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Sprache
aa - Afar
ab - Abkhazian
abs - Ambonese Malay
ace - Achinese
acm - Iraqi Arabic
ady - Adyghe
ady-cyrl - Adyghe (Cyrillic script)
aeb - Tunisian Arabic
aeb-arab - Tunisian Arabic (Arabic script)
aeb-latn - Tunisian Arabic (Latin script)
af - Afrikaans
aln - Gheg Albanian
alt - Southern Altai
am - Amharic
ami - Amis
an - Aragonese
ang - Old English
ann - Obolo
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
ban-bali - Balinese (Balinese script)
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba (Latin script)
bcc - Southern Balochi
bci - Baoulé
bcl - Central Bikol
bdr - West Coast Bajau
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bew - Betawi
bg - Bulgarian
bgn - Western Balochi
bh - Bhojpuri
bho - Bhojpuri
bi - Bislama
bjn - Banjar
blk - Pa'O
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
btm - Batak Mandailing
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Min Dong Chinese
ce - Chechen
ceb - Cebuano
ch - Chamorro
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cpx - Pu-Xian Min
cpx-hans - Pu-Xian Min (Simplified Han script)
cpx-hant - Pu-Xian Min (Traditional Han script)
cpx-latn - Pu-Xian Min (Latin script)
cr - Cree
crh - Crimean Tatar
crh-cyrl - Crimean Tatar (Cyrillic script)
crh-latn - Crimean Tatar (Latin script)
crh-ro - Crimean Tatar (Romania)
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
dag - Dagbani
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
dga - Dagaare
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
es-419 - Latin American Spanish
es-formal - Spanish (formal address)
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
fat - Fanti
ff - Fula
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fon - Fon
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gaa - Ga
gag - Gagauz
gan - Gan Chinese
gan-hans - Gan (Simplified)
gan-hant - Gan (Traditional)
gcr - Guianan Creole
gd - Scottish Gaelic
gl - Galician
gld - Nanai
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
gpe - Ghanaian Pidgin
grc - Ancient Greek
gsw - Alemannic
gu - Gujarati
guc - Wayuu
gur - Frafra
guw - Gun
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
hno - Northern Hindko
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
hsn - Xiang Chinese
ht - Haitian Creole
hu - Hungarian
hu-formal - Hungarian (formal address)
hy - Armenian
hyw - Western Armenian
hz - Herero
ia - Interlingua
id - Indonesian
ie - Interlingue
ig - Igbo
igl - Igala
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kai - Karekare
kbd - Kabardian
kbd-cyrl - Kabardian (Cyrillic script)
kbp - Kabiye
kcg - Tyap
kea - Kabuverdianu
kg - Kongo
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kjh - Khakas
kjp - Eastern Pwo
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - Korean (North Korea)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ksw - S'gaw Karen
ku - Kurdish
ku-arab - Kurdish (Arabic script)
ku-latn - Kurdish (Latin script)
kum - Kumyk
kus - Kʋsaal
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lld - Ladin
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mad - Madurese
mag - Magahi
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Māori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mnc - Manchu
mnc-latn - Manchu (Latin script)
mnc-mong - Manchu (Mongolian script)
mni - Manipuri
mnw - Mon
mo - Moldovan
mos - Mossi
mr - Marathi
mrh - Mara
mrj - Western Mari
ms - Malay
ms-arab - Malay (Jawi script)
mt - Maltese
mus - Muscogee
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Min Nan Chinese
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
nia - Nias
niu - Niuean
nl - Dutch
nl-informal - Dutch (informal address)
nmz - Nawdm
nn - Norwegian Nynorsk
no - Norwegian
nod - Northern Thai
nog - Nogai
nov - Novial
nqo - N’Ko
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
nyn - Nyankole
nys - Nyungar
oc - Occitan
ojb - Northwestern Ojibwa
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pcm - Nigerian Pidgin
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
pwn - Paiwan
qqq - Message documentation
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rki - Arakanese
rm - Romansh
rmc - Carpathian Romani
rmy - Vlax Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
rsk - Pannonian Rusyn
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rw - Kinyarwanda
ryu - Okinawan
sa - Sanskrit
sah - Yakut
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
se-fi - Northern Sami (Finland)
se-no - Northern Sami (Norway)
