Production enterprises" chapter.

At the production enterprises of the administrative unit, each employee produces one unit of a resource per day. Production is made by clones-workers at the beginning of the working day, is stored at the enterprise and is available for purchasing within 24 hours from the moment of its production. After this time, the products become unavailable for purchase.

The owner of the administrative unit can control the number of available workplaces in each enterprise by setting the required value on the "Produced products" page. Minimum 1 employee can work at the enterprise, the maximum is determined by the level of development of the enterprise and the fact of purchasing/non-purchasing of products at the enterprise.

[править] Usage of products produced at the enterprises

The owner of the administrative unit always has a choice - to buy the products produced per day, and thus pay employees a salary in gold coins, or leave it at the enterprise, then the salary will be given a share of the resource and there will be a reduction in workplaces, and will produce less products the next working day...

When purchasing products, gold coins are debited from the game account, and the products fall into the bag of the clone-the owner of the settlement. The purchase price is set at the request of the owner, but it can not be lower than the nominal value of the resource. You have a choice - to buy all produced products, or only part of it. In the latter case, in a day there will be a reduction in the number of workplaces (total number of workplaces minus the number of purchased resources), but not more than 10% of the total number of workplaces (with rounding up).

Alternatively, you can activate the automatic daily purchase feature on the "Produced products" page so that you don't have to do it every time manually. The automatic daily purchase feature is triggered immediately after production and only if you have enough gold coins in your game account. In automatic mode, you can purchase only the entire amount of resource produced by the enterprise, partial purchase is impossible.

In case of permanent non-purchasing or partial purchasing of the products, the reduction of workplaces will continue.

In the case of purchase of products, 50% of the purchase price is automatically issued to employees as wages. The remaining 50% is transferred to the State, which, in turn, pays them to various monetary reserves. Read more in the "State allocations from the expenses of Mayors" chapter.

In case of purchase of all volume of the produced resource from the enterprise, that is the number of units equal to the number of the arranged workers, in a day there will be a restoration of the workplaces reduced earlier, in number:

The level of development of the enterprise relative to the type of AU Additional working places
I-IV levels at a Hamlet +1
I-IV levels at a Village +2
I-IV levels at a Town +3
I-IV levels at a City +4

For example, if the Village was not built any enterprise level of development of the Village, that is, was simply upgraded Hamlet to the Village, there will be an increase in +1 workplace.

[править] Questions and answers

Question Can I, as the owner of the enterprise, dismiss any employee?
Answer Yes, this opportunity is available to you. In addition, the employee can leave your enterprise:
  • at own will
  • when the paid term of rent in the house will expired
  • when the durability of the tool will expired
  • he will be fired due to lack of Energy
  • he will get under reduction (see relevant chapter above)
Question I want to reduce the number of workplaces in the enterprise, but the system does not allow me to do it!
Answer You cannot set the value of available workplaces to less than the number of aemployees currently working in the enterprise. You will need to dismiss a certain number of employees or wait until the number of employees in the enterprise is not reduced itself to the level you need, after which you will be able to set a limit.
Question Whether it is obligatory to purchase the resource produced at the enterprises?
Answer Not obligatory. You can not purchase products or purchase only part of it. You make this decision on your own, based on the need for resources, the cost of their sale and your financial situation. But in the case of purchasing of not the maximum possible amount of products, the automatic workplaces reduction will be (see more above).
Question I can't figure out how the workplaces reduction are happening?
Answer Let's consider an example. According to the level of development of the enterprise in the Hamlet, it can work a maximum of 40 workers, and produced, respectively, 40 units of resource. If the enterprise has fewer clones (say, 15), in any case, when purchasing or not purchasing products, there will be a reduction in workplaces until they become 15. According to the rules, the reduction is by the number: (the total number of workplaces minus the number of purchased resources), but not more than 10% of the total number of workplaces per day. The first day will be reduced 40*10%=4 places (as 40-15=25 more than 10%), the second day 36*10%=4, the third - 32*10%=3... This will continue until the enterprise has 15 available workplaces. The next day the number of workplaces will increase by +1 and will be 16. If the employee will be arranged to the new place and resource will be totally purchased, the next day the number of workplaces will continue to increase. Otherwise, the workplace will remain free and available for arranging the employee.
Question What is the minimum cost at which I can purchase the resource from the enterprises of my Administrative Unit?
Answer The minimum possible price for the purchase of the resource is determined by the nominal value of resources: 0.02 gold coins for 1 unit of wood, 0.04 gold coins for 1 unit of cereals, 0.02 gold coins for 1 unit of stone and 0.2 gold coins for 1 unit of iron.
Question Is it possible to arrange my own clones on the enterprises of my AU? Is it more profitable than inviting employees?
Answer Sure you can! Any employee in a private enterprise receives a cash profit, consisting of the difference between his income (salary) and expenses (for the worktool, rent, and maintenance of Energy points). In the case where your own clones work at your enterprises, this profit will be returned to your own game account, thereby reducing the real cost of the products produced.

[править] The Great Ear - The Wonder of the World

The mighty, stretching to the skies construction of the Wonder of the World "The Great Ear" is capable to collect energy by magical solar slabs and transfer it to the magical rain slabs to ionize the surrounding space, magically attracting majestic clouds for further irrigating agricultural fields with fertile moisture, thereby increasing the profitability of agriculture.

