Ages & money In the game
How a realm grows from the Dark Age to the Middle Age: what you pay with, what you build with, and how workshops choose their recipe and fuel.
The two ages In the game
Grain is the money. You build with wood, stone, clay, daub and thatch. Its wonder: the Great Granary (town hall 3).
Gold coin arrives with the first bank, mint or exchange hall. Bricks, lime, roof tiles and iron; from town hall 6 glass, slate, marble and steel. Its wonders: Straits Lighthouse (4), Star Observatory (6), Exchange Hall (8).
There is no third age. Later content moves into the Middle Age by town hall level, with medieval names.
Money In the game
- Prices, wages, fees and card prices are in grain in the Dark Age.
- Gold coin exists only once a realm has a bank, a mint or an exchange hall: they are the only issuers. Silver and gold ingots are goods, never money.
- From the Middle Age the same prices are paid in gold coin.
Build costs in the Middle Age In the game
A building placed in the Middle Age pays its normal cost plus extra goods, as a share of its base cost (rounded up). The price is fixed when you place the site. Dark Age sites, houses, wonders, fields and the town hall pay the normal cost.
| Building class | Town hall 4 to 5 | Town hall 6 and up (in addition) |
|---|---|---|
| Kilns, furnaces, smithies, bakeries | +25 % bricks, +15 % lime mortar, +5 % iron, +5 % tools | +5 % steel, +5 % slate |
| Mills and stonecutters | +15 % dressed stone, +5 % iron, +5 % roof tiles | +5 % steel |
| Faith | +20 % dressed stone, +10 % lime mortar | +10 % glass, +5 % marble |
| Military | +10 % iron, +15 % dressed stone, +10 % wood | +5 % steel |
| Water buildings | +15 % wood, +5 % iron | +5 % iron |
| Monuments | +25 % dressed stone, +5 % marble | +10 % marble, +5 % glass |
| Farms, fields, pens | +5 % tools | +3 % iron |
| Stores | +15 % roof tiles, +3 % iron | +10 % slate |
| Civic and services | +15 % dressed stone, +10 % lime mortar, +5 % roof tiles | +10 % glass, +10 % plaster |
| Workshops | +15 % bricks, +10 % lime mortar, +10 % roof tiles, +5 % tools | +5 % glass, +5 % slate, +3 % steel |
Recipe modes In the game
Some workshops can switch between recipes in their window. Mode 1 is always the classic recipe.
| Building | Mode | What it does |
|---|---|---|
| Glassworks | Coal glass | 2 sand + 1 coal make 1 glass: the everyday melt. |
| Clean fire | 2 sand + 2 wood make 1 glass. Refuses coal: only a clean fuel keeps the melt clear. | |
| Tile kiln | Roof tiles | 1 clay + 1 coal make 1 roof tile. |
| Coal-free | 1 clay makes 1 roof tile on 1.6 peat, else 2 wood, more slowly. Burns peat before wood. | |
| Lime kiln | Mortar | 1 limestone + 1 sand make 1 lime mortar, no fuel. |
| Burnt mortar | 1 limestone + 2 sand make 2 lime mortar on half a coal, else 1 wood, more slowly. Saves limestone. | |
| Slaked lime | 1 limestone makes 1 slaked lime on half a coal, else 1 wood. | |
| Plaster works | Plaster | 1 gypsum makes 1 plaster. |
| Calcined | 1 gypsum + 1 wood make 1 plaster, faster. | |
| Lime plaster | 1 slaked lime + 1 sand make 1 plaster, slower, with no gypsum. | |
| Daub yard | Daub | 1 clay + 1 wood make 1 daub. |
| Dung daub | 1 clay, half a wood and half a compost make 1 daub. Saves wood. | |
| Limestone stonecutter | Dressed stone | 3 limestone make 1 dressed stone. |
| Master cut | 2 limestone make 1 dressed stone, slower, with less waste. | |
| Tool workshop | Stone / Bronze / Iron / Steel | Tools from wood and stone, or from half a bronze ingot, iron or steel. Same pace in every mode. |
| Bloomery | Bloom | 2 iron ore + 1 coal make 1 iron. |
| High shaft | 3 iron ore + 3 coal make 2 iron: less ore for more fuel. |
Fuels
- Each mode lists the fuels it accepts, in order of preference. A unit burns the first one the town holds.
- A fuel that is not listed is refused even when it is in stock: the clean-fire glassworks never burns coal.
- Charcoal from the charcoal kiln and the charcoal burner is the first choice of the clean-fuel modes.