se-se - Northern Sami (Sweden)
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
sh-cyrl - Serbo-Croatian (Cyrillic script)
sh-latn - Serbo-Croatian (Latin script)
shi - Tachelhit
shi-latn - Tachelhit (Latin script)
shi-tfng - Tachelhit (Tifinagh script)
shn - Shan
shy - Shawiya
shy-latn - Shawiya (Latin script)
si - Sinhala
simple - Simple English
sjd - Kildin Sami
sje - Pite Sami
sk - Slovak
skr - Saraiki
skr-arab - Saraiki (Arabic script)
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
smn - Inari Sami
sms - Skolt Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
sro - Campidanese Sardinian
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
sty - Siberian Tatar
su - Sundanese
sv - Swedish
sw - Swahili
syl - Sylheti
szl - Silesian
szy - Sakizaya
ta - Tamil
tay - Tayal
tcy - Tulu
tdd - Tai Nuea
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tly-cyrl - Talysh (Cyrillic script)
tn - Tswana
to - Tongan
tok - Toki Pona
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
trv - Taroko
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - Uzbek (Cyrillic script)
uz-latn - Uzbek (Latin script)
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vmw - Makhuwa
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
wal - Wolaytta
war - Waray
wls - Wallisian
wo - Wolof
wuu - Wu Chinese
wuu-hans - Wu Chinese (Simplified)
wuu-hant - Wu Chinese (Traditional)
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
xsy - Saisiyat
yi - Yiddish
yo - Yoruba
yrl - Nheengatu
yue - Cantonese
yue-hans - Cantonese (Simplified)
yue-hant - Cantonese (Traditional)
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
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Hole
{{DISPLAYTITLE:Money}}<languages/> Money makes the world go round; even in Eressea. Many different ways to earn money exist in Eressea: You can earn money by: [[Special:MyLanguage/ARBEITE|working]], [[Special:MyLanguage/UNTERHALTE|entertaining]] the peasants, [[Special:MyLanguage/TREIBE|collecting taxes]] oder [[Special:MyLanguage/Geld#Handel|trading]]. Working is more of a type of stopgap, units workig will earn barely enough to feed themselves. You can make quite a lot of money with entertainnment and taxation. Especially at the beginning of your ventures, trading might be the biggest source of income, profits of some thousands of silver are possible, provided the regions have the appropriate luxury goods. Silver has its own weight: each 100 pieces of silver equal one unit of weight (UW/GE). When calculating weight it is a common rule to round up; even one piece of silver can overload. Because persons (of most [[Special:MyLanguage/Rassen|Races]]) can carry 5.4 UW/GE, they can carry up to 540 silver with them; when carrying 541 silver a single person is overloaded. A boat (50 UW/GE capacity) for example, can carry one person (10 GE of most [[Special:MyLanguage/Rassen|Races]]) with 4000 Silver; even 4001 silver would be too much. <span id="Ausgaben"></span> == Expenses == <span id="Rekrutieren"></span> === Recruit === If you want to recruit people, all you need is enough small change, because those willing to recruit are often particularly thirsty ... Depending on the race, you have to spend between 40 and 150 silver on recruitment costs for each person you recruit. The amount of the recruitment costs depends on the race and can be found in the [[Special:MyLanguage/Rassen|this]] table. You can only recruit people of your own race! Persons of other races can only be accepted by human factions, and these must be handed over by other factions. Recruitment is prevented by guarding. <span id="Unterhaltskosten"></span> === Upkeep costs === Every person of a faction and each peasant require 10 silver each turn to buy themselves the supplies needed to survive. Units of a faction help each other with silver when staying in the same region, i.e. it is basically enough if one unit has enough silver for all persons present (which can lead to catastrophes when done wrong and nobody else has any silver!). If your own faction does not have enough silver, other factions that have set [[Special:MyLanguage/HELFE|HELP SILVER]] to your own faction will also help (see [[Special:MyLanguage/Allianz|here]]). Units that move must be supplied where they arrive. Silver, which was previously [[Special:MyLanguage/RESERVIERE|reserved]], is also used for unit maintenance. Without enough silver, people will starve (see below). Some buildings also require weekly maintenance costs in order to function. These maintenance