The rate of ripening of agricultural products (the state of "Field in the process of growth and ripening") in all fields located in the territory of the Principality or the City in which the Wonder of the World "The Great Ear" is built increases by 5%.

The following residents can build a Wonder of the World "The Great Ear":

  • The Prince who developed the University in the Principality to the 5th level;
  • The owner of an administrative unit developed to the City, with a Technological level of 9440 or higher. At the same time, this AU should be located on the territory of the Principality, the Prince of which developed the University to the 5th level.

To build a Wonder of the World "The Great Ear" you need to spend:

%great_ear_cost%

To start construction is not necessary to have all the amount of resources at once, you can submit to the construction of 30% of the required amount.

The cost of construction (in the resource) of each subsequent Wonder of the World "The Great Ear" increases by 1% compared to the cost of the previous built one.

The Mayor manages himself the supply of materials for construction and hires the necessary number of workers to the construction site. On the conditions of employment of builders can be found in detail in the "Hiring builders" chapter.

The State, for its part, allocates subsidies to help the development of such rulers (Princes and Mayors, who built the Wonder of the World «The Great Ear»):

  • 10% from the sale/processing of fertilizers by livestock breeders of the Land of Clones
  • 10% from the sale of sowing materials on the State Farm
  • 10% from agricultural taxes from the harvesting
  • 10% from the State Farm income (rent animals for breeding, animal fairs)

At the end of the day, the Reserve is paid to all owners of the Wonder of the World "The Great Ear", equally.

The presence of Wonders of the World is important for the owners of dragons. If the dragon was born in the Principality, surrounded by Wonders of the World (including those built in AU in the Principality), each of these structures has an impact on its characteristics, increasing the power of Intention by 5%. This coefficient affects the animal throughout its life.

If the dragon lives in the Principality, surrounded by Wonders of the World (including those built in AU in the Principality), each of these structures has an impact on its characteristics, increasing the power of Intention by 5%. This coefficient affects the animal during the period when it lives near these buildings.

The similar coefficients are summed. For example, if the dragon was born in the Principality with two Wonders of the World and lives in it, then its value of intention will be 120%.

The first 11 builders of the Wonder of the World "The Great Ear" (game account holders), who finished their buildings, the Administration was awarded the "Jubilee medallions of The Golden Clone". At the moment the action on delivery of jewelry is over, but in the future players expect new gifts. Follow the News of the Game!

[править] Questions and answers

Question If my fields are in AU, in which the Wonder of the World "The Great Ear" is built, and this AU is in the Principality, where "The Great Ear" is also built, does this mean that the rate of ripening of the fields will be increased by 10%?
Answer Yes, exactly.

[править] The Great Buildings

The following residents can build the Great Buildings:

  • Any Prince
  • The owner of an administrative unit of any level

There are three types of Great Buildings:

%great_building_cost%

Each Building has 5 levels of development. Mayor can build a Building level by level, gradually developing it, or he can immediately build a Building of level 5, get a discount on the construction. The cost of construction is specified in the table below:

Type of Building/Level The Terem The Theater The War Statue
Cost, a gradual increase in the level of
1st Level 40 000 units of Processed Wood + 1330 units of Cement 40 000 units of Processed Stone + 1330 units of Cement 6 000 units of Processed Iron + 1330 units of Cement
2nd Level 40 000 units of Processed Wood + 1330 units of Cement 40 000 units of Processed Stone + 1330 units of Cement 6 000 units of Processed Iron + 1330 units of Cement
3rd Level 40 000 units of Processed Wood + 1330 units of Cement 40 000 units of Processed Stone + 1330 units of Cement 6 000 units of Processed Iron + 1330 units of Cement
4th Level 40 000 units of Processed Wood + 1330 units of Cement 40 000 units of Processed Stone + 1330 units of Cement 6 000 units of Processed Iron + 1330 units of Cement
5th Level 40 000 units of Processed Wood + 1330 units of Cement 40 000 units of Processed Stone + 1330 units of Cement 6 000 units of Processed Iron + 1330 units of Cement
Cost, instant construction of level 5
5th Level 200 000 units of Processed Wood 200 000 units of Processed Stone 30 000 units of Processed Iron

Each Level of each Building gives +1% discount on the processing of corresponding raw resources into processed resources in the Principality or processing factories in AU. For example, if the basic coefficient of processing is 1, after the construction of a wooden structure of 5th level, to obtain 1 unit of processed wood, the owner of the construction will spend 0.95 units of raw wood.

Also, the owner of the Building is given a 10% discount (on each level of development) on the cost (in gold coins) of processing of corresponding processed resources into tertiary at the Processing plant. Thus, the maximum discount is 50%.

When calculating the assessment of the clone's property and the account score, the value of the assessment of each completed Great Building is taken into account with an increased coefficient of 1.5. The score of the construction of level 5 is always calculated in accordance with the cost of "gradual" construction.

To start construction is not necessary to have all the amount of resources at once, you can submit to the construction of 30% of the required amount.

The Mayor manages himself the supply of materials for construction and hires the necessary number of workers to the construction site. On the conditions of employment of builders can be found in detail in the "Hiring builders" chapter. The only difference between these buildings: on the construction of the "Terem" and the "Theater", each worker spends 3 units of resource per day, on the construction of the "War Statue", the standard expenditure is 1 unit of resource per day.

