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	<id>https://malixu.me.uk/tinyempires/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BuckarooMu</id>
	<title>Tiny Empires - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://malixu.me.uk/tinyempires/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BuckarooMu"/>
	<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Special:Contributions/BuckarooMu"/>
	<updated>2026-05-02T02:29:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Main_Page&amp;diff=11862</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Main_Page&amp;diff=11862"/>
		<updated>2019-05-14T02:16:43Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: Enable Navigation Pane&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
= Tiny Empires =&lt;br /&gt;
&lt;br /&gt;
* [[Interface|HUD Settings and Attributes]]&lt;br /&gt;
* [[Ranks]]&lt;br /&gt;
* [[Terms Used]]&lt;br /&gt;
* [[Federation Specific Information]]&lt;br /&gt;
* [[Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
For Tiny Empires 3000, please see the [http://malixu.me.uk/tinyempires3k/ Tiny Empires 3000 Wiki].&lt;br /&gt;
&lt;br /&gt;
== Tiny Empires Basics ==&lt;br /&gt;
&lt;br /&gt;
Tiny Empires is a massively multi-player turn-based game played inside the virtual world Second Life via the use of a HUD (Heads Up Display), where the goal is to acquire land (acres), money (gold), Subjects and move in standings amongst the other residents of the Empire. Game play is set in feudal Medieval England (1100 - 1300 CE).&lt;br /&gt;
&lt;br /&gt;
Each player assumes the role of being a &amp;quot;Subject&amp;quot; of a &amp;quot;Liege&amp;quot;, a feudal lord (who may be of any rank within 5 levels above all the way up to the Emperor).  Subjects, Lieges and in fact, the Emperor, are all Second Life residents, playing from various locations on the Main Grid of Second Life.  One may participate from any part of Second Life that is script-enabled, while wearing the HUD.&lt;br /&gt;
&lt;br /&gt;
There is a free trial version available from the vendor at [http://slurl.com/secondlife/Kitster/151/38/52/ Ultralite Soleil&#039;s shop in Kitster (151, 38, 52)], which will allow for game play until 10 acres have been accrued.  At that point, game play will be suspended, and a message will appear to notify the player that in order to continue, the full version of the HUD must be purchased. A fully enabled version of Tiny Empires may be purchased via the same vendor mentioned above. Rank, gold and acres are stored separately from the HUD, and you will continue where you left off when you upgrade.&lt;br /&gt;
&lt;br /&gt;
From time to time updates will be sent out.  When one logs in, the new HUD will arrive automatically. Simply detach the old HUD and wear the new one to continue game play.  Old HUDs may be handed to new prospective players, they will automatically receive an updated version of the HUD once they attach the old one.&lt;br /&gt;
&lt;br /&gt;
== Income and Advancement ==&lt;br /&gt;
&lt;br /&gt;
One earns income from acres held personally as well as from the acres held by one&#039;s own subjects, in the form of &amp;quot;Homage&amp;quot;.  Gold Homage payments filter vertically up the pyramid of players toward the Emperor, with the rate paid reducing as one gains rank.  Yes, there is a much heavier burden (higher gold per acre Homage rate) placed on the lower ranked members of the Empire.  Such is the way of the Feudal economy, the masses support the landed nobility.&lt;br /&gt;