costs are incurred at the start of the round, i.e. they must be collected in the preliminary round and are due as soon as the building has been started (i.e. even for half-finished buildings). If there is not enough silvers available, the function of the building cannot be used. More details can be found in the chapter on [[Special:MyLanguage/Gebäude|Buildings]]. <span id="Hunger"></span> == Starvation == <span id="Hunger_bei_Spieler-Einheiten"></span> === Starvation for player units === Starving units take damage, the hungry Halflings proportionally more than others. However, a fully rested unit will not die in the first week. A starving unit cannot give people to other units. In addition, the skill levels of starving units fall by half, they do not regenerate health points and they learn much more slowly than normal. The Sailing talent is only reduced by one level when units are starving. Nevertheless, starvation at sea is a critical situation. On the one hand, nobody can work there except [[Special:MyLanguage/Meermensch|aquarians]], so you are dependent on silver from outside. Secondly, due to the reduction in skill, you may not be able to gather enough sailing levels to manoeuvre the ship, causing it to take [[Special:MyLanguage/Schiff|Damage]] and drift away. Hunger is almost fatal if you come into contact with the enemy, e.g. due to theft or poor planning. Units lose hit points and will be much weaker in any subsequent battle. If units survive such a battle anyway, there is still a risk that they will continue to starve because they were unable to work due to the battle (see [[Special:MyLanguage/Kampfende|Combat End]]). If units master the [[Special:MyLanguage/Kriegstabellen|Endurance skill]] at a high level, they may experience the strange effect that a unit is "very strong" according to the report (i.e. it has more hit points than it should normally have) after starving. <span id="Hunger_bei_Bauern"></span> === Starvation for peasants === Peasants also need sustenance, which they normally earn themselves and take from the regional supply. If the regional supply is exhausted, the peasants starve and die. This can have various causes: * The region is overpopulated. In a plain without trees, where each peasant earns 12 silver, only 12000 peasants can survive in the long term, because only 10000 peasants work, earning 120000$, which is only enough for 12000 peasants. In the short term, the number of peasants can be higher as long as there is still enough silver in the region's supply. * The region is not overpopulated, but [[Special:MyLanguage/ARBEITE|working]] player units occupy some of the jobs. * The peasants earn enough silver, but player units collect [[Special:MyLanguage/TREIBE|taxes]] before the peasants can provide for themselves. * There are also rumours of special events that can temporarily or permanently reduce the fertility of a region, which means that the peasants can no longer earn their own living. Starved peasants can later "be" resurrected as [[Special:MyLanguage/Undead|Undead]]. <span id="Einnahmen"></span> == Income == <span id="Arbeiten"></span> === Work === Units can earn money by working in agriculture (see command <tt>[[Special:MyLanguage/ARBEITEN|WORK]]</tt>). However, the larger the forests in a region, the less arable land there is, and the fewer peasants (and player units) can work: eight peasants or players can no longer work per tree, each sapling occupies 4 jobs. The maximum number of people who can work (not live) in a region, i.e. without any forest, depends on the terrain (see the table in the [[Special:MyLanguage/ARBEITEN|WORK]] order). A peasant normally earns 11 silver per turn. This wage can be increased by the bonus of a citadel up to 16 silver per peasant and week (see also [[Special:MyLanguage/Burg|this]] table). If, for example, a citadel is built in a plain and the forest is cut down, 10000 peasants can feed themselves in one turn and another 60000 silver are added to the region silver. However, working units of players earn less - after all, they are only auxiliaries. How much they can earn (usually 1 silver less than peasants) is specified in the report and can also be found in the table in the order [[Special:MyLanguage/ARBEITEN|WORK]]. Work is prevented by guarding only for units on ships. <span id="Steuereintreiben"></span> === Collecting taxes === Armed and trained units can use the order <tt>[[Special:MyLanguage/TREIBE|TAX]]</tt> to squeeze out of the peasants 20 silver in taxes per person