The presence of the Great Buildings is important for the owners of dragons. If the dragon was born in the Principality surrounded by the Great Buildings developed to 5th level (including those built in AU on the territory of the Principality), each of these structures has an impact on its characteristics as follows:

  • The Theater: +10% to Force;
  • The War Statue: +10% to Rage;
  • The Terem: +10% to Intuition.

These coefficients are valid for the animal throughout his life. At the same time, no more than 4 Buildings of the same type (4 Theaters, 4 Statues, 4 Terems) have an impact on dragons.

If the dragon lives in the Principality surrounded by Great Buildings developed to 5th level (including those built in AU on the territory of the Principality), each of these structures has an impact on its characteristics as follows:

  • The Theater: +10% to Force;
  • The War Statue: +10% to Rage;
  • The Terem: +10% to Intuition.

These coefficients are valid for the animal during the period when it lives near to these Buildings. At the same time, no more than 4 Buildings of the same type (4 Theaters, 4 Statues, 4 Terems) have an impact on dragons.

The similar coefficients are summed. For example, if the dragon was born in the Principality with a Terem and lives in it, then its value of Intuition will be 120%.

[править] Leather Production

Own Leather Production can be opened by:

  • Prince, who developed all enterprises in the Principality to 3rd level
  • Owner of the administrative unit at the "City" level

Production opening cost:

%leather_manufacture_building_cost%

At this plant the calf skins are processed in upscale material for sewing leather clothes (in the Leather Atelier).

Only one skin can be processed per day.

You can enable the automatic daily skin processing.

Treated calf skin can be sold at the Fair, or you can make order in your own Leather Atelier to sewing leather clothes.

[править] Leather Atelier and Tailoring

Own Leather Atelier can be opened by:

  • Prince, who developed all enterprises in the Principality to 2nd level
  • Owner of the administrative unit at the "Town" level or higher

Atelier opening cost:

%leather_atelier_building_cost%

The Atelier is sewing everyday clothes made of hemp fiber for clones, special clothes "State Dependant", unloading vests, as well as various leather clothes: leather cloaks, leather jackets or leather vests, which are used to reduce damage from shots with salt and combat cartridges and cold arm strikes in battles.

You can enable the automatic daily tailoring function.

[править] Types of everyday clothes for clones and their characteristics

High-quality clothing in the world of clones is not only a means of protection from the weather, but also plays a role in society as a kind of social "passport", reflecting the class affiliation, opulence and individuality of the owner. Sew such clothes from hemp fiber, in abundance grown up in the territory of the State of clones.

Everyday clothes is differ for clones, male and female, and clones of different social statuses, but wearing it can any clone, regardless of gender and status. Wearing the clothes gives certain bonuses in points of the Intention and Energy; however, if the clone is wearing clothes, not corresponding to his social status, he was not charged of Intention points, only Energy points will be charged.

A day you can sew a certain number of units of men's and women's clothing (the total "weight" of not more than 7). In this case, men's and women's clothing is taken into account separately. The "weight" of the craftsman's clothes is equal to 1 point, the peasant's clothes is to 2 points, and so on - the "weight" of the Emperor's clothes is equal to 7 points.

New, just sewn hemp clothing can be sold at the Fair to other residents of the Land of Clones. Sale of worn clothing is not allowed. The durability of the new clothes is 365 days.

Craftsman's clothes

Expenditures for the manufacture of clothing = 10 kg of hemp + 0.5 gold coins. Wearing clothes gives 1 unit of Intention / day (in accordance with the social status of the clone), and restores 20% of the daily rate of consumption of Energy. Its nominal value is 1.062 gold coins.

Peasant's clothes

Expenditures for the manufacture of clothing = 12 kg of hemp + 0.5 gold coins. Wearing clothes gives 1 unit of Intention / day (in accordance with the social status of the clone), and restores 25% of the daily rate of consumption of Energy. Its nominal value is 1.1744 gold coins.

Townsman's clothes

Expenditures for the manufacture of clothing = 15 kg of hemp + 1 gold coin. Wearing clothes gives 1 unit of Intention / day (in accordance with the social status of the clone), and restores 30% of the daily rate of consumption of Energy. Its nominal value is 1.843 gold coins.

Merchant's clothes

Expenditures for the manufacture of clothing = 25 kg of hemp + 2 gold coins. Wearing clothes gives 1 unit of Intention / day (in accordance with the social status of the clone), and restores 35% of the daily rate of consumption of Energy. Its nominal value is 3.405 gold coins.

Nobleman's clothes

Expenditures for the manufacture of clothing = 50 kg of hemp + 3 gold coins. Wearing clothes gives 1 unit of Intention / day (in accordance with the social status of the clone), and restores 40% of the daily rate of consumption of Energy. Its nominal value is 5.81 gold coins.

Boyar's clothes

Expenditures for the manufacture of clothing = 70 kg of hemp + 4 gold coins. Wearing clothes gives 1 unit of Intention / day (in accordance with the social status of the clone), and restores 45% of the daily rate of consumption of Energy. Its nominal value is 7.934 gold coins.

Emperor's clothes

Expenditures for the manufacture of clothing = 100 kg of hemp + 4 gold coins. Wearing clothes gives 1 unit of Intention / day (in accordance with the social status of the clone), and restores 50% of the daily rate of consumption of Energy. Its nominal value is 9.62 gold coins.