&lt;br /&gt;
After one wears the HUD initially, the game will start, the first display will note that a turn will begin shortly.  After the month (i.e. turn) changes, the display will be updated.  This process of start up is the same every time one logs into Second Life or exits a no-scripts area, as the HUD re-connects to the server and updates the game status.  Detaching the HUD will cause the same process to start as well.  The player&#039;s status, gold, rank, acreage and subjects list information is all retained.&lt;br /&gt;
&lt;br /&gt;
Early in the game, another player by standing nearby to stimulate opportunities to offer a land may hand a beginning player a few acres to help them get going and move them up in rank.  One may not purchase land until they have a Liege.  This is why those unfortunate souls that find themselves Liege-less due to rank or acreage issues must work quickly to find a new Liege-lord.  Idling without income or the ability to increase one&#039;s holdings is frankly antithetical to the concept of game play in Tiny Empires.&lt;br /&gt;
&lt;br /&gt;
To find a Liege, either stand near another player of higher rank or wait for the game to offer the option of an assigned Liege.  Joining the Tiny Empires group in Second Life (SEARCH &amp;gt; GROUPS &amp;gt; type Tiny Empires in search field) can be helpful in this respect, as one mention of someone in need of a Liege will likely generate a number of teleport offers in short order!  In turn, when ready to take on Subjects, the process is the same.  Stand near another player or wait for game presented options such as bribery.  To find the group, use the SEARCH button, select GROUPS, and put &amp;quot;Tiny Empires&amp;quot; in the search field.  The group is open enrollment, and free to join.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Offers&amp;quot; tab will update each turn with new information, puzzles, questions and options to be acted upon, although occasionally one will have the dreaded &amp;quot;No Offers&amp;quot; month.  Sometimes one will find gold or be awarded prizes for highly improbable and amusing reasons, or for voting with the bulk of the population on polls and puzzles presented.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategy and planning may help one advance quickly up the ranks.  Investing in acres, bribes to increase the number of Subjects, recruiting new players to the game, paying for improvements and upgrades to the assets of one&#039;s fiefdom as well as careful cash (gold) management may pay off when preparing for annual taxes, the appearance of expensive opportunities and maintaining a happy, growing down-line of Subjects.  Game play seems to improve relative to the proximity of other players, so find other folks that are also playing Tiny Empires and get together, chat and hang out between Offers.  One finds that the frequency and quality of Offers improves with company (no empirical data on this point), however the fun factor most definitely does go up with company!  Have fun and build your empire!&lt;br /&gt;
&lt;br /&gt;
== Federation - HUD upgrade ==&lt;br /&gt;
&lt;br /&gt;
Please head to http://malixu.me.uk/tinyempires/index.php?title=Federation_Specific_Information&lt;br /&gt;
