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ZÜCHTE
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
Format
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Hole
{{DISPLAYTITLE:World}}<languages/> <span id="Die_Landschaft_von_Eressea"></span> == Geography == ''Selen Ard'Ragorn calmly looked at the door when Rahel, her young novice, clumsily stumbled into the small chamber in the library wing of the temple. Slightly amused, she regarded the nervously twitching tail of the young cat, who desperately but unsuccessfully tried to straighten her disheveled robes.'' ''"Come closer, my child", Selen asked. Rahel bashfully neared the decorated table where the abbess sat. As the young cat caught sight of the big parchment spread on the table, she meowed in astonishment. She saw a detailed, neatly drawn map of the whole known world. Information from all lands under the Gold−Eyed Cat's gaze had been collected and sketched in this map by skilled hands. Rahel discerned Andune, the little island almost divided into two, in the middle of the sea. Around Andune she saw the well−known contours of the neighboring islands, embedded as Andune itself in the seemingly endless ocean.'' The world of Eressea consists of many islands and continents with entirely different sizes. Islands and oceans are segmented to regions. Inside the regions are the players' units, buildings and ships, as well as peasants and various raw materials. ''Rahel was still looking at the secret map in amazement when Selen pointed to one of the islands at the very edge. "Look, Rahel. There's an island that has just been added. Do you recognize how our cartographers work?"'' [[Datei:KarteCSMap.jpeg|File:KarteCSMap.jpeg]] ''The novice contemplated the map intently. Apparently it was confined to the essential and the discovered districts were only roughly classified. Rahel recognized forests and mountains, many swamps and some woodless plains.'' In this example, a swamp is located at (0,0); in its northeast at (0,1) you can find a mountain. Every faction in Eressea has its own coordinate system, which can be shifted with the command [[Special:MyLanguage/URSPRUNG|ORIGIN]] in order to adjust it to the one of another faction. ''"Well done my child," Selen assured the much younger cat. "These maps are mostly used for navigating our ships. But you notice they contain only little information. Because of that ..." − Selen opened a big, heavy book beside the map − "... our scouts send us detailed reports about the explored regions every week. We gather these reports, because they are important for our decisions."'' In the world of Eressea there are various [[Special:MyLanguage/Geländearten|terrain types]] (mountain, plain, forest, glacier, highland, swamp, desert and volcano) with different characteristics. An explorer who does not shy away from the vast oceans may discover other, exotic region types on his exploratory journeys. One example is the "wall of fire", which represents an insurmountable obstacle. As a rule, walls of fire demarcate the worlds in Eressea. This is to prevent factions of very different ages from easily clashing. Depending on the type of terrain, different numbers of peasants will find space in the region to earn their weekly wage in the fields. A plain, for example, provides work for significantly more peasants than a swamp. Furthermore, the number of available jobs is reduced by trees. Each peasant takes away one job, each sapling four jobs and each tree eight jobs. Although an almost infinite number of trees can grow in any type of terrain, in a very forested region there will be virtually no jobs. In a glacier, very few trees are enough to take away almost all the jobs, in a plain there can be a few hundred trees and still a few thousand peasants working in the fields. But even a very densely forested region still yields enough fruit, roots or mushrooms for a few peasants to make a living. This means that a small number of peasants always find a job in the region: 10% of the maximum number of jobs in a region, but no more than 200, are therefore never blocked by trees or saplings. For example, if there are 150 trees in a mountain, 100 peasants will still find a job (10% of the maximum number of jobs), even though there are actually no more jobs available due to the large number of trees (150 trees x 8 occupied jobs = 1200 occupied jobs > 1000 maximum available jobs). The only difference between a plain and a forest is the number of trees and saplings in the region. From a total number of 600 trees and/or saplings, a plain is considered a forest. This means that you can turn a forest into a plain by felling trees or, conversely, turn a plain into a forest by reforesting it. {| class='wikitable' !Terrain !!max. workers !!min. workers (despite many trees) !!Stones for road (per direction) !! Herbs |- |Mountain ||1000 ||100 ||250 ||rock weed, gapgrowth, cave lichen |- |Plain / Forest ||10000 ||200 ||50 ||flatroot , tangy temerity, owlsgaze, spider ivy, cobalt fungus, elvendear |- |Glacier ||100 ||10 ||250 ||ice begonia, white hemlock, snowcrystal petal |- |Highland ||4000 ||200 ||100 ||windbag, fjord fungus, mandrake |- |Swamp ||2000 ||200 ||75 ||bugleweed, knotroot, bubblemorel |- |Desert ||500 ||50 ||100 ||waterfinder, peyote, sand reeker |- |Volcano ||500 ||50 ||250 ||- |} If the number of available jobs is exceeded, it becomes very difficult for peasants to earn the required weekly wage - peasants also need 10 silver every round to survive, which they earn through [[Special:MyLanguage/Geld#Arbeiten|work]]. Larger [[Special:MyLanguage/Burg|castles]] give a small bonus to the silver earned through work in the region, so that the working peasants may be able to provide for some other peasants in the region, but the risk of peasants dying, for example due to a plague, increases enormously if the number of available jobs is small. Furthermore, no more player units can work in this region if all workplaces are occupied. The terrain type also determines which [[Special:MyLanguage/Kräuter|Herbs]] can grow in the region. An alchemist will be able to brew helpful [[Special:MyLanguage/Tränke|potions]] from different ingredients. Some herbs only thrive in deserts, others need the swampy climate of a bog, so there are herbs for every terrain that can only grow there. However, the herbs that grow there cannot be changed. Even if all herbs have been plucked from the region, only the herb that originally grew there can be [[Special:MyLanguage/ZÜCHTE|replanted]]. If in doubt, you must try out which herb has originally grown here. Herbs never grow in volcanoes. In each region, [[Special:MyLanguage/Straße|roads]] can be built. The costs vary depending on the terrain. In addition, roads can be built in glaciers, swamps and deserts only if there are [[Special:MyLanguage/Andere_Gebäude|special buildings]]. In addition, the type of terrain determines which [[Special:MyLanguage/Rohstoffe|resources]] can be found in the region and with what chance. For example, in mountains and glaciers where no resources have been mined so far, iron and stone can always be found at mining level 1. However, mountains always have significantly more resources than a glacier. In a volcano, a quarryman has a 50% chance of finding stone at level 1, and a miner only has a 50% chance of finding iron at level 1. A volcano can therefore provide stone and iron in a similar way to a mountain, or only one of the two resources or, with bad luck, none at all. However, mining in a volcano is of course much more dangerous because it can erupt from time to time and then cause considerable damage to the people who are in the region. To summarize, however, you can remember that you will always find stone and / or iron at level 1 in these three region types (mountains, glaciers and volcanoes) - if they exist in the region at all. However, other region types (plain / forest, swamp, desert, highland) can also provide iron and / or stone with a certain probability. In these regions, however, the geologist may need to be a little more experienced, as the deposit does not necessarily have to be at mining level 1. For example, iron may start anywhere from mining level 1 to 7, while stone can be found at mining level 1 to 4 - provided the region has this resource. It is useful to know that a geologist always sees mining layers twice as deep as their skill value. For example, a level 3 miner can see any iron up to a maximum mining depth of layer 6. Conversely, you can also say that if a level 4 miner sees no iron in a plain (where no iron has been mined so far), then there is no iron there at all and the miner can try their luck in another region. In addition to iron and stone, there is also the much rarer metal laen. If a mountain, glacier or volcano is home to laen, then it can be found from mining depth 7. In other region types you can also find laen with luck, but then possibly only at mining level 7 to 10. You therefore need a miner with mining 5 to be able to rule out laen in every land region. However, if you are very lucky and have found a region with laen, you will need a [[Special:MyLanguage/Andere_Gebäude#Bergwerk|mine]] to gain it. ''Selen looked at the young cat Rahel, who was obviously trying to memorise all the numbers and dates. "Rahel, my child, you don't have to memorise all these numbers. Instead, remember that you can look them up here in the library at any time." The young novice tried to look composed, but Magistra Selen noticed her relief at not having to memorise all the information immediately. Selen then continued "You don't just learn in the academies and libraries, but also in the taverns. Because that's where you occasionally meet miners over a mead who tell each other stories about an even rarer metal than Laen. They call it adamantium. It is said to be even rarer than Laen and only the most experienced miners have ever found it. But the best smiths can make the best weapons and armour in all of Eressea from this metal."'' The information for the following region is explained in detail: <code> Vîpot (3,-4), desert, 0/1 trees, 22 stones/3, 190 peasants, 5765 silver, 36 horses.