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  • Stock Markets

Nations may participate in the action of buying or selling stocks in the World Stock Market. Currently, the English Stock Exchange is not in action, and won't be until around two weeks after the game is launched. However, stocks are essential in any capitalistic system, as they promote competition among buyers and sellers, and they incentivize trade. Any economic power may participate in buying or selling stocks, as well as individuals.

  • Taxes

Taxes are instrumental in ensuring a nation maintains a profit. As such, any nation has the opportunity to tax its citizens of each region based on 4 levels of taxation.

Level 1: 10% tax on the goods imported and exported to each region. The citizens are happy and remain content with the government. +1000 Edors per resource and village. (resources double as villages)

Level 2: 25% tax on the goods imported and exported to each region. The citizens are neutral and are neither content or discontent with the government. +5000 Edors per resource and village.

Level 3: 50% tax on the goods imported and exported to each region. The citizens are discontent with the government and rebellion can ensue. +10,000 Edors per resource and village.

Level 4: 75% tax on the goods imported and exported to each region. Farms are raided by the government, citizen incomes are taxed heavily, and businesses are forced to pay a 50% royalty to the government based on their annual income. This option is only viable in times of war and will lead to extreme discontentment among the populace. The citizens are livid and coup d'états are likely. +50,000 Edors per resource and village.

  • Trade

Trade is an essential aspect of game-play. Any civilized nation in their right mind would participate in trade in order to obtain wealth and create positive relationships with other nations. Currently, international trade routes are marked on the map. These are the routes merchant ships, both government and private, must take in order to trade with other nations. Nations will trade resources, and a percentage of said traded resource will be the amount of money each nation gives or receives in said trade. Private merchants are not controlled by the government and will provide each nation they trade with a set amount of resources and money.

  • Currencies

The game currently operates under one, universal currency, the Edor. The Edor is capable of being backed by silver or gold, but gold is recommended. Each nation will receive 1000 Edors for every region, while additional Edors will be awarded based on the total number of resources in each region. All nations upon launch will be awarded 100,000 Edors by default, and will receive more Edors by the amount of regions and resources each nation lays claim to. Each resource, both strategic and luxury, will give the nation +5000 Edors per resource. Nations will also be able to tax its regions based on a percentage of the population in each region. Each region has 100,000 citizens.

  • Population

By default, each nation will have 500 manpower regardless of how many regions the obtain. As nations begin colonizing, conquering, and gaining regions, they will receive 15 manpower per region. Manpower is essential to the production of units.

  • Currency Fluctuations

As of now, the Edor cannot fluctuate. N/A

  • Units, Production, Morale, and Buildings

Resources and Morale:

The resource system for Age of Sail (name change pending) is extremely sophisticated, fortunately, I (lilmesshead) have come up with the system so you don’t have to.

Resources: There is a multitude of resources, food,  luxury, and strategic, inside the game. These include, but are not limited to, wood, stone, iron, spices, rum, etc. Strategic resources give nations production and allow them to build forts, ports, etc. Building buildings and things of that nature require a set amount of production, similar to Sid Meier’s Civilization series. The following list depicts the amount of production each strategic resource gives a nation, and the amount of morale each luxury resource gives a nation.

Wood: Every +100 wood gives a nation +10 production, and also gives them +1 morale. Using more wood than you have in your stockpile gives you -(whatever number you are using) and takes away morale.

Iron: Every +100 iron gives a nation +15 production, and also gives them +2 morale. Using more iron than you have in your stockpile gives you -(whatever number you are using) and takes away morale.

Stone: Every +100 stone gives a nation +10 production, and also gives them +1 morale. Using more stone than you have in your stockpile gives you -(whatever number you are using) and takes away morale.

Coal: Every +100 coal gives a nation +25 production, and also gives them +3 morale. Using more coal than you have in your stockpile gives you -(whatever number you are using) and takes away morale.

Luxury Resources:

Cotton: Every +100 cotton gives a nation +2 morale. Using more cotton than you have in your stockpile gives you -(whatever you are using) and takes away morale.