&lt;br /&gt;
== What happens when a player or Liege logs out? ==&lt;br /&gt;
&lt;br /&gt;
Rank, Acreage, Gold and subjects are retained when a player logs out, however one does not accrue income, pay taxes nor get surprises while off-line, in a no scripts area or if the HUD is removed.  Homage payments also seem only to be paid up the line if the other player is similarly available to receive gold.  It is important to note that if one is a Subject of a Kingdom that is enjoying reduced taxes below the 25% set point, if for any reason the King or Queen is logged out (sim crash, ISP, or plain old regular log out), the tax rate will bump back to 25%.  If, say the Royal in question was running a 20% reduced tax period and the sim they are occupying is griefed into crashing, for the next round or until they are able to get back online in time to reset the tax rate, their Subjects will be charged at the 25% rate.  Of course this is yet better than the 75% higher taxes paid by those outside the kingdom (or Queendom) in question, and is also a temporary reset.  One can only hope that their Liege of Lieges is a fair, understanding type that will compensate their loyal followers for their disappointment.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Talk:Top_25_Kingdoms&amp;diff=11830</id>
		<title>Talk:Top 25 Kingdoms</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Talk:Top_25_Kingdoms&amp;diff=11830"/>
		<updated>2018-05-01T15:33:06Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just wandering - how do you measure the size of the kingdoms ? --[[User:PineGreenwood|PineGreenwood]] 07:46, 10 August 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
*There&#039;s no direct way to measure the size of the Kingdom unless they put it in their public groups or something, but if you look at the HTML source of the standings page, it will list the rank of each kingdom. You can also just hover over each Kingdom to see the rank, but looking at the source gives you the list in order largest to smallest (except Minor Kingdoms). [[User:BuckarooMu|BuckarooMu]] ([[User talk:BuckarooMu|talk]]) 08:33, 1 May 2018 (PDT)&lt;br /&gt;
&lt;br /&gt;
[05:57] Top 25 Kingdoms: 1 Gaia&lt;br /&gt;
[05:57] Top 25 Kingdoms: 2 Burgundy&lt;br /&gt;
[05:57] Top 25 Kingdoms: 3 White Horse&lt;br /&gt;
[05:57] Top 25 Kingdoms: 4 Kingdom of Rebels&lt;br /&gt;
[05:57] Top 25 Kingdoms: 5 Nil Thespia&lt;br /&gt;
[05:57] Top 25 Kingdoms: 6 Kingdom of the Free&lt;br /&gt;
[05:57] Top 25 Kingdoms: 7 Laurelin&lt;br /&gt;
[05:57] Top 25 Kingdoms: 8 Dilston&lt;br /&gt;
[05:57] Top 25 Kingdoms: 9 Celtic Cross&lt;br /&gt;
[05:57] Top 25 Kingdoms: 10 Acherusia&lt;br /&gt;
[05:57] Top 25 Kingdoms: 11 Hirilorn&lt;br /&gt;
[05:57] Top 25 Kingdoms: 12 Terra Amor&lt;br /&gt;
[05:57] Top 25 Kingdoms: 13 Queendom of Sleepy Hollow&lt;br /&gt;
[05:57] Top 25 Kingdoms: 14 The Black Forest&lt;br /&gt;
[05:57] Top 25 Kingdoms: 15 Queendom of Aletheia&lt;br /&gt;
[05:57] Top 25 Kingdoms: 16 Dragonhenge&lt;br /&gt;
[05:57] Top 25 Kingdoms: 17 Paine&lt;br /&gt;
[05:57] Top 25 Kingdoms: 18 Masters of the Wind&lt;br /&gt;
[05:57] Top 25 Kingdoms: 19 Brabant&lt;br /&gt;
[05:57] Top 25 Kingdoms: 20 Amber&lt;br /&gt;
[05:57] Top 25 Kingdoms: 21 Diamonds of Legends&lt;br /&gt;
[05:57] Top 25 Kingdoms: 22 Royals&lt;br /&gt;