[править] The "State Dependant" clothes

This type of clothing is required for gratuitous and final transfer of clones in the care of the State. If a player can no longer contain any clone of their own - he needs to equip it appropriately and then pass on the State dependent. The clone should be fed enough (the Energy indicator should not be below 0) and wearied in "State Dependant" clothes. The transfer of the clone in the care of the State is gratuitous and irreversible.

A day you can sew no more than 10 units of such clothing. The cost of production of "State Dependant" clothing is:

  • 10 kg of hemp
  • 0.5 gold coins

Sale of ready-made clothing is carried out at the Fair. Clothing is suitable for the clones of all social statuses, except for Serfs. You can't wear the "State Dependant" clothes at the same time with clone's everyday clothes.

[править] Types of protective leather clothing and their characteristics

In a day you can order to cutting only one calf skin, from which you can sew a certain number of clothes. You can cut a skin processed at your own Leather Production (see relevant Chapter), as well as purchased at the Fair.

Leather clothes, both new and already worn, can be sold to other clones at the Fair.

Leather vest: takes from 6% to 12% damage to health from a shot of salt cartridges; from 1% to 5% health damage with cold arms; from 3% to 7% damage to health from combat cartridges and shrapnel wounds. Initial durability: 3 000 units, the durability is spent when accurate hits to the clone. Production cost: 1/8 leather + 0.125 gold coins.

Leather jacket: takes from 15% to 25% damage to health from a shot of salt cartridges; from 5% to 10% health damage with cold arms; from 7% to 13% damage to health from combat cartridges and shrapnel wounds. Initial durability: 5 000 units, the durability is spent when accurate hits to the clone. Production cost: 1/4 leather + 0.25 gold coins.

Leather cloak: takes from 30% to 50% damage to health from a shot of salt cartridges; from 10% to 20% health damage with cold arms; from 10% to 25% damage to health from combat cartridges and shrapnel wounds. Initial durability: 10 000 units, the durability is spent when accurate hits to the clone. Production cost: 1/2 leather + 0. 5 gold coins.

Samurai leather cloak: takes from 30% to 80% damage to health from a shot of salt cartridges; from 10% to 40% health damage with cold arms; from 10% to 50% damage to health from combat cartridges and shrapnel wounds. Initial durability: 10 000 units, the durability is spent when accurate hits to the clone. Production cost: 1 leather + 1 unit of the iron + 1 gold coin.

[править] Unloading vests

Unloading vests are made of hemp and allow the clone to take with him to the tournament battle or duel additional health potions, which the clone will be able to use if necessary directly during the battle. The vest will fit up to 5 bottles of health potion. If during a tournament battle or duel clone's health fell below 10 points, then he can have time to get out the potion from the vest and use it. The potion will restore the health value for +50 points. The clone may not have time to drink the potion, and then he can use the "Last chance" battle skill, and in his absence, will lose the battle by the standard rules. The probability of successful use of the potion is:

  • 1st bottle: 80%
  • 2nd bottle: 70%
  • 3rd bottle: 60%
  • 4th bottle: 50%
  • 5th bottle: 40%

Before fight it is necessary to load the needed quantity of bottles of the health potion in a vest in the special section of "Arms production". Remove potions from the vest back in the bag can not be, they can only be spent in battle.

The cost of production of unloading vest: 12 units of hemp + 0.5 gold coins. The durability is 100 battles and decreases only if the clone was in a vest during tournament battle or duel (if the vest worked at least 1 time during battle). A maximum of 3 unloading vests can be produced per day. You can buy or sell unloading vests at the Fair (both empty and with potions).

[править] Glass Foundry

Own Glass Foundry can be opened by:

  • Any Prince
  • Owner of the administrative unit at the "Town" level or higher

Glass Foundry opening cost:

%bottle_production_building_cost%

Glass bottles of sand can be produced in the foundry. Of 0.5 kg of sand gets 1 bottle.

Bottles can be used to produce Kvass, exchange for weapons from overseas Merchants (if they are currently engaged in such an exchange), production of Naphtha at naphtha rigs, production of Hemp Oil or sell at the Fair.

The limit of bottles production in the Principality depends on the level of development of all enterprises of the Principality, and in AU it depends on the level of development of AU:

Level of development of AU Number of bottles / day
Town 3000
City 7000

You can enable the automatic daily bottles producing.

[править] Kvass Production

Own Kvass Production can be opened by:

  • Any Prince
  • Any owner of the administrative unit

Kvass Production opening cost:

%kvass_production_building_cost%

In the Land of Clones Kvass is made from bread. To prepare a bottle of Kvass, you need to spend 0.1 kg of bread, 1 bottle, 1 lid and 0.068 gold coins.

The production of Kvass consists of three parts:

  • First, kvass is produced and infused in large tanks
  • Producing caps for closing of bottles with Kvass
  • Kvass is bottled

In the process of construction of the production plant, a well is drilled, and the production will always be provided with free clean drinking water. It will be automatically fed to the workshops in the required quantity. You only need to add the required amount of bread.

To produce one box of caps (200 pieces) will need 1 unit of processed Iron. Caps can also be purchased at the Fair.

You will also need glass bottles to fill them Kvass. They can be produced at the Glass Foundry or bought at the Fair.

Kvass is produced instantly, you only need to submit all the components for production.

