The Administrative Unit of the Land of Clones is a Hamlet, Village, Town, or City.

The Town Planning is one of the most important activities in the Land of Clones! Here you are the Mayor! Production Enterprises will work for you by extracting resources. On your territory you can implement your own investment project. With the right development strategy, you provide yourself with a stable income - it all depends on you! Real Estate construction, products manufacturing, own programs for Real Estate developers. Many settlers can start building their houses in your territory. You can assign benefits to your residents. You will be able to collect taxes from agriculture on your lands. It's time to purchase securities and receive daily dividends on them, which will be sent to the treasury of your Settlement. The development of a Hamlet to the level of "City" is a necessary requirement on the way to the Empire and to the status of Emperor!

Here you will learn how to build and develop your own Administrative Unit (AU, or Settlement), produce products and get profit from its sale, competently manage subordinate settlements...

General Provisions of Town Planning

Level of Development of the Administrative Unit

An Administrative Unit in the Land of Clones is a part of the territory of a Principality. This territory belongs to any clone and is under his control. Further in the text, we will sometimes use the abbreviated name of the Administrative Unit: "AU".

In total, there are 4 levels of development of administrative units: Hamlet, Village, Town, City. Your settlement can develop by consistently upgrading its level:


Hamlet → Village → Town → City


The ability to increase the level of your AU directly depends on the social status of your clone. Clones of the social status of Peasant and higher can build a Hamlet and develop it to a Village. Further upgrades are available to clones of Townsman status or higher. Townsmen can manage the Town, and, finally, their own City.

The owner of the settlement receives additional opportunities from its development:

  • The higher the level of development of AU, the more products can be produced at its enterprises. See chapter §Production and processing of resources in the Settlement for details.
  • Starting from the development level "Village", other settlements of a lower level can adjoin your Administrative Unit. For details, see the chapter § Development of the administrative infrastructure of the Settlement. The Population → § Subordination of administrative units.

How to increase the level of development of your Administrative Unit?

To increase the level of your Administrative Unit (from a Hamlet to a Village, from a Village to a Town, from a Town to a City), you must:

  • Develop all production enterprises (Sawmill, Mill, Stone Mine, Ore Mine) to the maximum (IV) level.
  • Fulfill the additional conditions listed in the table below:

%upgrade_rules_table%

The "Population" includes only residents of the settlement that needs to be upgraded, as well as residents of all administrative units directly subordinate to this settlement. For example, residents of a Hamlet that is subordinate to a Village that is subordinate to a Town will not be counted when leveling up the Town. Only inhabitants of the Village and the Town will be counted. But if the Hamlet is directly subordinate to the Town (not to Village), its inhabitants will be taken into account.

Attention! When leveling up, the clone will be spent his characteristics (Reasonableness and Charisma).

When all conditions are met, the icon for the next level will become active and you will be able to upgrade your administrative unit on the page "Your Settlement → Level of development".

The transition to the next level is not carried out automatically, but by the decision of the owner of the administrative unit.

Specific Situations when leveling up

Situation 1. When upgrading, Your administrative unit has reached the level of development of its superior administrative unit (for example, a hamlet that was subordinate to a village became a village itself). In this case, you must choose any AU of a higher level in this principality and transfer to its subordination. If there are no such AUs, then you will simply get out of subordination to the former administrative unit.

Situation 2. You have upgraded an administrative unit that is not subordinate to any other AU. However, the principality has an administrative unit of a higher level than your new level. In this case, your AU should become subordinate to this more developed settlement. If there are several such settlements, then you can choose the one you need. For example, a hamlet, when developing to a village, must be subordinate to any town or city in this principality (if any).

The City is the pinnacle of development. Honorary status of the owner of the City

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

Your mayor can now reap the fruits of his labors in the development of his administrative unit. The volumes of production and processing of the resource in his AU are huge. Profitability of recycling of secondary products at enterprises has reached its maximum level. A large number of administrative units are subordinated to his city, in which production and agriculture flourish.

The presence of a city (in any principality) with the maximum level of development of industrial enterprises is necessary for that clone who is going to become Emperor.

Technological Level of Administrative Unit

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

The technological level of an AU is calculated as the sum of the costs of the owner of this AU for its development. The calculation takes into account the costs of gold coins and resources:

  • for the construction of the settlement;
  • for the upgrading of production enterprises (production of the primary resource);
  • for the upgrading of processing factories (production of a secondary resource).

The spent resource is converted into gold coins at its nominal price (nominal prices can be found at Commodities Market).

Increasing the technological level of the administrative unit allows you to increase the number of safe depositories for storing securities on your account, and also allows you to receive a larger proportional share of payments from various settlements' funds (social fund of the Principality, payments to the treasury of administrative unit, additional allowance from the Prince, additional allowance from the owner of the superior AU). Detailed information on these payments can be found in the chapter § Additional cash income of the owner of the Administrative Unit.

Transfer of the Rights to manage the Settlement

If necessary, the owner of the settlement can completely transfer the rights to manage this administrative unit (transfer the keys to the settlement) to another clone on your account. This can be done on the page "Your Settlement" → "Settlement". The clone that should become the new owner of the AU must meet the necessary status requirements (Hamlet and Village - Peasant and higher; Town and City - Townsman and higher), and also not be the owner of another AU. The "gold mines in the settlement" should not have working clones.

The cost of the transfer depends on the level of development and is specified in the table below:

Level of AU Transfer cost, gold coins
Hamlet 10
Village 20
Town 30
City 50

Q&A

Question How can I calculate the technological level of my settlement?
Answer The technological level is expressed in terms of the number of gold coins spent by the owner of the settlement to build and upgrade it.

Example:

The following resources are required to build a settlement (their nominal prices is specified in brackets):

  • 30 gold coins;
  • 150 units of wood (0.02);
  • 150 units of stone (0.02);
  • 30 units of iron (0.2);
  • 75 units of cereals (0.04);
  • 1 settlement construction permission certificate (0.25).

Let's calculate: TL = 30 + 150*0,02 + 150*0,02 + 30*0,2 + 75*0,04 + 0,25 = 45,25.

For the development of the I level of a Sawmill in a Hamlet, you need:

  • 4 gold coins;
  • 300 units of wood (0.02).

Thus, the development of the Sawmill to level I on the territory of the hamlet will add 10 units to the technological level, since the costs will be 300 * 0.02 + 4 = 10 gold coins. Your total tech level of the AU will be 45.25+10=55.25 units.

Question Does the presence of real estate and subordinate AUs count when calculating the tech level indicator?
Answer No, it doesn't count.
Question Do I need to upgrade all processing factories to the maximum level in order to increase the level of development of AU?
Answer No, it doesn't need. The level of processing factories does not affect the ability to increase the level of AU.
Question Can my AU get a level of development higher than that of a superior administrative unit?
Answer Certainly! If your administrative unit equals the level of a superior AU, then you will no longer subordinate it. Your growth is unlimited!
Question I increased the level of development of my administrative unit, and after that the number of inhabitants in the settlement decreased below the required number. Will I return to the previous level of development?
Answer No. The improvement of an administrative unit is an irreversible operation.
Question Can a hamlet that is subordinate to a town get out of control if this hamlet is developed to the level of a village?
Answer No, he can not. Your village will remain subordinate to the town. When your village becomes a town, you will be able to choose which city in the principality to attach to (provided that the superior town has not yet become a city).

Construction and Repair of the Settlement

When calculating the Character Score and Account Score, the score value of the built settlement and its enterprises is taken into account at the nominal cost of their construction with an increased coefficient of 1.3. Accounting rules of calculating of constructed industrial factories and other structures are specified in the relevant sections below.

Prerequisites for building a Settlement

To start developing your own Administrative Unit, your clone needs to establish its foundation - a Hamlet.

The ability to build your own settlement appears after the clone reaches the social status of "Peasant". One clone can only build one administrative unit. If you want to develop several administrative units at once, then this is possible if you have several clones of Peasant status (or higher) in your account.

The cost of construction a Settlement is:

%settlement_cost%

Attention! Reasonableness units are spent when building a Settlement.

The "settlement construction permission certificate" can be purchased at the Auction of Permission Certificates, where they appear as new lands for building are found. The nominal value of the certificate (and the resource for which it is bought):

  • 10 units of stone,
  • or 10 units of wood,
  • or 1 unit of iron,
  • or 5 units of cereals,
  • or 0.25 gold coin.

The "settlement construction permission certificate" can be transferred to any clone of your account via storehouse, but it cannot be sold. It is spent out immediately after the start of construction.

To build a settlement, you need to go to the page "Settlement Creation" and select from the list the parent (superior) administrative unit you want to join (if any), and enter the name of your future settlement.

The owner of the settlement 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 the slippery path of robbery. And even if he was previously involved in dirty deeds of Brigands' Den, then when deciding to build an administrative unit, he must correct himself. Therefore, all the criminal characteristics of the clone (criminal authority, robber's luck) will be reset to 0 at the moment the construction of the settlement begins.

Settlement Name selection

At the time of construction, you can give your settlement an original unique name. To do this, use no more than 32 Latin or Cyrillic characters (except for the letter "ё"). Numbers, hyphens, or spaces are also allowed.

Subsequently, you can change the name of your administrative unit. This feature is available at the Chancellery of the Land of Clones. The cost of renaming will depend on the level of development of the administrative unit:

%rename_cost_table%

Settlement Location selection

Administrative units in the Land of Clones are located on the territory of the Principalities. If there are no villages, towns or cities in the principality, then new hamlets are built directly on the territory of the principality. If there are such settlements, then a hamlet in this principality must be built on the territory of any higher AU (village, town or city). In this case, the new hamlet will be subordinate to this administrative unit. If there are several such administrative units, you can choose which one to join.

