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Player economy

Gold, routes, shops, and leverage

The economy page explains the trade loop at a marketing level, while detailed commands and edge cases stay in docs.

Currency

Use a simple gold-backed economy so new players understand value without reading a spreadsheet first.

Markets

Public shops turn towns into destinations and give nations a reason to protect logistics.

Scarcity

Regional materials, travel time, and secure storage create reasons to specialize and negotiate.

Designed as a loop

Mine or produce goods, move them through risky routes, sell in public markets, then reinvest into towns and national infrastructure. That loop is what the homepage and docs keep pointing toward.