</code> The region is called "Vîpot" and has the coordinates (3,-4) as seen from the [[Special:MyLanguage/URSPRUNG|ORIGIN]] of the faction. Another player - with a different ORIGIN - knows the same region under the same name but with different coordinates. The region type is desert. There is a maximum of 500 free jobs in a desert. There are currently 190 peasants living in Vîpot. Each peasant takes up one job. In addition, a sapling grows here and there are currently no trees. The sapling currently takes up 4 jobs. This means that there are currently 306 vacant jobs in the region. There are 36 wild horses living in the region. Horses have no influence on the number of jobs available. With the skill [[Special:MyLanguage/Pferdedressur|taming]] you can capture the horses and use them for [[Special:MyLanguage/Pferd_und_Wagen|transport]] of goods, for example, or equip fighters with them, who can then receive the [[Special:MyLanguage/Krieg#Boni_und_Mali|horse bonus]] in battle if they have at least riding 2. There are also stones in Vîpot, which does not apply to every desert, but it does occur from time to time. There are currently 22 stones at quarrying level 3. To discover this stone deposit, a quarryman with at least quarrying level 2 is required (note: with quarrying level 2, you can see stone deposits up to a maximum of quarrying level 4). However, to actually extract stones, the unit must have quarrying level 3. In principle, you can build [[Special:MyLanguage/Straße|Roads]] in any land region to increase your traveling speed over land. For the Vîpot desert, you need 100 stones to build a road in one of the 6 cardinal directions (W, NW, NE, E, SE, SW). In addition, there must also be a developed road in the neighboring region in the direction of Vîpot so that there is a closed road connection. However, since Vîpot is a desert, you also need a fully developed [[Special:MyLanguage/Andere_Gebäude#Karawanserei|caravanserai]]. A desert is therefore not necessarily the first choice for building a road network, but can be a worthwhile investment depending on the geography of the island. The line also contains the current level of regional silver. This amount is important to be able to estimate how the peasants are being supplied and how much silver player units can earn here through entertainment or tax collection [[Special:MyLanguage/Geld#Einnahmen|income]]. <span id="Die_Regionen_Eresseas"></span> == The Regions of Eressea == ''Selen pointed to the open page. "Take a look at this and tell me what you see." Rahel looked at the text intently before she began.'' The report lists all regions in which you have a unit, through which you have traveled, or ocean regions that you have seen from a [[Special:MyLanguage/Leuchtturm|lighthouse]]: <code>Tetos (−1,0), plain, 1042 peasants, 73/5 trees, 10953 silver, 132 horses. To the northwest lies the the forest of Faldorn (−2,1), to the northeast the plain of Litforuvys (−1,1), to the east the plain of Tumyvesfod (0,0), to the southeast the swamps of Titymovut (0,−1), to the southwest the plain of Livedfir (−1,−1) an to the west the mountains of Nipevan (−2,0).</code> ''"Well, first, there is the region's name as known by its inhabitants and its position, followed by its type. We can also see how many peasants live there and how much silver they have. Finally, the scout has reported the amount of trees and horses they have found in this region. Stones and iron have not yet been discovered there."'' The peasants living in the region can be recruited to your faction with the command [[Special:MyLanguage/REKRUTIERE|RECRUIT]], the trees can be cut down and horses tamed with the command [[Special:MyLanguage/MACHE|MAKE]]. ''"Very good, Rahel. And what is written in the lines below?"'' <code>The local market offers incense at a price of 4 silver. Traders can sell balm for 12 silver, spice for 10 silver, gems for 21 silver, myrrh for 15 silver, oil for 12 silver and silk for 30 silver.