Administrative units can also be built on free Imperial Lands of the State of Clones. If your settlement is built on these public lands, then you can move it to any principality of your choice if you wish (only once). These state lands are a kind of transit point for those who have not yet made a clear decision on which principality to build their administrative unit. There are no allowances for settlers on public lands. It is also impossible to select a superior (parent) administrative unit there. An exception to the selection is when the owner of the new AU and the owner of the parent AU are the same player.

Repair of the Settlement

All settlements on the Land of Clones need periodic repairs every 30 days. The countdown to the date of the next repair starts from the date the settlement was built. Repair of the settlement is possible only with tertiary types of resource. The cost of repairs for all types of settlements is the same - for a small hamlet, and for a big city. However, the final cost of repairing each of your settlements depends on how many settlements of all types are available on the player's account. See the table below for details:

The number of AU on the account Less 10 From 11 to 25 From 26 to 50 From 51 to 70 From 71 to 100 101 and more
Resource type/Characteristic Repair cost for each AU in 30 days
Work efficiency 2 2 2 4 6 15
Beam 0 1 1 1 2 3
Edged board 1 1 1 2 4 4
Mounting rail 2 1 2 4 6 11
Clapboard 3 3 5 9 11 20
Foundation block 0 1 1 1 2 3
Overlap block 1 1 1 2 4 4
Facing slab 2 1 2 4 6 11
Brick 3 3 5 9 11 20
Channel bar 0 1 1 1 2 3
I-beam 1 1 1 2 4 4
Stiffering angle 2 1 2 4 6 11
Armature 3 3 5 9 11 20

If the settlement is not repaired in time, then the production activity in it stops. Enterprises stop producing resources, and workers receive a notification by internal game mail. No salaries are paid during this period. However, workers are not automatically fired from their jobs.

In addition, collectors and other authorized persons stop delivering to the treasury of the unrepaired AU the cash receipts due: dividends on securities, benefits from the principality, benefits from a superior administrative unit. At the same time, dividends will be lost until the settlement is repaired, and the amount of benefits will be divided and paid only to repaired AUs.

Production of goods and products at factories of an unrepaired settlement is not available.

If there is at least one unrepaired settlement on the user's account, you will not be able to place a lot on the Currency Market at the Trade Guild.

If the settlement is not repaired for a long time, then every 30 days the total cost of repairs increases. For example, if there has not been a repair for two months, then the costs will be double, three months - triple, and so on.

An unrepaired settlement does not count when calculating Character Score and Account Score.

Q&A

Question Will my clone be able to build his own Principality in the future if he builds a settlement now?
Answer Yes, it can, if your clone's social status will be Townsman or higher.
Question Can I transfer my administrative unit from one principality to another in the future?
Answer Changing the location of your administrative unit is possible only in one case: if it is located on the Imperial Lands. Transfer from one principality to another is not possible. Before building, carefully study the characteristics of each principality and the conditions that princes offer for mayors. Many princes are open for communication and will gladly share with you their development strategy and plans for the future!

Development of the administrative infrastructure of the Settlement. The Population

Real Estate on the territory of Settlements

Only those clones that live on its territory can work at the production enterprises of an administrative unit. Therefore, each mayor is interested in providing housing for his employees.

Any clone of Craftsman status (and higher) can freely build houses on the territory of any administrative unit. You can also build real estate in your settlement yourself.

There are no restrictions on the number of inhabitants or houses built in the territory of any administrative unit.

The number of living places in the house is equal to the number of development units of this house. The owner of the house can settle into it himself and / or rent out the rooms in his house to other clones. The rental price is determined by the owner of the house at his own discretion. For more information, see "Rentier" → "The Real Estate".

A complete list of real estate owners in your AU, as well as the total number of residents in your AU (including residents in subordinate settlements) are listed on the page "Your settlement" → "Population".

Additional allowance for Real Estate owners

The owner of an administrative unit can specify a daily additional allowance to encourage houseowners in his territory. This can be done at page "Your Settlement" → "Population". The assigned amount of the allowance will be spent daily from the game account of the owner of the settlement, and then paid to the owners of houses built directly on the territory of this administrative unit (not in subordinate AUs), in proportion to the level of development of each house.

Accordingly, the higher the level of the house, the bigger share of the allowance will be received by its owner.

Additional income for the Owner of the Settlement from the development of Real Estate

The main goal of the mayor in the construction of real estate is to provide employees of his enterprises with housing. In addition, it is possible to receive additional income from the development of real estate in the territory of your settlement.

If the owners of houses are engaged in agriculture, the owner of the settlement receives additional income allocated by the State. The State transfers to the mayor 10% of the state agricultural tax (paid when harvesting in the fields of all houses located on the territory of the settlement). The state pays another 5% of the tax collected to the "Fund of the cities" of this principality, and 5% to the Prince's income. More information about the principles of agricultural work can be found in the section "Business" → "Agriculture".

Population of the Administrative Unit

The population of an administrative unit is considered to be residents living directly in this settlement, as well as residents living in subsidiary administrative units.

For example, residents of a hamlet that is subordinate to a village increase the population of the village. Residents of a hamlet that is subordinate to a village that is subordinate to a town do not increase the population of the town.

Subordination of Administrative Units

Hamlets, villages, towns and cities are not just scattered across the territory of the principalities in a chaotic manner. There is a certain hierarchy of subordination that administrative units can form, when locating on the territory of other AUs and developing along with them.

The higher the level of development of your administrative unit, the more you can show your managerial abilities, namely: to develop production enterprises, work with large volumes of products, attract new residents - builders, tenants and farmers. Competent management will be reflected in the level of your income.

If you have reached the level of development of the settlement Village, other mayors can form their own settlements subordinate to yours. An unlimited number of other lower-level administrative divisions can be attached to your administrative unit. In this case, they will be called "subordinates" ("child"), and your administrative unit will be called "superior" ("parent").

The more administrative units develop under your control, the higher your daily income! You can get detailed information in the chapter § Additional cash income of the owner of the Administrative Unit.

Additional allowance for owners of subordinated Settlements

The owner of an administrative unit can specify a daily additional allowance to encourage town planners in his territory. This can be done at "Your Settlement" → "Subordinary Settlements". The assigned allowance amount for each type of subordinate settlements (hamlets, villages, towns) will be spent daily from the game account of the owner of the superior settlement, and then paid to the owners of settlements directly subordinate to its administrative unit, in proportion to their technological level of development.

Accordingly, the higher the technological level of the settlement, the bigger share of the allowance will be received by its owner.

The Registry of Settlements

The Registry of Settlements contains detailed statistics on the number of cities, towns, villages and farms. Also there you can find statistical information on the income of settlements and the number of population. This information can be useful for making strategic decisions. The list of your own settlements is placed on a separate tab.

The owner of the administrative unit can create a short description of his AU (in the appropriate section), which will also be displayed in the Registry. Directly from the Registry of Settlements, any participant can send a mail to the mayor by internal game mail by clicking on the envelope image.

If you click on the "View settlements" button, you will see which subordinate settlements are part of a particular administrative unit.

Reception Room of Mayors

Any mayor can create a topic of his settlement on the game forum in the "Settlements" section to communicate with residents and solve various organizational issues. Please read the Rules section before creating a topic.

Q&A

Question What happens if, at the checkout time, the owner of the settlement has less money in the game account than the assigned amount of the allowance for real estate owners?
Answer If there are not enough funds on the account of the mayor on some day to pay the allowance, then the allowance will not be paid on that day.
Question Which is better: build houses in your settlement yourself or let other clones do it?
Answer There is no fundamental difference. On the one hand, you cut your AU development costs by allowing other clones to build properties. On the other hand, by building houses yourself, you will be able to control the number of them, as well as set yourself the level of rent.

Production and processing of resources in the Settlement

Development of Production Enterprises (primary resource)

By building a settlement, you get the opportunity to open 4 main production enterprises that produce various resources:

  • Sawmill (wood production),
  • Mill (cereals production),
  • Stone Mine (stone production),
  • Ore Mine (iron production).

In total, there are 4 levels of development of each enterprise at each level of development of the Administrative Unit (that is, 4 levels in the Hamlet, 4 levels in the Village, and so on). You can build and develop enterprises gradually, it is not necessary to open all the enterprises of the first level at once. The higher the level of development of each enterprise, the more clones can work on it, and, accordingly, the more resources can be produced there. Remember that in order to increase the level of development of the settlement, it is necessary to develop all production enterprises at the current level as much as possible.

The cost of developing each level of an enterprise depends on the level of development of the settlement. The table shows this cost, as well as the maximum possible number of work places (for level IV):

%building_cost_people%

During the construction of the very first level of the enterprise, 10 places for workers are immediately available on it. With a further increase in the level of the enterprise, work places do not increase immediately, but open according to the general rules (see chapter § Production and processing of resources in the Settlement → § Work in enterprises in Settlement and Salaries → § Conditions of employment and dismissal).

Note that the development of each level of the enterprise increases the value of the Technological level of the settlement (see the chapter § General Provisions of Town Planning → §Technological Level of Administrative Unit).

Processing Factories (secondary resource)

In your own settlement, you also have the opportunity to build processing factories where a primary resource can be processed into a secondary one.

The ability to process resources appears for owners of AU with a development level of "Village" or higher. The table below shows the types of enterprises and resources:

%building_production%

Each factory has 4 development levels at each settlement development level, for a total of 12 levels. In this case, the level of the factory cannot be higher than the level of the corresponding production enterprise. Development starts from the lowest level of the factory (I) at the "Village" level (even if your settlement is already at a higher level). That is, even if the level of your settlement is "City", you need to start by building the very first level of the factory out of 12 possible.