With the production of each bottle of Kvass, the State charges tax of 0.068 gold coins. From this item of income the State pays:

  • 10% - to the Emperors' Residence Reserves;
  • 25% - to the State Reserves of Tournaments (from this Reserves the State can increase the size of the prize funds of Tournaments);
  • 23% - to the total Reserves for AU of the Land of Clones (payment to the Treasury of each AU according to the level of its development);
  • 23% - to the total Real estate Reserves of the Land of Clones (payment to the Treasury of each house according to its level);
  • 4% - to the reserves of the State Bank securities.

Consumption of a wonderful drink "Kvass" is very useful. A bottle of Kvass drunk after the battle gives a bonus (to choose from): expertise in military affairs (+10 points) or military initiative (+2 points). Moreover, properties of Kvass can add another point of any expertise, affordable for clone (except such expertise, as "Criminal authority", "Robber's Luck", "Luck"). The type of expertise is chosen at random. The expertise gained in this way remains forever. Also, in the presence of the clone characteristics "Bonus to expertise in military affairs" and the use of Kvass, this characteristic will be exchanged for expertise in military affairs in the proportion of 1:1 (but not more than 33 Bonus points in the use of each bottle of Kvass). (The "Bonus to expertise in military affairs", the clone can receive during training at the Training Arena in the Principality, participating in the battles as member of Prince's Troops or Bandit Troops, as well as the group of Stash Raiders.)

Clone can drink a maximum of 3 bottles of Kvass per battle.

Limit of Kvass production: 10 000 bottles/day, caps: 50 boxes/day.

You can enable the automatic daily producing the Kvass and the caps.

Bottles with Kvass and caps can be sold to other clones at the Fair.

[править] Cold pressed oil workshop

Own Hemp Oil Production can be opened by:

  • Any Prince
  • Any owner of the administrative unit

Hemp Oil Production opening cost:

%kvass_production_building_cost%

Hemp Oil is an extremely valuable and useful product. The method of cold pressing is used, so the production technology allows you to save all the valuable properties of this crop grown by farmers. To make 1 box (7 bottles of oil volume 1l) you need to spend 100 kilograms of hemp + 7 glass bottles + 7 caps.

Hemp Oil production consists of two parts:

  • First, the oil is pressed from the raw material under pressure
  • Then oil is bottled, corked and packed in boxes

For oil bottling you will definitely need glass bottles and caps. The bottles can be made in the Glass Foundry, and the caps in the Kvass Production manufacture. Also bottles and caps can be purchased at the Fair.

The oil is produced instantly, you only need to submit all the components for production.

Hemp Oil production limit: 3 boxes / day (21 liters of oil).

You can enable the automatic daily producing the oil.

Hemp Oil in bottles can be sold to other clones on the Commodities Market.

[править] The Rigging Production

For additional equipment of the military vessels of the Land of Clones to their owners require the rigging equipment. Military vessel in full equipment has greater speed, maneuverability and protection and thus its combat characteristics greatly increasing:

Vessel type Durability increasing Basic protection increasing Cost of production of one kit Nominal value “Weight”
Brig +4500 points +7% 105 kg of Hemp + 1 gold coin 6,9010 gold coins 1
Corvette +6000 points +8% 160 kg of Hemp + 2 gold coins 10,9920 gold coins 2
Battleship +9000 points +10% 280 kg of Hemp + 3 gold coins 18,7360 gold coins 3

Own Rigging Production can be opened by:

  • Prince, who developed all enterprises in the Principality to 3rd level
  • Owner of the administrative unit at the "Town" level or higher

A certain number of rigging kits can be produced per day, with total "weight" of not more than 3 units. For example, 3 kits of the rigging for the Brig, or 1 kit of the rigging for a Brig and 1 kit of the rigging for a Corvette, or 1 kit of the rigging for the Battleship.

50% of the gold coins spent to the production of each rigging equipment kit go to the Reserve of the Captains of the Land of Clones. Daily payments from this Reserve receive only the most experienced captains - those clones, whose Rigging Practice is not less than 100 points. Payments are making according to the "weight" of the clone, the "weight" is the number of points of Rigging Practice.

The cost of opening the Rigging Production is:

%rigging_factory_building_cost%

Equipment of vessels is making right there, at the enterprise, or in the section Business - Arms Production - Improvement of the combat fleet. Only vessels in the clone's bag or in the storehouse are available for equipment. Each vessel can be equipped only once. Remove the rigging from already equipped vessel is impossible.

Only the clones with the number of points of Rigging Practice not less than 100 can drive a military vessel, equipped with rigging equipment. The clone can study Rigging Practice at the University (in General classes with teachers or in the process of individual training).

Sell or buy rigging equipment for vessels can be on the Commodities Market.

[править] The Cement Factory

Build a cement factory can owners of the administrative units with "Town" level or higher and Princes.

Initial material for the production of 1 unit of Cement: 3 units of Limestone + 1 unit of Clay + 0.03 gold coins (state tax).

The cost of building a Cement Factory:

Resource Amount
Processed Wood 500 units
Processed Stone 500 units
Processed Iron 50 units
Naphtha 1400 units
Naphtha Products 1400 units

For continuous operation every 30 days it is necessary to carry out repairing of the enterprise. Repair costs are:

Resource Amount
Processed Wood 15 units
Processed Stone 15 units
Processed Iron 1 units
Naphtha 40 units
Naphtha Products 40 units

The maximum amount of Cement produced per day depends on the type of AU or the level of development of the Principality:

Level of development Level of production
Principality of the 1st level 100 units of Cement / day
Principality of the 2nd level 250 units of Cement / day
Principality of the 3rd level 500 units of Cement / day
Principality of the 4th level 1000 units of Cement / day
Principality of the 5th level 3000 units of Cement / day
The Town 250 units of Cement / day
The City 500 units of Cement / day

[править] Hiring builders

For the construction of the Wonders of the World and Great Buildings in the AUs need to hire builders. Clones of various social statuses (except Serfs) work at construction sites. The owner of the construction can hire an unlimited number of clones. The Mayor himself, carrying out the construction, can not get a job as a Builder at the construction site (his own or any other).