<br /> <br /> Statistics for Tetos (-1,0):<br /> <br /> entertainment: max. 547 silver<br /> worker salary: 11 silver<br /> recruits: 26 peasants<br /> luxury goods at this price: 10<br /> people: 20<br /> horses: 4 wood: 13<br /> silver: 821<br /> swords: 2<br /></code> '' The young novice beamed proudly at her obviously satisfied teacher. "This, Magistra, is further information that our scouts have discovered. Firstly, they seem to have looked around the market and noted the prices. The section below notes how much silver the inhabitants of the region are willing to spend on showmen and musicians, how much you can get for simple labor, how many peasants are willing to join a faction, and how many goods are sold at the market for the price listed above. The last lines then state how many of our people are there and what they are carrying."'' Under luxuries you can see the amount of goods bought or sold by the peasants for the listed price (see also [[Special:MyLanguage/Handel|trade]]). Trading more goods may change the price permanently! For further information, read the section on[[Special:MyLanguage/Handel|trade]]. ''"Excellent, my child. This is a complete report. Sometimes we only get less extensive ones, especially when our scout only passed through a region on their horse. We only get detailed reports like this when members of our people stay there."'' ''Selen pointed at a chair at the other side of the table. "You may sit down now, child." Rahel took place, purring briefly, a little bit satisfied she had not disappointed her teacher, but also wondering what would come next. The ordained member of the Clan of the Golden-Eyed Cats leaned back in her chair and watched her. "These are just numbers, useful and worth preserving, yes. But exploring the laws they are based on, is very important, too."'' ''Standing up, Selen took out another parchment from the bag she had placed beneath the table and spread it above the map. Rahel tried to understand the chaotic drawing of almost horizontal lines, but she couldn't make head or tail of it. "Explain it to me, please."'' ''"This, my child, is an attempt to track down the natural laws. Every week, the amount of peasants, trees, and horses are changing in the regions. They die, are born or emigrate. I tried to find out why they do so, without ever asking them." A silent smile appeared on Selens face. "It seems that most depends on the space peasants and trees must share." The young novice pointed at a second little drawing scribbled at the edge of the parchment. "And what does this mean? It looks similar to the big one." - "In the big drawing, I sketched in the figures of a plain near the ocean with fertile soil. The little one describes the development of an inhospitable swamp. You can see that the trends are similar, but the swamp has less of everything."'' <span id="Die_Zeitrechnung_Eresseas"></span> == The Eressean Calendar == ''Selen Ard'Ragorn rose from her chair. Rahel also stood up and admired how supple the old abbess still moved. She already knew what would follow. At the end of every instruction, they were taking a walk through the spacious garden of the temple during which she would receive more lessons.'' ''Together they walked through a little grove, when Selen said: "Do you notice the descending sun? So early... Soon, it will be winter. Anon, the "storm moon" will turn into "hearth fire". A time of deprivation for most of us. Very hard on the insects, who can't breed in winter." - "Yes, mistress. But at least our sailors are relieved that the time of destructive autumn storms has gone and the sea turns safer again." - "You are right, Rahel. So there is something positive to be found in everything."'' ''Until late in the evenening, the guardians of the temple could see the two cats strolling through the garden, illuminated by magic...'' Eressea's year is divided into nine months with three weeks in each: {| class="wikitable" |- ! Month !! In German !! Season || Storm Frequency |- | harvest moon || Feldsegen || summer || 0.5% |- | impenetrable fog || Nebeltage || autumn || 3% |- | storm moon || Sturmmond || autumn || 4% |- | hearth fire || Herdfeuer || winter || 2.5% |- | icewind || Eiswind || winter || 1.5% |- | snowbane || Schneebann || w || 3% |- | flowerrain || Blütenregen || spring || 3% |- | mild winds || Mond der milden Winde || spring || 0.5% |- | sunfire || Sonnenfeuer || summer || 3% |} Every turn of the game corresponds to one week in Eressea's world. Many things can be done in one week. But there are some actions lasting almost the whole week. You can only do one of these so called long orders per turn (see also the chapter about [[Special:MyLanguage/Befehle|orders]]). Although the influence of the seasons is generally not particularly pronounced, there are some areas or events that are definitely influenced significantly. Here is a brief overview: * Peoples of the [[Special:MyLanguage/Insekt|insect]] race can hardly recruit in winter * Storms at [[Special:MyLanguage/Reisen|sea]] are much more common in autumn * The individual phases of [[Special:MyLanguage/Rohstoffe#Tief_im_Wald|forest growth]] are linked to seasonal cycle * In winter the growth of the [[Special:MyLanguage/Kräuter|herbs]] comes to a standstill <noinclude> == See also == * [[Special:MyLanguage/Geld|money]] * [[Special:MyLanguage/REKRUTIERE|RECRUIT]] * [[Special:MyLanguage/UNTERHALTE|ENTERTAIN]] {{weiter|Parteien|Factions}} [[Kategorie:Regeln{{#translation:}}]] </noinclude>
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