[05:57] Top 25 Kingdoms: 23 Charm&lt;br /&gt;
[05:57] Top 25 Kingdoms: 24 Camelot Legacy&lt;br /&gt;
[05:57] Top 25 Kingdoms: 25 D&#039;Hara&lt;br /&gt;
&lt;br /&gt;
== top 25 Kingdoms ==&lt;br /&gt;
&lt;br /&gt;
[05:57] Top 25 Kingdoms: 1 Gaia&lt;br /&gt;
[05:57] Top 25 Kingdoms: 2 Burgundy&lt;br /&gt;
[05:57] Top 25 Kingdoms: 3 White Horse&lt;br /&gt;
[05:57] Top 25 Kingdoms: 4 Kingdom of Rebels&lt;br /&gt;
[05:57] Top 25 Kingdoms: 5 Nil Thespia&lt;br /&gt;
[05:57] Top 25 Kingdoms: 6 Kingdom of the Free&lt;br /&gt;
[05:57] Top 25 Kingdoms: 7 Laurelin&lt;br /&gt;
[05:57] Top 25 Kingdoms: 8 Dilston&lt;br /&gt;
[05:57] Top 25 Kingdoms: 9 Celtic Cross&lt;br /&gt;
[05:57] Top 25 Kingdoms: 10 Acherusia&lt;br /&gt;
[05:57] Top 25 Kingdoms: 11 Hirilorn&lt;br /&gt;
[05:57] Top 25 Kingdoms: 12 Terra Amor&lt;br /&gt;
[05:57] Top 25 Kingdoms: 13 Queendom of Sleepy Hollow&lt;br /&gt;
[05:57] Top 25 Kingdoms: 14 The Black Forest&lt;br /&gt;
[05:57] Top 25 Kingdoms: 15 Queendom of Aletheia&lt;br /&gt;
[05:57] Top 25 Kingdoms: 16 Dragonhenge&lt;br /&gt;
[05:57] Top 25 Kingdoms: 17 Paine&lt;br /&gt;
[05:57] Top 25 Kingdoms: 18 Masters of the Wind&lt;br /&gt;
[05:57] Top 25 Kingdoms: 19 Brabant&lt;br /&gt;
[05:57] Top 25 Kingdoms: 20 Amber&lt;br /&gt;
[05:57] Top 25 Kingdoms: 21 Diamonds of Legends&lt;br /&gt;
[05:57] Top 25 Kingdoms: 22 Royals&lt;br /&gt;
[05:57] Top 25 Kingdoms: 23 Charm&lt;br /&gt;
[05:57] Top 25 Kingdoms: 24 Camelot Legacy&lt;br /&gt;
[05:57] Top 25 Kingdoms: 25 D&#039;Hara&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Historic_sightings&amp;diff=11821</id>
		<title>Historic sightings</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Historic_sightings&amp;diff=11821"/>
		<updated>2017-12-24T06:44:56Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Historic Special Traders ==&lt;br /&gt;
* When the Trader appeared on January 6, 2008, the TE servers were so overwhelmed, that only about 20% of the people online at the time were able to take advantage of the Trader. To partially make up for that, when the Trader next appeared on January 9th,  he only charged a fee of 10 gold.&lt;br /&gt;
* On February 19, 2008, everyone&#039;s HUD skipped a turn when the Trader appeared.  To make up for that, the Trader reappeared about an hour later.&lt;br /&gt;
* On September 25, 2008, the Trader appeared in all kingdoms at the same time. He only asked for 100 gold. Prior to that special occasion. TE servers had been down for around 9 hours.&lt;br /&gt;
* Due to downtime for extended periods the Trader made appearances for free on January 13, September 14th 2012, June 30th 2013, Nov 22nd 2013 &lt;br /&gt;
* On May 11th 2013 a free trader in honor of the success of Relay for Life fundraiser&lt;br /&gt;
* On August 21th 2017 there was a free trader... had it something to do with the solar eclipse in the USA?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Historic Mysterious Trader Sightings ==&lt;br /&gt;
=== 2007 ===&lt;br /&gt;
* [[Trader Oct 2007|October 2007]]&lt;br /&gt;
* [[Trader Nov 2007|November 2007]]&lt;br /&gt;
* [[Trader Dec 2007|December 2007]]&lt;br /&gt;
=== 2008 ===&lt;br /&gt;
* [[Trader Jan 2008|January 2008]]&lt;br /&gt;
* [[Trader Feb 2008|February 2008]]&lt;br /&gt;
* [[Trader Mar 2008|March 2008]]&lt;br /&gt;
* [[Trader Apr 2008|April 2008]]&lt;br /&gt;
* [[Trader May 2008|May 2008]]&lt;br /&gt;