The Mayor may construct several objects in his Administrative Unit at once.

Mayor carries out the hiring of builders in automatic mode: the clone, who applied, immediately taken to work. The possibility of mass hiring and firing of your own builders (clones on your game account) is implemented. You can not resign or withdraw the application if less than 24 hours have passed since its submission.

To pay for construction workers, the Mayor can set a fixed salary for each Builder, as well as limit the maximum number of workers who can simultaneously get a job on the construction site. At the time of the assignment of the salary size, as well as the next occurrence of the estimated time, the total gold amount required to pay all possible employees for the next day, is reserved from the account of the Mayor. The difference between the reserved and actually paid amounts is returned to the account at the time of calculation.

The Mayor can only increase the size of the salary and the maximum number of employees. Their reduction is not allowed. However, the Mayor can completely clear the salary to 0 in the event that he is no longer able to build with employees help. In addition, if at the time of reserving the required amount is not available on the game account of the Mayor, the salary will also be cleared to 0. When zeroing all employees (clones are not from your game account) will be fired. The Mayor will be able to change the size of the salary again only after 15 days from the date of nullification. If Mayor is cleared the salary to 0 manually, amount of gold already reserved back into the account.

In the absence of construction materials at the construction site, the construction process will stand still, but the workers at the construction site will continue to be paid salary. Only in case of reduction of salary to 0 directly by the Mayor, payment of a salary will be stopped.

At work as the Builder the clone living in this Administrative unit (renting house or living in his own house) spends in addition 1 point of Energy per day, the clone without housing spends 1.5 units of Energy per day. At the same time, builders spend Energy even in case of downtime at the construction site due to the lack of construction materials.

A Builder cannot combine work on several construction sites.

The rate of expenditure of material by one Builder is one unit of material / day, unless otherwise specified directly in the description of the object (see the relevant chapters). It is necessary to ensure the presence of all types of construction materials that have not yet been used at 100%, the absence of even one type will lead to downtime of construction.

[править] Additional cash income of Mayors

[править] State allocations from the expenses of Mayors

[править] Settlement construction expenses

When building a settlement, in addition to resources, the Mayor pays the state fee in gold coins. From this item of income the State makes payments to the following reserves:

  • 1% - to Welfare Reserve;
  • 4% - to the Social Reserve of the Land of Clones;
  • 3% - to the Reserve of the owners of real estate of the Principality;
  • 10% - to the Prince on whose territory the Hamlet is built;
  • 15% - to the Reserve of owners of Cities located in the Principality. The Reserve is divided between the mayors in proportion to the Technological level of each city;
  • 10% - to the owner of the Town, on the territory of which the Hamlet is built (or on the territory of which there is a Village in which the Hamlet is built);
  • 5% - to the owner of the Village on the territory of which the Hamlet is built.

Note: if the Hamlet is built on the territory of the Principality, but not on the territory of the Village or Town, or on the territory of a Village that is not subordinates the Town, the corresponding payments to the Town or Village (10% and 5%) will be paid by the State:

  • 30% to the Social Reserve of the Land of Clones;
  • 30% to the Reserve of the Treasury of Principality;
  • 40% to the Social Reserve of the Principality.

[править] Expenses for development of the enterprises and factories of resource processing

When developing enterprises and processing factories in the AU, in addition to resources, the Mayor pays the state fee in gold coins. From this item of income the State makes payments to the following reserves:

  • 1% - to Welfare Reserve;
  • 4% - to the Social Reserve of the Land of Clones;
  • 3% - to the Reserve of the owners of real estate of the Principality;
  • 10% - to the Prince on whose territory the Hamlet is built;
  • 15% - to the Reserve of owners of Cities located in the Principality. The Reserve is divided between the mayors in proportion to the Technological level of each city;

15% - paid by the State depending on the level of development of the administrative unit in which the enterprise development was carried out:

If the level of this AU is "Hamlet", these 15% will be paid:

  • 10% - to the owner of the Town, on the territory of which the Hamlet is built (or on the territory of which there is a Village in which the Hamlet is built);
  • 5% - to the owner of the Village on the territory of which the Hamlet is built.

Note: if the Hamlet is built on the territory of the Principality, but not on the territory of the Village or Town, or on the territory of a Village that is not subordinates the Town, the corresponding payments to the Town or Village (10% and 5%) will be paid to the "intermediate reserve of Principality".

If the level of this AU is "Village", these 15% will be paid:

  • 10% - to the owner of the Town, on the territory of which the Village is built;
  • 5% - to the "intermediate reserve of Principality".

Note: if the Village is built on the territory of the Principality, but not on the territory of the Town, the corresponding payments to the Town (10%) will be paid to the "intermediate reserve of Principality".

If the level of this AU is "Town" or "City", these 15% totally will be paid to the "intermediate reserve of Principality".

