Buildings Raising Province Income | Economy Eador: MotBW Guide
Last update: 11 May 2016
If you have a large kingdom, pay special attention to buildings that permanently raise income from all tiles of the same type. They are going to cost you a little, so don't buy them right at the beginning. They are:
Buildings Raising Province Income
Name | Category | Cost | Bonus |
Foresters Guild | Foresters Quarters Level I | 200 gold 3 wood 1 iron | +1 gold from all forests per round |
Herbalists Guild | Foresters Quarters Level I | 350 gold 25 crystals 2 mandrakes 1 wood 1 arcanite | +1 gold from all swamps per round |
Monstrologists Guild | Foresters Quarters Level IV | 1500 gold 30 crystals 2 horses 2 mythril | +1 gold from all swamps per round |
Geologist Guild | Craftsmen Quarters Level III | 430 gold 1 iron 2 wood 1 mithril | +1 gold from all hills per round |
Seafarers Guild | Craftsmen Quarters Level III | 1200 gold 4 wood 2 mithril | +1 gold from all coastal provinces per round |
Road Network | Trade Quarters Level III | 3000 gold 1 wood 4 horses 1 mithril | +1 gold from all provinces per round |
The quantity and nature of your budget losses is hugely dependant on the types of your heroes. Wizards require large amounts of crystals to use on spells and maintaining their undead army, while Warriors and Scouts often have to buy and repair equipment (which usually costs a lot of gold and some amount of crystals). Commanders are the most expensive because their armies require constant financial outlays in all kinds of resources. Notice, however, that heroes themselves can generate some income, or at least minimize losses, thanks to certain of their abilities. You can read more about in the Heroes chapter.