* [[Trader Jun 2008|June 2008]]&lt;br /&gt;
* [[Trader Jul 2008|July 2008]]&lt;br /&gt;
* [[Trader Aug 2008|August 2008]]&lt;br /&gt;
* [[Trader Sep 2008|September 2008]]&lt;br /&gt;
* [[Trader Oct 2008|October 2008]]&lt;br /&gt;
* [[Trader Nov 2008|November 2008]]&lt;br /&gt;
* [[Trader Dec 2008|December 2008]]&lt;br /&gt;
=== 2009 ===&lt;br /&gt;
* [[Trader Jan 2009|January 2009]]&lt;br /&gt;
* [[Trader Feb 2009|February 2009]]&lt;br /&gt;
* [[Trader Mar 2009|March 2009]]&lt;br /&gt;
* [[Trader Apr 2009|April 2009]]&lt;br /&gt;
* [[Trader May 2009|May 2009]]&lt;br /&gt;
* [[Trader Jun 2009|June 2009]]&lt;br /&gt;
* [[Trader Jul 2009|July 2009]]&lt;br /&gt;
* [[Trader Aug 2009|August 2009]]&lt;br /&gt;
* [[Trader Sep 2009|September 2009]]&lt;br /&gt;
* [[Trader Oct 2009|October 2009]]&lt;br /&gt;
* [[Trader Nov 2009|November 2009]]&lt;br /&gt;
* [[Trader Dec 2009|December 2009]]&lt;br /&gt;
=== 2010 ===&lt;br /&gt;
* [[Trader Jan 2010|January 2010]]&lt;br /&gt;
* [[Trader Feb 2010|February 2010]]&lt;br /&gt;
* [[Trader Mar 2010|March 2010]]&lt;br /&gt;
* [[Trader Apr 2010|April 2010]]&lt;br /&gt;
* [[Trader May 2010|May 2010]]&lt;br /&gt;
* [[Trader Jun 2010|June 2010]]&lt;br /&gt;
* [[Trader Jul 2010|July 2010]]&lt;br /&gt;
* [[Trader Aug 2010|August 2010]]&lt;br /&gt;
* [[Trader Sep 2010|September 2010]]&lt;br /&gt;
* [[Trader Oct 2010|October 2010]]&lt;br /&gt;
* [[Trader Nov 2010|November 2010]]&lt;br /&gt;
* [[Trader Dec 2010|December 2010]]&lt;br /&gt;
=== 2011 ===&lt;br /&gt;
* [[Trader Jan 2011|January 2011]]&lt;br /&gt;
* [[Trader Feb 2011|February 2011]]&lt;br /&gt;
* [[Trader Mar 2011|March 2011]]&lt;br /&gt;
* [[Trader Apr 2011|April 2011]]&lt;br /&gt;
* [[Trader May 2011|May 2011]]&lt;br /&gt;
* [[Trader Jun 2011|June 2011]]&lt;br /&gt;
* [[Trader Jul 2011|July 2011]]&lt;br /&gt;
* [[Trader Aug 2011|August 2011]]&lt;br /&gt;
* [[Trader Sep 2011|September 2011]]&lt;br /&gt;
* [[Trader Oct 2011|October 2011]]&lt;br /&gt;
* [[Trader Nov 2011|November 2011]]&lt;br /&gt;
* [[Trader Dec 2011|December 2011]]&lt;br /&gt;
=== 2012 ===&lt;br /&gt;
* [[Trader Jan 2012|January 2012]]&lt;br /&gt;
* [[Trader Feb 2012|February 2012]]&lt;br /&gt;
* [[Trader Mar 2012|March 2012]]&lt;br /&gt;
* [[Trader Apr 2012|April 2012]]&lt;br /&gt;
* [[Trader May 2012|May 2012]]&lt;br /&gt;
* [[Trader Jun 2012|June 2012]]&lt;br /&gt;
* [[Trader Jul 2012|July 2012]]&lt;br /&gt;
* [[Trader Aug 2012|August 2012]]&lt;br /&gt;
* [[Trader Sep 2012|September 2012]]&lt;br /&gt;
* [[Trader Oct 2012|October 2012]]&lt;br /&gt;
* [[Trader Nov 2012|November 2012]]&lt;br /&gt;
* [[Trader Dec 2012|December 2012]]&lt;br /&gt;
=== 2013 ===&lt;br /&gt;
* [[Trader Jan 2013|January 2013]]&lt;br /&gt;
* [[Trader Feb 2013|February 2013]]&lt;br /&gt;
* [[Trader Mar 2013|March 2013]]&lt;br /&gt;
* [[Trader Apr 2013|April 2013]]&lt;br /&gt;
* [[Trader May 2013|May 2013]]&lt;br /&gt;
* [[Trader Jun 2013|June 2013]]&lt;br /&gt;
* [[Trader Jul 2013|July 2013]]&lt;br /&gt;
* [[Trader Aug 2013|August 2013]]&lt;br /&gt;
* [[Trader Sep 2013|September 2013]]&lt;br /&gt;
* [[Trader Oct 2013|October 2013]]&lt;br /&gt;
* [[Trader Nov 2013|November 2013]]&lt;br /&gt;
* [[Trader Dec 2013|December 2013]]&lt;br /&gt;
=== 2014 ===&lt;br /&gt;
* [[Trader Jan 2014|January 2014]]&lt;br /&gt;
* [[Trader Feb 2014|February 2014]]&lt;br /&gt;
* [[Trader Mar 2014|March 2014]]&lt;br /&gt;