The higher the level of the factory, the greater the maximum amount of resource that can be processed per day at this factory (processing limit):

%second_production_limit%

Depending on the current level of each factory, resource processing can be wasted. The table below shows the profitability of processing (the amount of primary resource required to obtain 1 unit of secondary resource):

Development level Processing factory
Sawmill Mill Stone Mine Ore Mine
Village I 1,67 → 1 1,67 → 1 (flour)
0.17 → 1 (compound feed)
1,67 → 1 1,67 → 1
II
III
IV
Town I 1.25 → 1 1.25 → 1 (flour)
0.13 → 1 (compound feed)
1.25 → 1 1.25 → 1
II
III
IV
City I 1 → 1 1 → 1 (flour)
0.1 → 1 (compound feed)
1 → 1 1 → 1
II
III
IV

Owners of factories at the "City" level (the last 4 levels of the factory) have the highest profitability of processing resources!

The more developed your processing factories, the higher the Technological level of your administrative unit. For more on the meaning of Technological Level, see the chapter § General Provisions of Town Planning → § Technological Level of Administrative Unit.

The development of processing factories is NOT a prerequisite for leveling up an Administrative Unit.

Tertiary Production Processing Plant (tertiary resource)

Settlement owners can place orders for secondary to tertiary processing at Tertiary Production Processing Plant. At the same time, the value of the limit for processing is equal to the current limit for processing secondary products of this type in the settlement (that is, it depends on the level of development of "processing factories").

Production and obtaining of the Resources

How to produce Resources at the Enterprises?

The production of resources at your own enterprises is one of the advantages gained from the development of the settlement. The production of four main (primary) types of resources is available: wood, cereals, stone and iron.

To start the production of resources, it is necessary not only to develop an appropriate enterprise, but also to hire workers (or employ your own clones there). Each worker produces 1 unit of resource per day at the enterprise where he works. The maximum number of work places depends on the level of development of enterprises. You can read more about this in the chapter § Production and processing of resources in the Settlement → § Development of Production Enterprises (primary resource).

Products are produced by workers at the beginning of the working day, after which they are stored at the enterprise and available for redemption within 24 hours from the moment of their production. After this time, the old products become unavailable for redemption, and a new one is produced.

The owner of an administrative unit can control the number of available work places at each enterprise (and hence the amount of production) by setting the required value on the page "Basic Resource" → "Primary Production". Minimum 1 employee can work at the enterprise, the maximum is determined by the current level of development of the enterprise.

How can you dispose of the Products produced?

When the manufactured products become available at the enterprise, the owner of the settlement can redeem them. When redeeming products, gold coins are spent from the game account, and the products go into the bag of the clone owner of the settlement. The redemption price is set at the owner's discretion, but cannot be lower than the resource's nominal price (see the nominal price at the Trade Guild).

Depending on their business strategy, the owner of an administrative unit has three options:

  • Redeem manufactured products in full (workers will receive a salary in gold coins).
  • Do not redeem manufactured products in full (workers will receive a salary in the form of a resource units).
  • Redeem manufactured products only partially (workers will receive a salary in gold coins and a resource units in appropriate proportions).

You can redeem products manually - in full or in part. You can also activate the automatic daily product redemption feature for each enterprise at "Basic Resource" → "Primary Production" page so you don't have to worry about it every day. The automatic daily redemption function is triggered immediately after the production of products and only if you have enough gold coins in your game account. In automatic mode, only the full produced resource can be redeemed, partial redemption is not possible.

In the case that the products at the enterprise are redeemed in full, the next day the number of work places at this enterprise will increase. If the products are not fully redeemed, the number of places will be reduced. Full redemption is considered when the number of redeemed units of production is equal to the number of employed workers. See the chapter § Production and processing of resources in the Settlement → § Work in enterprises in Settlement and Salaries → § Conditions of employment and dismissal.

50% of gold coins spent for the redemption of products are automatically issued to the employees of the enterprise as a salary. The remaining 50% is placed at the disposal of the State, which, in turn, pays them to various monetary funds. Read more in the chapter § Additional cash income of the owner of the Administrative Unit → § State payments from the expenses of Mayors.

Work in enterprises in Settlement and Salaries

Conditions of employment and dismissal

The owner of the settlement can recruit both his own clones (from his account) and third-party applicants. You yourself decide on the procedure for hiring employees. You can limit the number of vacancies in each enterprise (but not less than 1). You can completely disable the possibility of employing hired workers at a particular enterprise (in this case, you will still have the opportunity to employ your own clones). Also, at any time, you can dismiss any of the employees. These features are available at page "Basic Resource" → "Primary Production".

You, as the owner of a settlement, can use mass employment of your own clones in enterprises, or you can employ them in the usual way. The usual method will only be available if you have enabled the "Require Workers" checkbox setting.

Work can be combined with:

To apply for a job in an administrative unit, a clone must meet the following requirements:

  • Have a social status of at least Craftsman (Peasant status - to work at a Mill).
  • Live in the territory of this settlement, that is, move into your own house built in the territory of this AU, or rent housing there.
  • Purchase the required tool from the Tool Shop.
  • Quit all State enterprises.
  • Have a Work Efficiency amount not less than 0.

A clone can work in only one private enterprise at a time.

%building_job_status_tools%

If a clone has left one private enterprise and wants to get a job in another (even in the same settlement), he will be able to do this only 24 hours after receiving a salary at the previous job.

Attention! Working in an enterprise in an administrative unit, a clone spends 0.5 work efficiency units per day, regardless of his social status. This amount is in addition to daily rate of work efficiency consumption. Be sure to provide enough work efficiency at Canteen, otherwise the clone will be fired from the private enterprise.

If the owner of the settlement completely redeem the resource produced at the enterprise, then the next day the number of available work places in this enterprise will increase according to the table below (but no more than the level of development of the enterprise allows). Full redemption is considered when the number of redeemed units of production is equal to the number of employed workers.

The level of development of the enterprise relative to type of AU Increasing work places per day
I-IV level in a Hamlet +1
I-IV level in a Village +2
I-IV level in a Towm +3
I-IV level in a City +4

For example, if the owner of a settlement has developed it to a Village, but did not have time to develop the corresponding levels of enterprises there (they remained at the level of the Hamlet), then there will be an increase in the amount of +1 work place.

If the owner of the settlement does not fully redeem the products from the enterprise, then there will be an automatic reduction in available work places at this enterprise. The number of places will be reduced, equal to the amount of the unredeemed resource, but not more than 10% of the maximum possible number of places per day (rounded up). For example, if an enterprise in a hamlet has a development level IV, no more than 4 available places per day will be reduced. The employees who have occupied these positions will be fired.

If the enterprise has unoccupied work places, they will in any case be reduced according to the same rule (even with the full purchase of products), until the number of vacancies becomes equal to the number of employees.

The Special Case of Incomplete Redemption occurs when an employee goes on a cruise on a pleasure boat. Such an employee is temporarily absent from the workplace - does not produce products, does not spend work efficiency, does not receive salary and experience units. But he is listed as an employee of the enterprise. In this case, the enterprise produces less products than the number of employed workers - accordingly, the redemption will be incomplete with all the ensuing consequences.

If there are cases of reduction of occupied work places, then, first of all, the “shirking” workers (who were on a cruise) fall under the reduction, then, in priority, workers with a minimum amount of relevant special expertise units will fall under the reduction:

Enterprise Special expertise
Sawmill Forestry expertise
Mill Agrarian expertise
Stone Mine Stone mining expertise
Ore Mine Ore Mining expertise

The clone may at any time retire from the enterprise on his own, or may be fired by the owner of the settlement. He will also be fired automatically in the following cases:

  • The durability of the tool has decreased to 0, and there is no new one in bag (including if automatic tool availability control is disabled or there are not enough funds on the account to purchase a new tool).
  • Work efficiency indicator is less than 0 (don't forget to replenish the Canteen in time).
  • The clone moved out of the house on its own (refused to rent) or the rental period has expired. Keep in mind that even if you have automatic rent renewal set up, the owner of the house may refuse to renew this or that clone.

Salaries in a Private Enterprise

Salaries to employees are paid automatically on the day following the day of production. Even if the employee leaves enterprise by then, he will still receive payment for the worked shift.

If the owner of the enterprise redeem the resource in full, the employees will receive a salary in the form of gold coins. The salary for each employee will be 50% of the redemption price of 1 unit of products.

If the manufactured products were not redeemed at all, the employee's salary will be (depending on the enterprise where the clone works):

  • 0.35 units of stone (Stone Mine),
  • or 0.35 units of wood (Sawmill),
  • or 0.23 units of cereals (Mill),
  • or 0.43 units of iron (Ore Mine).

If only part of the production was redeemed, then the workers will receive a combined salary, proportionally consisting of a certain amount of gold coins and shares of the resource.

Gold coins are credited to the game account, and the resource is credited to the clone's bag.

Additionally, each employee will receive daily accruals of the "Experience" characteristic. At the Sawmill, Stone Mine and Ore Mine, the clone will receive 4 experience units, at the Mill - 6 experience units per work shift.

