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Economy

Science per player

With Science per player on, each player has their own science. Districts earn it for their owner. Whoever unlocks a building pays from their own points first, then from the shared pool that unowned districts earn into, and gets it only for themselves.

District specializations

Each district can pick a focus: Food, Wood, Water, Metal, Science or Power, the toolbar’s tabs. Workplaces of that kind work faster, and the district’s other production workplaces slower. Only the district’s owner can pick it, and only once per cycle.

Trading with other players

Main articles: Trading Post, Power Exchange, Toll Station and Toll Tube Station

  • Trading Post. Two players trade goods through a pair built across the border between their districts. Both sides approve each deal.
  • Power Exchange. Sells power across a border, paid in goods every hour.
  • Toll stations. Let your beavers ride another player’s ziplines (Folktails) or tubeway (Iron Teeth) for a toll the network’s owner sets.

Pending deals raise a “Trade deal to approve” alert, and the Trades tab of the settlement panel lists every deal and power price you’re part of.

Military production

  • Weaponsmith. Spears, bows, shields and ballista bolts, plus swords (Iron Teeth) or slings (Folktails). Fuelled by logs.
  • Bladesmith (Folktails). Swords and battle axes. Needs power.
  • Gunsmith (Iron Teeth). Arquebuses and blasting charges. Needs power.
  • Stone Press. Siege stones from scrap metal and logs, for catapults and trebuchets. Needs power.
  • Herbalist (Folktails). The game’s own Herbalist also makes herbal kits for herbalist troops.
  • Wagon Yard. Supply carts for troops in the field (see Supply).
  • Small Armory and Medium Armory. Warehouses for weapons and ammunition only.

Costs and recipes are in the Reference.