The "intermediate reserve of Principality" formed from these allocations will be paid at the end of the day as follows:

  • 30% to the Social Reserve of the Land of Clones;
  • 30% to the Reserve of the Treasury of Principality;
  • 40% to the Social Reserve of the Principality.

[править] Expenses for the purchase of products

Upon purchasing of the products by the owner of the enterprise, the purchase cost shall be paid:

  • 50% - to salaries payment to employees of the enterprise

The remaining gold coins constituting the State fee is paid to the following reserves (%% of the full purchasing cost):

  • 5% - to the Reserve of the corresponding type of securities
  • 5% - to the Prince on whose territory the AU is built
  • 10% - to the Reserve of owners of Cities located in the Principality. The Reserve is divided between the mayors in proportion to the Technological level of each city;

15% - paid by the State depending on the level of development of the administrative unit in which the purchasing of products was carried out:

If the level of this AU is "Hamlet", these 15% will be paid:

  • 10% - to the owner of the Town, on the territory of which the Hamlet is built (or on the territory of which there is a Village in which the Hamlet is built);
  • 5% - to the owner of the Village on the territory of which the Hamlet is built.

Note: if the Hamlet is built on the territory of the Principality, but not on the territory of the Village or Town, or on the territory of a Village that is not subordinates the Town, the corresponding payments to the Town or Village (10% and 5%) will be paid to the "intermediate reserve of Principality".

If the level of this AU is "Village", these 15% will be paid:

  • 10% - to the owner of the Town, on the territory of which the Village is built;
  • 5% - to the "intermediate reserve of Principality".

Note: if the Village is built on the territory of the Principality, but not on the territory of the Town, the corresponding payments to the Town (10%) will be paid to the "intermediate reserve of Principality".

If the level of this AU is "Town" or "City", these 15% totally will be paid to the "intermediate reserve of Principality".

The "intermediate reserve of Principality" formed from these allocations will be paid at the end of the day as follows:

  • 30% to the Social Reserve of the Land of Clones;
  • 30% to the Reserve of the Treasury of Principality;
  • 40% to the Social Reserve of the Principality.

[править] Additional allowance from the Prince and the owners of higher ("superior") AUs

Princes and owners of "superior" AUs, in subordination which your AU is, interested in your development and have the opportunity to appoint additional cash allowance.

Assignment of allowance is a voluntary decision of each Prince or Mayor, and their value depends on financial possibilities of the player and the intensity of your development pointing to your significance for the Prince and the owners of the "superior" AUs. The amount of payment of the total amount of allowance that you will receive, also depends on the level of development of your AU and its Technological level. The higher the Technological level of your administrative Unit, the greater your income.

Also, the Princes and owners of "superior" AUs may, if desired, pay a percentage of their profits from the development of AU/enterprises directly to your game account.

Set the total amount of allowance to owners of each type of subordinate AU, as well as the percentage of profits from the development of subordinate AU, may be on the "Subordinate settlements" page (in the Administrative Unit or Principality, respectively). The specified amount of the allowance will be deducted from the game account of the Mayor or Prince every day, and paid in proportion to the indicator of the Technological level of each AU. If the account does not have enough funds to pay the allowance on a certain day, the allowance will not be paid on that day. The specified percentage of the profit from the development of AU will be automatically paid to the owners of AU immediately after they take action to develop.

[править] The Treasury of the AU

The Town Planning is not an easy, but very promising type of work activity. The State of Land of Clones seeks to encourage all Mayors by paying them an additional cash allowance.

Every day the State replenishes the Treasury of each AU with deductions in gold coins, the value of which depends on the Technological level of AU. The total daily cash reserve for all AUs is charged from:

  • 2% - from the current value of the State Treasury
  • 10% - from the "discount" in the Trade Guild
  • 10% - from the "discount" at the Fair
  • 0.5 Clonero from each activated "privileges card" on the "Battle of the Thrones" game server

The Treasury of all settlements of the "City" level is also replenished from:

  • 10% of the income from studying the "Intention" characteristic at the University

The State can regulate the income of Mayors, encouraging them with additional state allowance.

Every day the Treasury (if not looted, see details in the "Protection of the AU Treasury" chapter) is paid to the account of the owner of the Administrative Unit in the estimated time.

Note that the higher the Technological level of your Administrative Unit, the greater the amount of allowance you will receive.

You can see how the Technological level of AU is calculated in the "General rules of Town planning" chapter above.

Also, the Treasury is replenished by transferring dividends from securities available on the account of the owner of AU, see details in the "Securities" game section.

[править] Social Reserve of the Principality

Each Principality has its own social reserve. The State pays the gold coins from the AU incomes to this reserve.

The social reserve of the Principality consists of 5 equal parts, which are paid at the end of the day to the relevant population groups of the Principality:

Whom to be paid What affects the amount of payment
Real estate owners House's level of development
Cities owners City's Technological level
Towns owners Town's Technological level
Villages owners Village's Technological level
Hamlets owners Hamlet's Technological level

Note that the higher the Technological level of your Administrative Unit, the greater the amount of payment from the social reserve of the Principality.

[править] Security protection of the Treasury of the AU

The Treasury of the AU receives daily deductions specified in the "Additional cash income of Mayors" chapter.

Transportation of gold received for the day at the Treasury of AU to the State Bank is carried out by collectors at the estimated time, at the beginning of the next day. Up to this point, the Treasury must be protected from attacks by bandits, by hiring a settlement squad.