Q&A

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 your own based on an analysis of all possible development paths and the market situation. Perhaps your choice will fall on the enterprise that produces the resource that you need the most, or the sale of which will bring you the most profit.
Question Is it necessary to open all Level 1 enterprises at the same time?
Answer Not necessary. You can open only one enterprise and improve it to the maximum. And you can develop several or all enterprises at the same time. Do not forget that in order to increase the level of development of the administrative unit, you will need to upgrade all four enterprises to level IV.
Question Is it necessary to additionally arrange clones to work at resource processing factories?
Answer No, you do not need to arrange clones in factories. Processing occurs instantly after the supply of the primary resource to the factory by the owner of the settlement.
Question Does the amount of resource processed in the factories depend on the number of clones working in the settlement's production enterprises?
Answer No, it doesn't. The amount of processing is limited only by the limit of the factory, depending on its level of development.
Question I want to reduce the number of work places at the enterprise, but the system does not allow me to do this. Why?
Answer You cannot set the value of available places to less than the number of workers currently employed by the enterprise. You will need to fire a certain number of employees or wait until the number of employees at the enterprise itself drops to the level you need, after which you can reduce the number of work places.
Question Is it necessary to redeem a resource produced at enterprises?
Answer Not necessary. You can choose not to redeem the product in full or redeem only part of it, depending on your needs and development strategy.
Question Can't figure out how work places cuts are happening?
Answer Consider an example. You built a hamlet, 10 places immediately opened up. If fewer clones are hired by the enterprise (say, 5), then in any case, when redeeming or not redeeming products, there will be a reduction in work places until there are 5 of them. According to the rules, the reduction occurs by no more than 10% of the total number of places . On the first day, 10 * 10% = 1 place will decrease, on the second day 9 * 10% = 1, on the third - 8 * 10% = 1, etc... This will continue until the enterprise has 5 available places.

Further:

  • If the product is fully redeemed, the next day the number of places will increase by +1 and become equal to 6. If a worker is hired for a new place and the resource is fully redeemed, then the number of places will continue to increase the next day. Otherwise, the place will remain free and available for the employment.
  • If the products are not redeemed in full, then the reduction in places will continue. Employees who occupied these positions will be fired automatically.
Question What is more profitable, to invite hired workers or employ your own clones?
Answer Any worker in a private enterprise receives a monetary profit, consisting of the difference between his income (salary) and costs (on a tool, rent, work efficiency). In the case when your own clones work at your enterprises, this profit will be returned to your game account, thereby reducing the real cost of the products produced.

Additional cash income of the owner of the Administrative Unit

State payments from the expenses of Mayors

Deductions from the cost of construction of a Settlement

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

  • 1% to the Charity Fund;
  • 4% to the fund of social allowances of the Land of Clones;
  • 3% to the real estate owners fund at principality;
  • 10% to the prince on whose territory the hamlet was built;
  • 15% to the fund of the owners of cities located in this principality. The fund is divided among the mayors in proportion to the the technological level of each city;
  • 10% to the owner of the town on whose territory the hamlet was built (or on the territory of which the village where the hamlet was built is located);
  • 5% to the owner of the village on whose territory the hamlet is built;
  • 52% to the fund for the development of the technical base of the project.

Note: if a hamlet is built on the territory of a principality, but is not located on the territory of a village or town, or is located on the territory of a village that is not part of the town, then the corresponding payments to the town or village (10% or 5%) will be paid by the State:

  • 30% to the fund of social allowances of the Land of Clones;
  • 30% to the State Treasury fund;
  • 40% to the social fund of the Principality.

Deductions from the cost of upgrading enterprises and processing factories

When upgrading enterprises and processing factories in a settlement, in addition to spending resources, the Mayor pays the state fee in gold coins. From this income item, the State makes payments to the following funds:

  • 1% to the Charity Fund;
  • 4% to the fund of social allowances of the Land of Clones;
  • 3% to the real estate owners fund at principality;
  • 10% to the prince on whose territory the hamlet was built;
  • 15% to the fund of the owners of cities located in this principality. The fund is divided among the mayors in proportion to the the technological level of each city;
  • 52% to the fund for the development of the technical base of the project;
  • 15% paid by the State depending on the level of development of the administrative unit in which the upgrade was carried out:

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

  • 10% to the owner of the town on whose territory the hamlet was built (or on the territory of which the village where the hamlet was built is located);
  • 5% to the owner of the village on whose territory the hamlet is built.

Note: if a hamlet is built on the territory of a principality, but is not located on the territory of a village or town, or is located on the territory of a village that is not part of the town, then the corresponding payments to the town or village (10% or 5%) will be paid to the "interim fund".

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

  • 10% to the owner of the town on whose territory the village is built;
  • 5% to the interim fund.

Note: if the village is built on the territory of the Principality, but is not located on the territory of a town, then the corresponding payments to the town (10%) will also be paid to the "interim fund".

If the level of this AU is "Town" or "City", then all 15% will be paid to the interim fund.

The Interim Fund, formed from the said deductions, is paid out at the end of the day as follows:

  • 30% to the fund of social allowances of the Land of Clones;
  • 30% to the State Treasury fund;
  • 40% to the social fund of the Principality.

Deductions from costs of products redemption

When redeeming products by the owner of the enterprise, the amount in gold coins is paid:

  • 50% for the payment of salaries to employees of the enterprise;
  • 5% to the fund of the corresponding type of securities;
  • 5% to the prince on whose territory the administrative unit is built;
  • 10% to the fund of the owners of cities located in this principality. The fund is divided among the mayors in proportion to the indicator of the technological level of each city;
  • 15% to the fund for the development of the technical base of the project;
  • 15% is paid by the State depending on the level of development of the administrative unit in which the product was redeemed:

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

  • 10% to the owner of the town on whose territory the hamlet was built (or on the territory of which the village where the hamlet was built is located);
  • 5% to the owner of the village on whose territory the hamlet is built.

Note: if a hamlet is built on the territory of a principality, but is not located on the territory of a village or town, or is located on the territory of a village that is not part of the town, then the corresponding payments to the town or village (10% or 5%) will be paid to the "interim fund".

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

  • 10% to the owner of the town on whose territory the village is built;
  • 5% to the interim fund.

Note: if the village is built on the territory of the Principality, but is not located on the territory of a town, then the corresponding payments to the town (10%) will also be paid to the "interim fund".

If the level of this AU is "Town" or "City", then all 15% will be paid to the interim fund.

The Interim Fund, formed from the said deductions, is paid out at the end of the day as follows:

  • 30% to the fund of social allowances of the Land of Clones;
  • 30% to the State Treasury fund;
  • 40% to the social fund of the Principality.

Additional benefits from the Prince and owners of Superior AUs

The princes and mayors on whose territory your settlement is built are interested in your development and have the opportunity to assign additional cash benefits at their discretion.

The assignment of allowances is a voluntary decision of each prince or mayor. Their value depends both on the financial capabilities of the player and on the intensity of your development. The amount of payment you will receive also directly depends on the technological level of your settlement. The higher the technological level of your administrative unit, the greater your share of the total benefit will be.

In addition to benefits, Princes and owners of superior AUs can, if they wish, pay a certain percentage of their profits from the construction of a settlement and the development of its enterprises, directly to your game account.

Mayors or Princes can set the total amount of allowances for the owners of each type of subordinated AU, as well as the percentage of profit from the development of subordinated AU, on the page "Subordinated Settlements" (in Administrative Unit or in Principality, respectively).

  • The specified allowance amount will be deducted from the game account of the mayor or prince every day, and then paid in proportion to the technological level of each child settlement. If there are not enough funds in the account to pay the benefit on a certain day, the benefit will not be paid on that day.
  • The specified percentage of profits from AU development will be automatically paid to AU owners immediately after they complete the development actions.

If the Prince or the Mayor is on an account that has hungry clones (with a work efficiency indicator less than 0), then they:

  • do not make the specified payments;
  • do not receive the specified payments.

Treasury of the Administrative Unit

The State of the Land of Clones seeks to encourage all Mayors by providing them with an additional cash allowance from the "Settlement Treasury fund".

Every day, the State replenishes this fund with deductions in gold coins, and then pays it to the treasury of each administrative unit in proportion to its technological level. The total daily cash fund for all settlements is formed as follows:

  • 2% of the current size of the State Treasury;
  • 10% of the profit from the discount in the Trade Guild;
  • 10% of the profit from the discount at the Fair;
  • 5% of the difference between the nominal price of the security and the cost of its sale at the Securities Auction (in case of sale only for gold coins);
  • 0.5 clonecoins from each activated "privilege card" on the Battle of Thrones tournament server (during its operation).

The treasury fund of settlements of the "City" level is additionally replenished from:

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

Note that the higher the technological level of your administrative unit, the more amount of benefits will be credited to the treasury of the settlement. For information on how technological level is calculated, see the chapter § General Provisions of Town Planning → § Technological Level of Administrative Unit.

If there are securities on the account of the owner of the settlement, the treasury is replenished daily by transferring dividends. For details see page "Rentier" → "Securities".

The funds accumulated in the treasury of the settlement are there for a day. During this period of time, the treasury may be attacked by robbers. The task of the owner of the settlement is to organize the protection of the treasury by hiring guards or developing a social policy. Read more about the defense of the treasury in the chapter § Defense of the Administrative Unit. If the treasury has been protected and preserved, it is paid in full to the settlement owner's game account at the beginning of the next day.

Social fund of the Principality

Each Principality has its own social fund. The State pays gold coins to this fund according to the rules described in chapter § Additional cash income of the owner of the Administrative Unit → § State payments from the expenses of Mayors.

At the end of each day, the accumulated social fund of the principality is divided into 5 equal parts, which are paid to the relevant groups of the population of this principality:

Who gets paid Share from the Social fund What affects the amount of payment
Real Estate owners 20% The level of development of the house
City owners 20% Technological level of the city
Town owners 20% Technological level of the town
Village Owners 20% Technological level of the village
Hamlet owners 20% Technological level of the hamlet

Defense of the Administrative Unit

Protecting the treasury of the Settlement

The treasury of the settlement, which accumulates during the day, needs protection from attacks by robbers. The settlement squad acts as the guard of administrative units. This chapter contains only brief information about the organization of the protection of the settlement. Full information about the work of guards and the thieving craft can be found on the pages "Job" → "Security" → "Help" and "Business" → "Way of the Robber" → "Deeds of the Brigands' Den".

Recruitment and dismissal

Any clone with a status of Craftsman and higher is suitable for the position of a guard. The owner of the settlement can write a short description of their requirements for candidates (for example, specify the desired level of military expertises and type of weapons). The applicant must apply to the desired settlement, and the mayor must either approve or reject it.