and skill taxation level. To do this, you will of course need the taxation skill, as well as a weapon per person (catapults don't count) and the corresponding skill. If the peasants live close to the maximum population, almost all the silver reserves will be used up by themselves, so they will have no more silver "left" for taxes. Taxes can then still be collected (in the amount of the regional reserve), but the peasants who are not supplied will starve to death (and this will not increase their earnings ...). This is why it makes sense to build a castle, as this increases wages: with 12 silver instead of 11 silver, 2000 peasants earn 2000 silver more per turn! Collect taxes is prevented by guarding. <span id="Unterhaltung"></span> === Entertainment === The silver that remains to peasants after paying taxing units is added to the region's silver (the peasants' silver supply, so to speak). Of this silver, 5% can be earned through entertainment. This amount is also stated in the region's statistics. Each person can earn up to 20 silver per round and talent level in entertainment with the <tt>[[Special:MyLanguage/UNTERHALTE|ENTERTAIN]]</tt> order, if the peasants have enough money available. <span id="Beispiele_zu_den_Verdienstmöglichkeiten"></span> ===Examples of potential income=== {| class="wikitable" |+ Income and upkeep |- !Region !!Trees !!Peasants !!Max. workers!!Wage !!Income !!Upkeep !!Surplus !!Entertain |- |Plain ||200 ||3742 ||8400 ||11 ||41162 ||37420 ||3742 ||187 |- |Plain ||200 ||3742 ||8400 ||14 ||52388 ||37420 ||14968 ||748 |- |Forest ||818 ||3742 ||3456 ||11 ||38016 ||37420 ||596 ||29 |- |Forest ||818 ||3742 ||3456 ||12 ||41472 ||37420 ||4052 ||202 |} For each tree, the maximum number of peasants that may work is decreased by 8, for each saplings the number is decreased by 4. In this example, the total income is smaller because not all the peasants can work. This is because too many trees are preventing them from growing food. This also does not take into consideration the peasants' savings (region silver reserve). They will live on this reserve when overpopulation strikes. The silver available for entertainment is also affected by the amount of silver reserve. As a rule, more silver can therefore be earned through entertainment, as the 5% refers to this reserve. Entertain is prevented by guarding only for units on ships. <span id="Diebstahl:_der_unehrliche_Weg"></span> === Stealing: the dishonest way === In addition to the honest ways of earning money, there is also the dishonest variant: theft. Units that are cloaked can attempt to steal silver from other units using the order <tt>[[Special:MyLanguage/BEKLAUE|STEAL]]</tt>. If [[Special:MyLanguage/Tarnung|stealth skill]] of the stealing unit is higher than the [[Special:MyLanguage/Wahrnehmung|perception]] of the best unit of the stealing faction in the region, it steals 50 silver per talent level difference. It is also worth reading the chapter on [[Special:MyLanguage/Tarnung|stealth]] on this topic. <span id="Handel"></span> == Trade == In every region, the peasantry produce one special luxury item. Your units may purchase this product. In all regions that do not produce this special luxury product, there is a continuously rising demand. If you are not afraid of the risks involved in long distance travels, trading is a very lucrative method of earning silver. In order to trade, a unit needs the trade skill. For every level of trade skill, a person can [[Special:MyLanguage/KAUFE|BUY]] up to 10 luxury items or sell 10 luxury items. Furthermore, some form of castle is needed for the trade to take place. At least the size of a tradepost is required. It does not matter who controls the castle, the owner cannot directly prevent the trading from taking place. However, he can indirectly prevent trading from going on by simply attacking the trading units with his own armed units. The unit that owns the largest castle in the region receives a percentage of the proceeds of all sales by the other factions. This revenue share is deducted from the trader's income. If two castles in the region are the same size, no one receives this share. The amount of the "tax rate" can be found in the table in [[Special:MyLanguage/Burgen|Castles]] chapter. Trade is prevented by guarding only for units on ships. This table shows the base prices of luxury goods. The number of units of luxury goods that can be bought without raising the price is 1% of the number of peasants in the region. Every time this