Ivory: Every +100 ivory gives a nation +2 morale. Using more ivory than you have in your stockpile gives you -(whatever you are using) and takes away morale.

Rice: Every +100 rice gives a nation +2 morale and +2 food. Using more rice than you have in your stockpile gives you -(whatever you are using) and takes away morale.

Porcelain: Every +100 porcelain gives a nation +2 morale. Using more porcelain than you have in your stockpile gives you -(whatever you are using) and takes away morale.

Spices: Every +100 spices gives a nation +2 morale. Using more spices than you have in your stockpiles gives you -(whatever you are using) and takes away morale.

Wine: Every +100 wine gives a nation +2 morale and +2 food. Using more wine than you have in your stockpiles gives you -(whatever you are using) and takes away morale.

Tea: Every +100 tea gives a nation +2 morale and +2 food. Using more tea than you have in your stockpile gives you -(whatever you are using) and takes away morale.

Silk: Every +100 silk gives a nation +2 morale. Using more silk than you have in your stockpile gives you -(whatever you are using) and takes away from morale.

Rum: Every +100 rum gives a nation +2 morale and +2 food. Using more rum than you have in your stockpile gives you -(whatever you are using) and takes away from morale.

Pelts: Every +100 pelts gives a nation +2 morale. Using more pelts than you have in your stockpile gives you -(whatever you are using) and takes away from morale.

Gold: Every +100 gold gives a nation +2 morale and is able to be used as a currency backer. Using more than you have in your stockpile gives you -(whatever you are using), can take away morale, and can lead to an economic deficit.

Silver: Every +100 silver gives a nation +2 morale and is able to be used as a currency backer, (though not recommended). Using more than you have in your stockpile gives you -(whatever you are using), can take away morale, and can lead to an economic deficit.

Gems: Every +50 gems gives a nation +2 morale. Using more than you have in your stockpile gives you -(whatever you are using) and can take away morale.

Cocoa: Every +100 cocoa gives a nation +2 morale and +2 food. Using more than you have in your stockpile gives you -(whatever you are using) and can take away morale.

Citrus: Every +100 citrus gives a nation +2 morale and +2 food. Using more than you have in your stockpile gives you -(whatever you are using) and can take away morale.

Salt: Every +100 salt gives a nation +2 morale, +2 food, and +2 manpower. Using more than you have in your stockpiles gives you -(whatever you are using) and can take way morale.

Food:

Wheat: Every +100 wheat gives a nation +3 food. Using more than you have in your stockpile gives you -(whatever you are using), can take away from morale, and can lead to famine.

Bananas: Every +100 bananas gives a nation +3 food. Using more than you have in your stockpile gives you -(whatever you are using), can take away from morale, and can lead to famine.

Cattle: Every +100 cattle gives a nation +3 food. Using more than you have in your stockpile gives you -(whatever you are using), can take away from morale, and can lead to famine.

Truffles: Every +100 cattle gives a nation +2 food. Using more than you have in your stockpile gives you -(whatever you are using), can take away from morale, and can lead to famine.

Bison: Every +100 bison gives a nation +2 food. Using more than you have in your stockpile gives you -(whatever you are using), can take away from morale, and can lead to famine.

Fish: Every +100 fish gives a nation +2 food. Using more than you have in your stockpile gives you - (whatever you are using), can take away from morale, and can lead to famine.

Buildings:

Wooden Fort: Wooden forts require a total of +50 production and require at least +500 wood.

Stone Fort: Stone forts require a total of +60 production and require at least +60 stone.

Coastal Batteries: Coastal batteries require a total of +40 production and require at least +200 iron and +200 stone or +200 wood.

Docks: Docks require a total of +10 production and require at least +100 wood.

Naval Yards: Naval yards require a total of +70 production and require at least +400 wood, +100 stone, and +200 iron.

Factories: Factories require a total of +125 production and require at least +400 coal and +300 stone.

Hospitals: Hospitals require a total of +100 production and require at least +600 stone and +400 coal.

Citadels: Citadels require a total of +225 production and require at least +1000 stone and +400 coal.