Candidate entries can be found at page Defense. When choosing among the applicants, pay attention to the presence of weapons - both firearms and cold steel, as well as military training (the level of military expertises, military initiative, the presence of a military rank). If the thieves have higher characteristics than the guards, and also if their weapons are superior to those of the guards, then such a gang, of course, has every chance of success. If it is not possible to regularly review applications, you can enable automatic acceptance of incoming applications.

You can accept at guard not only third-party candidates, but also clones of your own account (including the clone owner of AU himself). The acceptance of your clones is made on the page "Defense" → "My Clones". The list displays only clones equipped with weapons (cold steel arms or firearms) that are not yet in any of the following groups:

  • home security;
  • protection of the settlement;
  • prince's troops;
  • gang of robbers;
  • bandit army;
  • stash raiders squad;
  • prisoners of basement jails.

The guards must independently take care of the availability of weapons, ammunition, health potions, and work efficiency units. The owner of the settlement, if desired, can insure his squad only with health potions. You can find the corresponding settings on the page "Defense" → "Control".

The clone will not be able to participate in the battle if:

  • his health indicator is less than 10 units;
  • his work efficiency indicator is less than 0 units.

If you are dissatisfied with the service of any security guard, you can fire him at any time. A fired (or resigned of his own free will) security guard will be able to submit a new application only after 24 hours from the moment of dismissal.

Attacks of the Gangs of robbers

Depending on the level of development of an administrative unit, its treasury can be guarded by a different number of guards, and not every gang can attack it:

%settlement_member_limit%

Each settlement, regardless of the level of development, can be attacked no more than three times every 24 hours. The beginning and end of a 24-hour period do not coincide with the beginning and end of a calendar day - the start of a new period is chosen arbitrarily for each administrative unit. Thus, in the current calendar day, an administrative unit may be subjected to more attacks than 3, but they will refer to different 24-hour periods.

When committing an attack, each gang will carry a cash amount equal to 50% of the current amount of the treasury that they are trying to steal. If the settlement squad successfully repulsed the attack, these funds are received as a ransom at the disposal of the squad and the owner of the settlement. The ransom is divided in the following proportions:

  • 20% is taken by the owner of the settlement;
  • 80% is divided among all the guards who participated in the battle, in proportion to the amount of military expertises (taking into account the coefficient from the military rank, if any).

To increase the guard's chances of success, you have the option to build an additional black pearl defense system. To completely exclude the possibility of gang attacks, develop a social policy in the settlement. This will allow you to enable the setting "Unavailable to attack by bandits".

Hunting for Hidden Caches

The Land of Clones holds many riches and surprises. These include treasures hidden in the ground.

The owner of the settlement can activate the "Hidden Cache search" function on the page "Defense" → "Control". When this function is activated, the guards from the squad will be able to devote their rest time to searching for treasure on the lands of the settlement. Each guard will spend %treasure_hunt_cost% per day to search for the treasure, which will be spent by the owner of the administrative unit (and if there is a shortage, from his Canteen), regardless of whether the treasure is found or not. If a treasure is found, the squad will bring it and put it in the treasury of the settlement, which they will continue to guard.

Hidden Caches are various amounts in gold coins (random size). On average, the higher the technological level of the administrative unit where the Cache is found, the larger the size of this Cache will be.

The more members of the squad take part in the search for the Caches, the more likely it is to find it. For a successful search, try to keep the number of squads at the highest possible level.

The Cache, along with the rest of the contents of the treasury, will be delivered to the game account of the owner of the settlement only at the beginning of the next day - therefore, it is necessary to organize high-quality protection of the treasury!

If there are no guards in the settlement, then the Hidden Cache hunt function will not work in it.

Additional protection system of Administrative Unit

The protection system of any settlement can be strengthened from robberies with the help of black pearls. Black pearls can be purchased at the Trade Guild or can be earned in tournament battles.

Built and repaired additional protection system increases the amount of military expertises of the guards by a certain coefficient. This increase is valid only while serving in this settlement squad and only during the battle with the gang of robbers.

The built protection system needs to be repaired every %settlement_protection_repair_interval%. Repair is performed only in automatic mode. In the absence of the required amount of pearls for repair, additional protection is turned off for a week (until the next repair attempt).

The cost of building an additional protection system, the cost of its repair and the coefficients for increasing the military expertises of the guards are shown in the table below:

%settlement_protection_table%

The cost of building protection system for each level of development of the settlement is given for the case when the protection system is being built from scratch. If you have already built a protection system at some level, then to resume its work at a new level of development, you only need to add the difference in the amount of black pearls.

For example, you spent 1000 units of pearls and built a protection system in the hamlet. When the hamlet is developed to a village, the protection system will turn off. To enable it, it will be necessary to spend N = 2000 - 1000 = 1000 units of black pearls.

Development of Social Policy in the Settlement

If you develop the Social Policy Level in your settlement, you will be able to influence the social consciousness of the robbers in such a way that, at your request, they will refrain from attacking the treasury of your settlement. You can turn attacks on or off at page "Defense" → "Attacks on AU".

The cost of developing Social Policy depends on the level of the settlement:

%settlement_social_politic_cost_table%

The cost of developing social policy for each level of development of the settlement is given for the case when development occurs "from scratch". If you have already developed a social policy at some level, then to resume its work at a new level of development, you only need to add a difference in the amount of the resource.

For example, you spent 10,000 units of petroleum products and 50 units of sand to develop social policy in the hamlet. When the hamlet is developed into a village, the social policy action will be disabled. To enable it, it will be necessary to spend N1 = 20,000 - 10,000 = 10,000 units of petroleum products and N2 = 100 - 50 = 50 units of sand.

If a settlement is located in a principality that has entered the Technological Era of the Oil, then the owner of such a settlement will have a 25% discount on the required amount of resources when building and upgrading the Social Policy Level.

Q&A

Question How often will the squad go in search of hidden caches?
Answer The squad will devote all their free time from guards to searching for caches. If she finds a hidden treasure, then that day she will no longer go on a new search.
Question Do guards need to take any action to find the hidden caches?
Answer No, the entire search process happens automatically.
Question Can robbers attack the settlement while the guards are busy searching for hidden caches?
Answer Security is searching for caches only when there are no attacks. Therefore, the search for caches does not affect the effectiveness of defense.

Majestic buildings of the Settlement

Wonders of the World

The Wonders of the World built in the Administrative Unit have a beneficial effect on various aspects of the activities of residents. A common feature is the beneficial effect on dragons. You will learn about other features of each Wonder of the World in this chapter.

If a dragon was born in a Principality surrounded by Wonders of the World (including those built in Settlements on the territory of the Principality), each of these structures affects its characteristics, increasing the strength of Intention by 5%. This coefficient applies to the animal throughout its life, even if the dragon moved to another Principality.

If a dragon lives in the amber caves of the Principality surrounded by Wonders of the World (including those built in Settlements on the territory of the Principality), each of these structures affects its characteristics, increasing the strength of Intention by 5%. This coefficient applies to the animal during the period when it lives next to the specified buildings (and only in amber caves).

The same coefficients are added together. For example, if a dragon was born in a Principality with two Wonders of the World and lives in it, then its intention indicator will be 120%.

All Wonders of the World in the Land of Clones that are over 1000 days old need to be repaired every 30 days. The first repair is made on the 1001st day and then with a frequency of 30 days. Repair of Wonders of the World is carried out only by tertiary types of resource. The cost of repairs for all types of buildings is given in the relevant sections below.

The broken Wonder of the World does not participate in the calculation of the "character score" and "account score", and does not receive State bonuses.

If there is at least one unrepaired Wonder of the World on the user's account, it will be impossible to create the lot on the Currency Market at the Trade Guild.

When calculating the Character Score and Account Score, the value of the score of the built Wonder of the World is taken into account with an increased coefficient of 1,5.

Great Ear

The mighty construction of the Wonder of the World "Great Ear" with the help of "Magical rain slabs" that are produced in Mages Tower, is able to magically attract majestic clouds, additionally irrigating agricultural land with fertile moisture, thereby increasing the profitability of agriculture.

The rate of maturation of agricultural products (stage "Fields in the process of growth and maturation") in all fields located on the territory of the Principality or City in which the Wonder of the World "Great Ear" is built, is increased by 5%.

Build the Wonder of the World "Great Ear" can:

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

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

%great_ear_cost%

One builder uses 1 unit of each type of resource per day. Gold coins are spent out in full at the beginning of construction, and it is a State tax.

To start construction work, it is enough to have only 30% of each type of resource available (with the exception of those that are fully consumed at the beginning of construction), the rest can be added as work progresses.

The mayor manages himself the supply of materials for construction and hires the necessary number of workers for the construction site. The conditions for hiring builders can be found in detail in the chapter § Hiring builders.

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

  • 10% from the cost of recycling fertilizers at the State Farm;
  • 10% from the sale of seeds at the State Farm;
  • 10% from State agricultural taxes;
  • 10% from the income of the State Farm (commissions at the Renting Fairs, Animal Fairs).

The fund is paid at the end of the day equally to all owners of the majestic building (both Princes and Mayors).

Repair of the Wonder of the World

Starting from 1001 days since its construction, the Wonder of the World needs to be repaired every 30 days. Repair costs are shown in the table below:

Resource type Repair cost every 30 days
Flour 167
Beam 111
Edged board 223
Mounting rail 446
Clapboard 892
Foundation block 111
Overlap block 223
Facing slab 446
Brick 892
Channel bar 11
I-beam 22
Stiffening angle 45
Armature 89
Magical solar slab 2
Magical rain slab 2

If the building is not repaired on time, the time until the next repair is still taken into account. That is, after 60 days it will be necessary to spend twice the amount of material, and so on.