* [[Trader Apr 2014|April 2014]]&lt;br /&gt;
* [[Trader May 2014|May 2014]]&lt;br /&gt;
* [[Trader Jun 2014|June 2014]]&lt;br /&gt;
* [[Trader Jul 2014|July 2014]]&lt;br /&gt;
* [[Trader Aug 2014|August 2014]]&lt;br /&gt;
* [[Trader Sep 2014|September 2014]]&lt;br /&gt;
* [[Trader Oct 2014|October 2014]]&lt;br /&gt;
* [[Trader Nov 2014|November 2014]]&lt;br /&gt;
* [[Trader Dec 2014|December 2014]]&lt;br /&gt;
=== 2015 ===&lt;br /&gt;
* [[Trader Jan 2015|January 2015]]&lt;br /&gt;
* [[Trader Feb 2015|February 2015]]&lt;br /&gt;
* [[Trader Mar 2015|March 2015]]&lt;br /&gt;
* [[Trader Apr 2015|April 2015]]&lt;br /&gt;
* [[Trader May 2015|May 2015]]&lt;br /&gt;
* [[Trader Jun 2015|June 2015]]&lt;br /&gt;
* [[Trader Jul 2015|July 2015]]&lt;br /&gt;
* [[Trader Aug 2015|August 2015]]&lt;br /&gt;
* [[Trader Sep 2015|September 2015]]&lt;br /&gt;
* [[Trader Oct 2015|October 2015]]&lt;br /&gt;
* [[Trader Nov 2015|November 2015]]&lt;br /&gt;
* [[Trader Dec 2015|December 2015]]&lt;br /&gt;
=== 2016 ===&lt;br /&gt;
* [[Trader Jan 2016|January 2016]]&lt;br /&gt;
* [[Trader Feb 2016|February 2016]]&lt;br /&gt;
* [[Trader Mar 2016|March 2016]]&lt;br /&gt;
* [[Trader Apr 2016|April 2016]]&lt;br /&gt;
* [[Trader May 2016|May 2016]]&lt;br /&gt;
* [[Trader Jun 2016|June 2016]]&lt;br /&gt;
* [[Trader Jul 2016|July 2016]]&lt;br /&gt;
* [[Trader Aug 2016|August 2016]]&lt;br /&gt;
* [[Trader Sep 2016|September 2016]]&lt;br /&gt;
* [[Trader Oct 2016|October 2016]]&lt;br /&gt;
* [[Trader Nov 2016|November 2016]]&lt;br /&gt;
* [[Trader Dec 2016|December 2016]]&lt;br /&gt;
=== 2017 ===&lt;br /&gt;
* [[Trader Jan 2017|January 2017]]&lt;br /&gt;
* [[Trader Feb 2017|February 2017]]&lt;br /&gt;
* [[Trader Mar 2017|March 2017]]&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Mysterious_Trader&amp;diff=11820</id>
		<title>Mysterious Trader</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Mysterious_Trader&amp;diff=11820"/>
		<updated>2017-12-24T06:38:26Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
=== Who is the Mysterious Trader? ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Trader&amp;quot; will occasionally appear in the HUD. His appearance always causes a lot of excitement and joy throughout all the kingdoms in Tiny Empires. When he appears, the Trader will ask you for a lot of of gold, but won&#039;t say what the gold is for. Definitely pay what he asks if you have the gold, as the Trader is a boon to the players. The Trader can give you a boost in either acres or gold, if played properly. The Trader makes random appearances - usually between every 36 to 72 hours. The Trader has been known to appear more frequently if there were problems with the Tiny Empires servers.&lt;br /&gt;
&lt;br /&gt;
=== Preparing for the Mysterious Trader ===&lt;br /&gt;
&lt;br /&gt;
To qualify for a Trader appearance, you need to be at least Baron or Baroness in rank, meaning you have to have at least 25 total acres. The trader is not cheap! His fee is about 2.5 times the value you pay for an acre.  For example, if you pay 10,000 gold for an acre, then the Trader will ask you to pay him about 25,000 gold.  So, you need to save up gold. You should save up at least 4 times the current value of an acre. This will be enough to pay for the Trader&#039;s fee, and keep a reserve to buy acres during the bonus year, if you need to.&lt;br /&gt;
