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[��־����] Imperator - Development Diary #6 - 2nd of July 2018 ��������־6 - ����/������

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https://forum.paradoxplaza.com/f ... -july-2018.1108611/

Hi everyone and welcome to another development diary for Imperator. Today we��ll talk about the economy and the buildings in a city.
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First of all, we have Tax income. As mentioned in the chapter about pops, the tax income of a city is primarily based on how many slaves you have in that city. Then of course there are several modifiers that affect it, like access to trade-goods, stability, ministers, and some factions when in power may increase your tax income.
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Secondly there is Commerce. This is only present if you either import or export trade-goods from a province. Each tradelink provides some income, and then the amount of citizens you have increase it, while marketplaces and other factors can increase it as well.
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There are also various economic policies that affects your income and expenses on a country level, but we��ll go through these in a later development diary.
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Finally, each city have a few building levels. Each city can have at least 1 building, and each additional 10 pops in that city allows another building level.
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Currently these are the effects of the building types, but that may change during development.
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Training Camps : Gives +10% Manpower, and +10% experience to units built in the city.
Fortress: Each gives +1 fort level.
Marketplace: Each gives +20% Commerce Income
Granary: -1 Unrest and +10% Population Growth
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Each building type can be built built multiple times, and if you have 4 slots in your city, you can fill them all with Granaries if you so desire. Of course you can order the building of multiple buildings in a city at once, and they will be built in a queue.
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Next week we��ll delve deep into our characters!
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