Great Buildings (Terem, Theatre, Statue of a Warrior)

There are 3 types of Great Buildings in the Land of Clones:

  • Terem;
  • Theatre;
  • Statue of a Warrior.

Great Buildings can be built by:

  • Any Prince;
  • Owner of an Administrative Unit of any level.

When calculating the Character Score and Account Score, the value of the score of a completed Great Building is taken into account with an increased coefficient of 1,5. The score of a level 5 building is always calculated according to the cost of a "gradual" building.

How to build?

Each building has 5 levels of development. The Mayor can build a building gradually developing it - level by level. Or he can immediately build a level 5 building, receiving a discount on construction. The cost of construction is shown in the table below:

Building Type/Level Terem Theatre Statue of a Warrior
Cost, Gradual Level Up
1 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
2 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
3 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 build
5th level
  • 200,000 units of processed wood
  • 200,000 units of processed stone
  • 30,000 units of processed iron
Consumption of each type of material by one builder
Any level 3 units per day 3 units per day 1 unit per day

To start construction work, it is enough to have 30% of each type of resource available, the rest can be added as work progresses.

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

These buildings do not need periodic repairs.

Impact of Great Buildings on resource processing

Great Buildings give a discount on the processing of the corresponding primary resources into secondary resources in the Principality or processing enterprises in AU (depending on where they are built), as well as a discount on the cost (in gold coins) of processing the corresponding secondary resources into tertiary resources at the Tertiary Production Processing Plant. Details in the table:

Building Type/Level Terem Theatre Statue of a Warrior
Wood Products Stone Products Iron Products
1st level
  • 1% discount for recycling into secondary products
  • 10% discount on the production of tertiary products (from the cost of gold coins)
2nd level
  • 2% discount for recycling into secondary products
  • 20% discount on the production of tertiary products (from the cost of gold coins)
3rd level
  • 3% discount for recycling into secondary products
  • 30% discount on the production of tertiary products (from the cost of gold coins)
4th level
  • 4% discount for recycling into secondary products
  • 40% discount on the production of tertiary products (from the cost of gold coins)
5th level
  • 5% discount for recycling into secondary products
  • 50% discount on the production of tertiary products (from the cost of gold coins)

Let's say, with a base processing coefficient of 1, after building a Terem level 5, to obtain 1 processed wood, the owner of the building will spend 0.95 wood and receive a 50% discount on the gold component in the production of wooden tertiary products.

Impact of Great Buildings on dragons

The presence of Great Buildings is important for dragon owners. If the dragon was born in a principality surrounded by Great Buildings developed up to level 5 (including those built in settlements on the territory of the principality), each of these structures affects its characteristics as follows:

  • Theatre: Strength +10%;
  • Statue of a Warrior: Rage +10%;
  • Terem: Intuition +10%.

These coefficients apply to the animal throughout its life, even if the dragon moved to another principality. 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 a dragon lives in the amber caves of a principality surrounded by Great Buildings developed up to level 5 (including those built in settlements on the territory of the principality), each of these structures affects its characteristics as follows:

  • Theatre: Strength +10%;
  • Statue of a Warrior: Rage +10%;
  • Terem: Intuition +10%.

These coefficients apply to the animal during the period when it lives next to the specified buildings (and only in amber caves). 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 same coefficients are added together. For example, if a dragon was born in a principality with Terem and lives in the amber caves of the same principality, then its Intuition will be equal to 120%.

Transport Portals "Land of Clones ↔ Conquered Lands"

Portals built in the Administrative Unit serve as a link between the "Land of Clones" and the "Conquered Lands" game servers. Due to the presence of a portal in a settlement on the Land of Clones, the owner of the settlement can send a cargo of water, precious stones (elvereon and portalin) to the Conquered Lands. Thanks to the presence of a portal in a settlement in the Conquered Lands, the reverse transportation of these resources is possible.

Only one transport per day is possible through each portal. At one time, it is possible to transport no more than 100 units of Portalin and Elvereon stones (in various proportions) or no more than 10 tons (1000 buckets) of water in total. The cost of each transportation is 50 Portalin Stones. The shipment will be sent to the bag of your clone (located on your other account at the destination server). Delivery of the goods will take place within 24 hours.

The owner of the portal can put it for rent so that other players can send their cargo through it. You set the rental price yourself, but not less than 0.2 gold coins and not more than 3 gold coins for each transportation. The cost of transporting cargo (50 portalin stones) is paid by the portal tenant. If your portal is put up for rent and you want to send cargo through it yourself, the portal will need to be rented.

The funds paid by the tenant for renting the portal are distributed as follows:

  • 80% are the income of the portal owner;
  • 20% are the income of State.

Attention! In order to carry out the transportation of cargo through the portal, it is necessary that the personal data in the account settings (sender and recipient) on both servers be identical. In case of data discrepancy, the refund of the commission for the unfulfilled transportation is not made.

In order to use the portal, all properties on your account must be repaired (real estate, principalities, wonders of the world, etc.) It is also necessary that the work efficiency indicator of all clones be at least 0. The settlement in which the portal is built must also be repaired.

Construction of the Portals

Build Portals can:

  • Owner of the Hamlet (the maximum is 1 portal);
  • Owner of the Village (the maximum is 2 portals);
  • Owner of the Town (the maximum is 3 portals);
  • Owner of the City (the maximum is 5 portals).

The cost of building each portal:

Resource Quantity
Portalin 5000

Repairing of the Portals

Every 50 transportations, the portal needs to be repaired. The cost of repairing the portal is:

Resource Quantity
Portalin 100

If necessary, you can set up automatic repair of portals.

Industrial Factories

On the territory of the Administrative Unit, you can build different factories that will produce demanded goods. Detailed information on these facilities can be found in the following sections.

Settlement's Gold Mines

Own Gold Mines can be opened by:

  • The owner of any Administrative Unit ("Hamlet" - "City" level).

Only your own clones (located on the same account as the owner of the settlement) can work on these mines. However, they must reside in the territory of this administrative unit.

Clones engaged in gold mining cannot engage in other types of work:

Mining gold expends 1 unit of work efficiency per day (additionally).

The number of work places in the mines in an administrative unit depends on its level of development:

  • "Hamlet": no more than 15 miners;
  • "Village": no more than 60 miners;
  • "Town": no more than 80 miners;
  • "City": no more than 130 miners.

When applying for a job, the clone will automatically buy a tool - a "gold mining tray" for the price of 6.01 gold coins. The durability of the tool is 1 day.

The owner of clone has the option to automatically buy the tray for his clones. This means that every day they will automatically extend their work in the gold mines by buying a tool.

For the work of the gold mines, the settlement must be repaired. If the settlement is not repaired in time, the prospectors will work until the durability of the tool runs out. But employment and automatic renewal of the instrument will be not available. At the end of their working hours, the miners will be fired.

If a clone for any reason is evicted from the house and ceases to be a resident of the settlement, then he will not be able to complete the working day. This means that the clone will not receive profit and will spend work efficiency. In this case, the cost of the tool (tray) will be returned to him.

A prospector engaged in gold mining may find a large gold nugget. Such an event will certainly be reflected in detail in the "news feed": the name of the clone, the location of the find and the weight of the nugget. They say that there are nuggets with an estimated value of up to 30 gold coins! Who knows, maybe your prospector will come across an even larger nugget...

In online mode, you can see the process of searching for gold and all the finds of nuggets by your clones! At the end of the working day, in the account statement you can see the total amount of gold mined by each of your miners over the past day. Found nuggets are displayed in the statement as a separate line immediately after they are found.

The cost of construction settlement's gold mines: free.

This facility does not need periodic repairs.

Leather Production

Own Leather Production can be opened by:

  • Prince who upgraded all processing and military enterprises in the principality to level 3;
  • The owner of the administrative unit of the "City" level.

At this factory, calfskins are processed into first-class material for sewing leather products. The dressed calfskin can be further processed at another factory - in a "Leather Atelier and Tailoring".

Only one calfskin can be processed per day. The cost of processing one calfskin is 0.5 gold coin.

You can turn on the automatic processing of calfskins. In this case, the processing of calfskins (if any) will occur daily at the checkout time, even if you do not log into your account.

Processed calfskin can be sold at Fair or used to order tailoring at your own Atelier.

The cost of construction a Leather Production:

%leather_manufacture_building_cost%

This factory does not need periodic repairs.

Leather Atelier and Tailoring

Own Leather Atelier can be opened by:

  • A Prince who has upgraded all the processing and military enterprises of the Principality to level 2;
  • The owner of the Administrative Unit of the minimum level of development "Town".

The tailoring of the following products is carried out in the Atelier:

- Everyday clothing made from Linen fiber (restores clones' work efficiency units);

- Special "State Dependent" attire (for the hand over the clone to the State dependency);

- Utility vests (for using in tourmament battles);

- Protective leather clothing: cloaks, jackets, vests (used to reduce damage from shots/hits of salt and combat cartridges and cold steel arms in battles).

You can enable the automatic tailoring function. In this case, tailoring (if raw materials are available) will take place daily at the checkout time, even if you do not log into your account.

The cost of construction an Atelier:

%leather_atelier_building_cost%

This factory does not need periodic repairs.

Types of everyday clothing for clones and their characteristics

In the World of Clones, high-quality clothing is not only a means of protection from the weather, but also plays the role of a kind of social "passport" in society, reflecting the class affiliation, wealth and individuality of the owner. Such clothing are made from linen fiber, which is grown in abundance on the territory of the State of Clones.

Everyday clothing are available for male and female clones, as well as for clones of different statuses, but any clone can wear it, regardless of their gender and status. Wearing clothing gives certain bonuses in the form of intention and work efficiency units, however, if the clone wears clothing that do not correspond to his social status, he will not be awarded with intention units, but work efficiency will be accrued.