Academies: Academies require a total of +200 production and require at least 500 stone and 200 coal.

Units:

Militia Regiments: These require +15 production, +5 Iron, 1 manpower, 50 Edor, and 5 Edor upkeep.

Infantry Regiments: These require +15 production and require +10 iron 1 manpower, 90 Edors, and have a 10 Edor upkeep cost.

Field Artillery:+25 production, +20 iron, 1 manpower, 115 Edor, 30 upkeep cost

Heavy Artillery: +35 production, +40 iron, 1 manpower, 140 Edor, 30 upkeep cost.

Howitzer Artillery: +25 production, +20 iron, 1 manpower, 120 Edor, 30 upkeep cost.

Cavalry: +20 production and require +20 iron, 1 manpower, 90 Edors, and have a 25 Edor upkeep cost.

Rifleman Regiments: +15 production and require +15 iron, 1 manpower, 90 Edors, and have a 15 Edor upkeep cost.

First Rates: +100 production, +400 wood, +200 iron, +10 manpower, 500 Edors, and have a 100 Edor upkeep cost. Cargo Hold: 50 cargo, 50 Edor resupply, if out of supplies for 2 turns, the crew will mutiny and will become pirate.

Second rates: +90 production, +350 wood, +180 iron, +8 manpower, 400 Edors, and have a 90 Edor upkeep cost. Cargo hold: 45 cargo, 45 Edor resupply, if out of supply for 2 turns, the crew will mutiny and will become pirate.

Third Rates: +80 production, +300 wood, +150 iron, +7 manpower, 300 Edors, and have a 80 Edor upkeep cost. Cargo hold: 45 cargo, 40 Edor resupply, if out of supply for 2 turns, the crew will mutiny and will become pirate.

Heavy Frigate: +50 production, +200 wood, +130 iron, +6 manpower, 250 Edors, and have a 60 Edor upkeep cost. Cargo hold: 40 cargo, 35 Edor resupply, if out of supply for 2 turns, the crew will mutiny and will become pirate.

Light Frigate: +35 production, +180 wood, +120 iron, +5 manpower, 200 Edors, and have a 50 Edor upkeep cost. Cargo hold: 35 cargo, 30 Edor resupply, if out of supply for 2 turns, the crew will mutiny and will become pirate.

Sloop of War: +30 production, +160 wood, +120 iron, +3 manpower, 180 Edors, and have a 40 Edor upkeep cost. Cargo hold: 25 cargp, 25 Edor resupply, if out of supply for 2 turns, the crew will mutiny and will become pirate.

Brig: +20 production, +130 wood, +110 iron, +2 manpower, 160 Edors, and have a 35 Edor upkeep cost. Cargo hold: 25 cargo, 20 Edor resupply, if out of supply for 2 turns, the crew will mutiny and will become pirate.

Schooner: +15 production, +80 wood, +50 iron, +1 manpower, 110 Edors, and have a 25 Edor upkeep cost. Cargo hold: 10 cargo, 20 Edor resupply, if out of supply for 2 turns, the crew will mutiny and become pirate.

Gunboat: +10 production, +120 wood, +15 iron and +1 manpower, 90 Edors, and have a 15 Edor upkeep cost. Cargo hold: 5 cargo, 20 Edor resupply, if out of supply for 2 turns, the crew will mutiny and become pirate.

Government Owned Merchant Vessels

Indiamen: +20 production, +125 wood, +125 iron, +2 manpower, 100 Edors, and a 15 Edor upkeep cost. Cargo Hold: 250 cargo, 25 Edor resupply, if out of supply for 2 turns, the crew will mutiny and will become pirate. Cargo-400, 40-50 crew

Brig:+6 production, +60 wood, +20 iron, +1 manpower, 100 Edor, 10 Edor upkeep cost, 250 cargo, 20 crew

Schooner: +5 production, +40 wood, +20 iron, +1 manpower, 50 Edor, 5 Edor upkeep, 100 cargo, 10 crew

Merchant Vessel: 250 cargo hold

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