Any clone with social status of Craftsman and higher can take the position of the security guard. In the description, you can place brief requirements for candidates (for example, specify the desired level of expertise in military affairs and type of weapons), see the Management page.

Candidates' applications can be found on the "Defense" page. When choosing among the candidates, pay attention to the presence of weapons - both firearms and cold arms, as well as military training (characteristics). If the thieves will be higher characteristics than the security guards, as well as if their weapons will exceed the weapons of the guards, such a gang, of course, has every chance of success. If it is not possible to review applications regularly, you can enable automatic acceptance of incoming applications.

As with the protection of the real estate, you can take to settlement squad not only foreign candidates but also your own clones (including the clone-owner of the AU). You can select your own clones on the "My clones" tab under "Defense" section, the list displays only the clones with wearing a cold arm or a firearm and are not members of any group (security guard of a house/AU, Prince's Troops, Robbers Gang, Bandit Troops, Stash Raiders).

Depending on the type of AU, the Treasury can protected by a different number of guards, and not every robbers gang can attack it:

%settlement_member_limit%

Each AU, regardless of type, can be attacked no more than three times every 24 hours. The beginning and the end of the 24-hour period do not coincide with the beginning and the end of the calendar day - the moment of the beginning of a new period is chosen arbitrarily for each AU. Thus, the Administrative Unit may be subjected to more attacks for the current day, but they will belong to different 24-hour periods.

Hired settlement squad in case of gangs raids develops their combat skills, and, with the successful prevention of gang attacks, takes gang's gold coins (when attacked, the gang must carry an amount of money equal to 50% of the gold accumulated at the time of the robbery in the Treasury of the AU).

The guards in the squad, having health less than 10 points and did not restore it automatically before the battle, will not participate in the battle. You can set up automatic healing of fighters (those who could not recover health on their own) with health potions from your own stocks.

You can fire a negligent guard at any time.

During the attack, the robbers gang must have a possession of a ransom in case of failure of the robbery, in amount of 50% of the gold coins in the Treasury of AU.

If the settlement squad defend the Treasury successfully, the ransom of bandits divided as follows:

  • 20% - to the owner of the AU
  • 80% - to settlement squad members according to quantity of expertise in military affairs (taking into account the coefficient from a military rank if it is)

[править] Hunting for the Buried Treasures

Owner of the AU can activate the "Hunting for the Buried Treasures" in the "Settlement Squad" section. When you activate this function, members of the squad will be able to devote their leisure time to finding the buried treasures. To search of buried treasures, each member of squad will spend %treasure_hunt_cost% per day, which will expended from the owner of AU (and if there is a lack of it - from his Canteen), regardless of whether the treasure is found or not. In the case of finding the buried treasure, the squad will bring it and put it into the Treasury of the AU, which will continue to be protected by settlement squad.

The more members of squad are involved in the search for buried treasure, the more likely to find it.

At the end of the day, Treasury of AU will be transported by Bank collectors and credited to the game account of the owner of AU. Be careful to keep founded buried treasure, you need high-quality protection. You have the opportunity to strengthen the protection system of black pearls or proceed into the technological era of the Naphtha, which will allow you to activate the "Not available for the attack of bandits" setting. If the treasure was not looted by bandits, it is fully goes to the owner of AU.

[править] Questions and answers

Question How often will the settlement squad go in search for the buried treasures?
Answer The squad will dedicate all of their leisure time to treasure hunt the buried treasure. If they find the treasure, they will not go to search again that day.
Question Do the guards need to take any action to find the treasure?
Answer No, the whole search process is automatic.
Question Can AU be attacked by bandits while the guards are looking for treasure?
Answer Guards search for treasure only when there are no attacks, so it has no effect on the overall process of attacks.

[править] Additional protection system in the AU

Protection system from the robberies of any AU can be enhanced with the help of black pearls.

Improved protection system gives an increase in expertise in military affairs of the guards in battle (for the period of their service in the settlement squad) by a certain coefficient.

The improved protection system requires in repair every %settlement_protection_repair_interval%. In the absence of pearls needed for repair, additional protection is turned off for a week.

The cost of construction of the system of protection, repair and coefficients of increase of the expertise in military affairs of security guards are given in the table below:

%settlement_protection_table%

In the case of the development of AU to the next type, you can improve its protection system, expending the missing amount of pearls needed for this type of settlement.

[править] Questions and answers

Question I developed my Village into a Town, and a protection system was built in my Village, how many black pearls do I need to get the most effective protection system in the Town?
Answer 4000 - 2000 = 2000 of black pearls.

[править] Technological Era of the Naphtha

After developing the "Level of social policy" in your AU, you will have the opportunity to influence the social consciousness of the robbers in such a way that at your desire they will refrain from raids on the Treasury of your AU. You can set the possibility and impossibility of attacks under "Raids on the AU" tab in the "Defense" section.

The cost of improvements in the AU:

%settlement_social_politic_cost_table%

In the case of the development of AU to the next type, you can improve its "Level of social policy", expending the missing amount of resources needed for this type of settlement.

If the AU is located in the Principality that has proceed into the Technological Era of the Naphtha, the owner of such AU will have a discount of 25% in the construction and improvement of the "Level of social policy".

[править] Questions and answers

Question I developed my Village to the Town, while the "Level of social policy" was developed in my Village, how many resources do I need for it to be developed in the Town?
Answer 40000-20000=20000 units of Naphtha Products, 200-100=100 kg of Sand.