A certain number of items of men's and women's clothing can be sewn per day (with a total "units" of no more than 7). At the same time, men's and women's clothing is taken into account separately. The cost of manufacturing, bonuses from weared clothing and its "units" are shown in the table:

Clothing type Production cost Bonus from wearing Level
Craftsman's clothing
  • 10 kg of flax
  • 0.5 gold coin
  • +1 unit of intention/day (if it matches clone's status)
  • +20% of the daily rate of work efficiency consumption
one
Peasant's clothing
  • 12 kg of flax
  • 0.5 gold coin
  • +1 unit of intention/day (if it matches clone's status)
  • +25% of the daily rate of work efficiency consumption
2
Townsman's clothing
  • 15 kg of flax
  • 1 gold coin
  • +1 unit of intention/day (if it matches clone's status)
  • +30% the daily rate of work efficiency consumption
3
Merchant's clothing
  • 25 kg of flax
  • 2 gold coins
  • +1 unit of intention/day (if it matches clone's status)
  • +35% the daily rate of work efficiency consumption
4
Nobleman's clothing
  • 50 kg of flax
  • 3 gold coins
  • +1 unit of intention/day (if it matches clone's status)
  • +40% the daily rate of work efficiency consumption
5
Boyar's clothing
  • 70 kg of flax
  • 4 gold coins
  • +1 unit of intention/day (if it matches clone's status)
  • +45% the daily rate of work efficiency consumption
6
Emperor's clothing
  • 100 kg of flax
  • 4 gold coins
  • +1 unit of intention/day (if it matches clone's status)
  • +50% the daily rate of work efficiency consumption
7

Attention! Only a clone whose current work efficiency indicator is at least 0 can wear everyday clothing. If the clone has put on clothing, and then the work efficiency for some reason has become less than 0, the clothing will be automatically removed from all clones of this account and placed in their bags.

New, freshly sewn linen clothing can be sold at the Fair to other residents. Sale of used clothing is not allowed. The durability of new clothing is 365 days.

"State Dependent" Attire

This type of clothing is required for the gratuitous and final donation of clones to the care of the State. If the participant can no longer maintain any clone on his own - he must equip it accordingly and then transfer it to the State dependency. The clone must be well fed (work efficiency indicator must be at least 0) and dressed in "State Dependent" attire. The transfer of the clone to the maintenance of the State is gratuitous and irreversible.

No more than 10 pieces of such clothing can be sewn per day. The cost of producing "State Dependent" attire:

  • 10 kg of flax;
  • 0.5 gold coin.

Ready-to-wear attires are sold at the Fair. This attire are suitable for clones of all statuses, except for Serfs. The "State Dependent" attire cannot be worn at the same time as the clone's everyday clothing.

Types of protective leather clothing and their characteristics

Per day, you can order only one calfskin for cutting, from which you can sew a certain number of clothing. You can cut both calfskin made at your own Leather Production (see the corresponding chapter), and bought at the Fair.

Leather clothing, both new and used, can be sold to other clones at the Fair.

The protective properties of various types of leather clothing, the cost of manufacture and its initial durability are shown in the table below. Durability is reduced with accurate shots/hits at the clone.

Clothing type Production cost Protective properties Durability
Leather Vest
  • 1/8 calfskin
  • 0.125 gold coin
  • 6% to 12% health damage from salt cartridges
  • 1% to 5% health damage with cold steel arms/fists
  • 3% to 7% health damage from combat cartridges and cannonballs
  • 0% health damage from dragon fire
3000
Leather Jacket
  • 1/4 calfskin
  • 0.25 gold coin
  • 15% to 25% health damage from salt cartridges
  • 5% to 10% health damage with cold steel arms/fists
  • 7% to 13% health damage from combat cartridges and cannonballs
  • 0% health damage from dragon fire
5000
Leather coat
  • 1/2 calfskin
  • 0.5 gold coin
  • 30% to 50% health damage from salt cartridges
  • 10% to 20% health damage with cold steel arms/fists
  • 10% to 25% health damage from combat cartridges and cannonballs
  • 0% health damage from dragon fire
10,000
Samurai leather coat
  • 1 calfskin
  • 1 unit gland
  • 1 gold coin
  • 30% to 80% health damage from salt cartridges
  • 10% to 40% health damage with cold steel arms/fists
  • 10% to 50% health damage from combat cartridges and cannonballs
  • 0% health damage from dragon fire
10,000
Dragonscale Leather Cloak
  • 1 calfskin
  • 100 dragon scales
  • 1.5 gold coins
  • 80% to 100% health damage from salt cartridges
  • 80% to 100% health damage with cold steel arms/fists
  • 70% to 100% health damage from combat cartridges and cannonballs
  • 85% to 95% health damage from dragon fire
15,000
An example of Durability consumption calculation

For example, a clone is dressed in a samurai leather cloak, and his opponent attacks with a saber. The damage dealt by the saber can range from 22 to 45 health units. The cloak absorbs from 10% to 40% of damage inflicted by cold steel arms. Specific damage and defense values are calculated during the battle separately for each strike. Let's assume that the opponent delivered a blow capable of taking away 40 health units, and the amount of protection of the cloak from this blow is calculated as 20%. Then 20% of the damage (8 health units) will be absorbed by the cloak, its durability will decrease by 8 units. The clone will only take 32 health units damage.

If the remaining durability of the cloak is less than the strength of the absorbed strike, the impact will be absorbed only by the amount of residual durability, the remaining units will be counted as damage inflicted on the clone. Upon reaching 0 durability, the cloak will disappear, it will need to be replaced after the end of the battle.

Utility vests

Utility vests are made from flax and allow the clone to take additional health potions with them to tournament battle or duel; this potions clone can use if necessary, right during the battle. In other battles, the utility vest is not used, even if it is worn by a clone. The vest will fit up to 5 bottles of health potion. If during a tournament battle or a duel the clone's health drops below 10 units, then he can manage to get the potion from the vest and drink it. The potion will restore health by +50 points. The clone may not have time to drink the potion, then he can use the combat skill "Last Chance" he has, and if it is not available, he will lose the battle according to the standard rules. The probability of successfully using the potion decreases with each subsequent bottle during the battle:

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

Before the battle, you need to load the required number of bottles of health potion into the vest in a special section of Gunsmithing. Potions cannot be removed from the vest back into the bag, they can only be spent in battle. But you can remove the vest from the clone, even if there are potions left in it after the battle.

The cost of production of an Utility vest:

  • 12 units of flax;
  • 0.5 gold coins.

Durability of Utility vest is 100 fights and decreases only if the clone was wearing a vest during a tournament fight or a duel (if the vest worked at least 1 time during the battle). No more than 3 utility vests can be produced per day. You can buy or sell utility vests at the Fair (both empty and with potions).

Glass Foundry

Own Glass Foundry can be opened by:

  • Any Prince;
  • The owner of the Administrative Unit of the minimum level of development "Town".

In the Glass Foundry, you can melt sand into glass and produce glass bottles. According to statistics, 1 bottle is obtained from 0.5 kg of sand.

Bottles can be used for Kvass Production, Linseed Oil Production or sell at Fair.

The cost of construction a Glass Foundry:

%bottle_production_building_cost%

This factory does not need periodic repairs.

The bottle production limit in the administrative unit depends on the level of settlement (town-city), and in the principality - on the level of development of all processing and military enterprises (see the corresponding help section):

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

You can enable the automatic bottle production function. In this case, production (if the required volume of raw materials is available) will take place daily at the checkout time.

Production of Kvass drink

Own Kvass Production can be opened by:

  • Any Prince;
  • The owner of any Administrative Unit (hamlet - city).

The cost of building a Kvass Production:

%kvass_production_building_cost%

This factory does not need periodic repairs.

In the Land of Clones, Kvass is made from bread. To prepare 1 bottle of Kvass, you need to spend:

  • 0.1 kg of bread;
  • 1 glass bottle;
  • 1 bottle cap;
  • 0.068 gold coin (State tax).

Caps for corking bottles are made here too. For the manufacture of one box of caps (200 pieces), you will need 1 unit of processed iron. Caps can also be purchased at Fair.

You will also need glass bottles for bottling Kvass. They can be crafted at the Glass Foundry or bought at the Fair.

You can enable the automatic production of kvass and caps. In this case, your production (if you have the right amount of raw materials) will occur daily at the checkout time, even if you are offline.

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

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

From the production of each bottle of kvass, the State get a tax in the amount of 0.068 gold coin. From this income item, the State pays:

  • 10% - to the fund of the Emperors' Residence Reserves;
  • 25% - to the State fund of Tournaments (from this fund the State can increase the size of prize funds of tournaments);
  • 23% - to the general fund of the Settlements (hamlet-city) of the Land of Clones. Payment to the treasury of each settlement of the Land of Clones are made according to the level of development;
  • 23% - to the general real estate fund of the Land of Clones (payment to the treasury of each house according to its level of development);
  • 4% - to the dividend fund of the State Bank securities;
  • 15% - to the fund for the development of the technical base of the project.

Consumption of the wonderful drink "Kvass" is very useful. You can read about its properties, as well as the peculiarities of its use, in the Canteen Help section.

Cold pressed oil Workshop

Own linseed oil production can be opened by:

  • Any Prince;
  • Owner of any Administrative Unit (hamlet - city).

The cost of construction a Cold pressed oil Workshop:

%kvass_production_building_cost%

This factory does not need periodic repairs.

Linseed oil is an exceptionally valuable and useful product. To prepare 1 box (7 bottles of oil) you need to spend:

  • 100 kilograms of flax;
  • 7 glass bottles;
  • 7 bottle caps.

Bottles can be crafted at the Flass Foundry and caps can be crafted at the Kvass Production. Bottles and caps can also be purchased at Fair.

Linseed Oil production limit: 3 boxes/day (21 bottles of linseed oil).