amount is bought (the total bought by all factions), the price rises by the base price. A region with 2,000 peasants means 20 luxury items can be bought without raising the price. The price drops to normal the next turn. {| class="wikitable" |+ Base prices of luxury goods: |- !Luxury good !!Base price !!Weight UW/GE |- |Balm ||4 ||2 |- |Oil ||3 ||3 |- |Spice ||5 ||2 |- |Silk ||6 ||3 |- |Gem ||7 ||1 |- |Incense ||4 ||2 |- |Myrrh ||5 ||2 |} The sale price of a luxury item in a region is a multiple of the basic price, and is declared in the report of the region. Each time more than 1% of the peasants has bought a certain good, the sale price drops by the basic price and rises again slowly in the following turns. Each turn, there is a 10% chance for each luxury good for its sale price to increase by its basic price. In regions with a [[Special:MyLanguage/Andere Gebäude|Harbour]], this chance is 20%. If the purchase price is already 25 times the base price, it will not increase any further. The prices and maximums shown are valid for all factions in the region and not per faction, but per luxury product. Without trade agreements between players, the selling prices of luxury goods can easily be ruined. All purchases and sales of luxury goods are distributed equally among the factions. The price increase or decrease therefore affects everyone who buys or sells in the turn equally. Exemple: * Assuming a region with 8,000 peasants. It proposes incense for 4 silver, and asks spice for 15 silver. 1% of the peasants is 80. If all the traders in the region sell 200 spices, the first 80 units are sold for 15 silver a piece, the next 80 units are sold for 10 silver a piece (down one basic price for spices), and the last 40 spices are sold for only 5 silver a piece. The next week, spices will be sold for only 5 silver. Except if the price has incrised to 10 (10% probability, 20% with a harbour). * If 100 incense is bought in the same region, the first 80 are bought at 4 silver a piece, and the next 20 are bought at 8 silver a piece (an increase of one basic price). In the coming week the price for incense will be 4 silver again and you can buy the first 80 incense for this price. If the 100 incense was purchased by units from two different factions, both pay 4,8 silver per luxury good (except for rounding effects). The silver spent by traders to buy the luxury goods available in the region benefits the selling traders. Nevertheless, the region does not lose any silver, because the peasants own luxury goods with which they can pay the taxes. The money is not created out of nothing - it is the value of goods produced in another region. The silver spent by BUY, on the other hand, goes into the region's supply. Clever rulers can take it back from them through entertainment and taxes. It's worth equipping a boat and setting sail. Although it is possible to trade with the two products usually produced on an island, the profits remain relatively low. On the other hand, if you return from a foreign island with a cargo of rare goods, you can make astronomical profits, whatever the distance between the islands. Remember, a tradepost is a prerequisite for any trade. <span id="Konkurrenz_verschiedener_Parteien"></span> == Competition between different factions == If several factions work, maintain, collect taxes or trade in a region, the possible income is divided as evenly as possible between the units. It is best to consult with your neighbours if they are friendly. If the region is guarded by a foreign faction, your own unit cannot collect taxes or recruit. Work, entertainment and trade are possible, however, unless your own unit is on a ship. If all guarding factions have set <tt>[[Special:MyLanguage/HELFE|HELP GUARD]]</tt> or <tt>[[Special:MyLanguage/HELFE|HELP ALL]]</tt> to our faction or <tt>[[Special:MyLanguage/KONTAKTIERE|CONTACT]]</tt> to our unit or our faction, then guarding has no effect. This also applies if our unit is not seen due to sufficiently good stealth skill. For a TEMP unit (particularly relevant when recruiting), the "mother" unit counts, i.e. the unit that gives the command <tt>MAKE TEMP</tt>. == See also == * [[Special:MyLanguage/GIB|GIVE]] * [[Special:MyLanguage/RESERVIERE|RESERVE]] * [[Special:MyLanguage/Materialpool|itempool]] * [[Special:MyLanguage/Tarnung|stealth]] * [[Special:MyLanguage/BEWACHE|GUARD]] {{weiter|Materialpool|Material Pool}} [[Kategorie:Regeln{{#translation:}}]] </noinclude>
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