You can turn on the automatic linseed oil production function. In this case, production (if the right amount of raw materials is available) will occur daily at the checkout time, even if you are offline.

Linseed Oil can be sold to other clones at Commodities Market.

Rigging Factory

To equip the warships at the Land of Clones, their owners require rigging equipment. A fully equipped warship has greater speed, maneuverability and protection, which means that its combat characteristics are increased. Detailed information can be found at «Business → Gunsmithing → Upgrading of the Combat Fleet».

Own rigging production can be opened by:

  • A prince who has upgraded all the processing and military enterprises of the principality to level 3 or higher;
  • Owner of an Administrative Unit of the "Town" level or higher.

A limited number of rigging equipment sets can be produced per day - with a total "level" of no more than 3 units. The "level" and cost of production of each set are equal to:

Ship type Production cost per set Level
Brig
  • 105 kg of Flax
  • 1 gold coin
one
Corvette
  • 160 kg of Flax
  • 2 gold coins
2
Battleship
  • 280 kg of Flax
  • 3 gold coins
3

50% of the gold coins spent in the production the state sends to the Captains' Fund of the Land of Clones.

The cost of construction a Rigging Production is:

%rigging_factory_building_cost%

This factory does not need periodic repairs.

Equipment of ships is made right there, at the enterprise, or in the section «Business → Gunsmithing → Upgrading of the Combat Fleet». You can sell or buy rigging equipment for ships at Commodities Market.

Cement Factory

Own Cement Factory can be opened by:

  • Any Prince;
  • The owner of the Administrative Unit of the minimum level of development "Town".

Cement is a building material that is required for the construction of certain types of structures. Initial materials for the production of 1 unit of cement are:

  • 3 units of limestone;
  • 1 unit of clay;
  • 0.03 gold coin (State tax).

The cost of construction a Cement Factory is:

Resource type Quantity
Processed Wood 500 units
Processed Stone 500 units
Processed Iron 50 units
Oil 1400 units
Petroleum product 1400 units

For continuous operability, every 30 days it is necessary to carry out routine maintenance of the enterprise. Repair costs are:

Resource type Quantity
Processed Wood 15 units
Processed Stone 15 units
Processed Iron 1 unit
Oil 40 units
Petroleum product 40 units

The maximum amount of cement produced per day depends on the level of settlement (town-city), and in the principality - on the level of development of all processing and military enterprises (see the corresponding help section):

AU development level Production level
Town 250 units of cement/day
City 500 units of cement/day

Water Well

The construction of Water Wells is only available on the game server "Conquered Lands".

At the moment, a dry period has begun on the game server "World of Clones". The lack of fresh water can be filled with supplies from the Conquered Lands Server, where there are extensive water reserves. Transportation of water between servers is done using Transport Portals.

Own Water Well can be built by:

  • Any prince (no more than 10 wells);
  • The owner of the Administrative unit of the "Hamlet" level (no more than 1 well);
  • The owner of the Administrative unit of the "Village" level (no more than 5 wells);
  • The owner of the Administrative unit of the "Town" level (no more than 7 wells);
  • The owner of the Administrative unit of the "City" level (no more than 12 wells).

The cost of construction one Water Well:

Resource type Quantity
Wood 100 units
Stone 100 units
Iron 5 units

Working life of each Well is 500 days.

One Water Well allows you to extract 100 liters of water (10 buckets) per day.

The obtained water can be sold to other clones at the Commodities Market, and also transferred to the "World of Clones" game server using portals. On the Commodities Market, water is sold in buckets (1 bucket = 10 liters). The maximum volume of water that can be transported through the portal at one time is 10 tons (1000 buckets). Read more about renting portals and transporting resources through portals here.

Science Laboratories

Chemical Laboratories

Laboratory of the chemical element "Chromium"

Prehistory.

In 1820-1821, Michael Faraday and Pierre Berthier noted the ability of an alloy of chromium and iron to resist acid corrosion. Since scientists did not yet know the role of low carbon content, they could not obtain a high chromium alloy.

With the use of chromium, the design and construction of the great buildings of the new era by princes and emperors is planned. Also, this resource will be used by the State in large volume for the construction of public facilities.

Own laboratories for the production of the chemical element "Chromium" can be opened by:

  • Prince of any level: no more than 5 laboratories;
  • Emperor: no more than 10 laboratories;
  • The owner of the Administrative unit of the level "Hamlet": no more than 1 laboratory;
  • The owner of the Administrative unit of the level "Village": no more than 5 laboratories;
  • The owner of the Administrative unit of the level "Town": no more than 7 laboratories;
  • The owner of the Administrative unit of the level "City": no more than 12 laboratories.

The cost of construction a Laboratory of the chemical element "Chromium":

Resource Quantity
Gold coins 3
Beam 20
Edged board 35
Mounting rail 65
Clapboard 120
Foundation block 20
Overlap block 35
Facing slab 65
Brick 120
Channel bar 1
I-beam 3
Stiffening angle 6
Armature 15
Cement 7
Water buckets 300

This building does not require periodic repairs.

For the production of chromium, you must purchase a license. The cost of the license is 7 gold coins. The license is purchased for 730 days. At the end of this period, you must purchase a new license.

The laboratory produces 1 unit of the "Chromium" element per day with a nominal price of 0.02 gold coin.

Production works automatically. If necessary, you can switch to manual production of chromium.

Laboratory of the chemical element "Nickel"

Prehistory.

The element got its name from the name of the spirit of the mountains (cf. German, Nickel is "mischievous") of German mythology, which "tossed" copper seekers with a red-colored mineral similar to copper ore (now known as nickeline). Nickel is characterized by high corrosion resistance - it is stable in air, in water, in alkalis, in a number of acids.

Initially, stainless steel was only used for cutlery. In 1924, the UK patented AISI 304 steel, containing 18% chromium and 8% nickel.

With the use of nickel, the design and construction of the great buildings of the new era by princes and emperors is planned. Also, this resource will be used by the State in large quantities for a new era of development.

Own laboratories for the production of the chemical element "Nickel" can be opened by:

  • Prince of any level: no more than 5 laboratories;
  • Emperor: no more than 10 laboratories;
  • The owner of the Administrative unit of the level "Hamlet": no more than 1 laboratory;
  • The owner of the Administrative unit of the level "Village": no more than 5 laboratories;
  • The owner of the Administrative unit of the level "Town": no more than 7 laboratories;
  • The owner of the Administrative unit of the level "City": no more than 12 laboratories.

The cost of construction a Laboratory of the chemical element "Nickel":

Resource Quantity
Gold coins 3
Beam 20
Edged board 35
Mounting rail 65
Clapboard 120
Foundation block 20
Overlap block 35
Facing slab 65
Brick 120
Channel bar 1
I-beam 3
Stiffening angle 6
Armature 15
Cement 7
Water buckets 300

This building does not require periodic repairs.

Nickel production requires a license. The cost of the license is 7 gold coins. The license is purchased for 730 days. At the end of this period, you must purchase a new license.

The laboratory produces 1 unit of the Nickel element per day with a nominal value of 0.02 gold coin.

Production works automatically. If necessary, you can switch to manual nickel production.

Hiring Builders

For the construction of structures (Wonders of the World, Great Buildings) in administrative units, it is necessary to hire builders. Clones of various social statuses (except serfs) can work on construction sites (the so-called long-term construction projects). The owner of the settlement can hire an unlimited number of clones, depending on their needs. The mayor himself, who carries out construction, cannot get a job as a builder at a construction site (his own or any other).

A mayor can build several objects at once in his settlement.

The owner of the settlement hires builders automatically: a clone that has submitted an application is immediately hired. Implemented the ability to mass hiring and firing own builders (clones located on your account). The builder cannot quit if less than 24 hours have passed since the moment of employment at the facility.

To pay salaries to construction workers, the owner of the settlement can set a fixed salary for each builder. He can limit the maximum number of workers per facility. These options are available on the construction management page of a specific object in an administrative unit. At the time of setting the size of the salary (as well as at each subsequent occurrence of the checkout time), the total amount necessary for payment to all employees for the next day is reserved from the account of the mayor. The difference between the reserved and actually paid amounts (for example, if fewer builders worked on the site than the maximum possible) is returned to the account at the next checkout time.

The owner of the settlement can only increase the salary and the maximum number of workers in the facility. Their reduction is not allowed. However, the mayor can completely reset the salary in the case that he is no longer able to conduct construction with the help of hired workers. In addition, if at the time of reservation the required amount of gold coins is not on the mayor's game account, the salary will also be reset to zero. When resetting, all employees (clones not from your account) will be fired. The owner of the settlement will be able to change the salary again only after 15 days from the date of reset. If he resets the salary manually, the previously reserved amount is returned to the account.

It is important to ensure that sufficient building material is always available on cobstruction site. In the absence of at least one type of building materials (if this type has not yet been used 100%), the construction process will stop. At the same time, salaries will be paid to workers at the construction site. Only in the case of a decrease in the salary fund to 0 by the owner of the settlement, the payment of salaries will be stopped. A sufficient amount of each type of material is the amount equal to the the number of builders multiplied on the daily consumption of this type of material by one builder. If necessary, the mayor can set up automatic supply of material from the bag (or storehouse), as well as automatic purchase of it on the Commodities Market.

The rate of consumption of material by one builder is one unit of material per day, unless otherwise indicated directly in the description of the construction object (see the relevant sections).

A clone working on the construction of a principality spends an additional 1 unit of work efficiency per day (if rents or lives in /list his own house on the territory of this administrative unit). A clone that is not a settlement resident spends 1.5 units of work efficiency per day.

At the same time, builders spend work efficiency even in case of downtime at the construction site due to lack of building materials.

A builder cannot combine work on several construction sites at once, even if they are located in different settlements.