 &lt;br /&gt;
When the trader does make an appearance, you should immediately get together with other people from your kingdom.  One of the Trader bonuses involves giving away land, and you need to be standing near someone to give away land.&lt;br /&gt;
&lt;br /&gt;
How much advance warning you get until you have to pay the Trader his fee has varied. Originally, the Trader would appear, and then ask for his fee 3 or 4 turns later, giving ample time for the word to go out and for people to get together.   This is called the &#039;Full Warning&#039;.  However, that was changed on February 7, 2008, where the Trader appeared with no warning and asked for his fee right away in same turn (&#039;No Warning). That was later changed on February 19, 2008  when he asked for his fee the turn after he had appeared  (&#039;1 Month Warning&#039;).  In March 2008, the warning times have varied,consisting of mainly Full Warnings.  On May 19th, the Trader visitation where the Trader started to visit each kingdom independently instead of the entire empire at once.&lt;br /&gt;
&lt;br /&gt;
=== I just missed the Trader! ===&lt;br /&gt;
&lt;br /&gt;
If you just missed out paying the Trader his fee, don&#039;t despair! You can still take advantage of his bonus.  Teleport to wherever your Kingdom gathers, or find others from your Kingdom who may have gotten the &amp;quot;Generosity&amp;quot; bonus, and will be looking for people to give land to, which can mean free acres for you.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Trader Bonuses ===&lt;br /&gt;
&lt;br /&gt;
After taking your gold, the Trader will say something to you. This will indicate one of five different bonuses (eight for [[Federation HUD]] users), which are picked randomly.  Most bonuses require you to do something for the next 12 turns involving acres (buying, selling or giving them away).  So pay close attention to what the Trader says to you, and don&#039;t be idle. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Here are the possible Trader bonuses:&#039;&#039;&#039;&lt;br /&gt;
!The Trader&#039;s Response !! What to Do !! Details &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;1 g forever more&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Nothing!&lt;br /&gt;
||&lt;br /&gt;
This bonus permanently increases your land production rate by +1g. You can check your land production by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do. This bonus pays off the most in the long run. The maximum land production with the standard HUD is 30g/acre, and to get that this bonus is needed more than once.    &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your generosity will be rewarded&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
GIVE AWAY land for the next 11 turns -- preferably to someone in your downline.  You might also BUY land with the gold you gain.&lt;br /&gt;
||&lt;br /&gt;
This bonus is the reason that people gather when a trader alert goes out, in case someone needs to pass out acres.  You will get a surprise in gold with each acre of land you give away.  The normal limits on giving acres apply -- you need to stand near each other, and can give acres freely to equal or lower rank but only one rank up tops. If you give away to your downline, of course, they move up and you do not move down.  If you cannot, at least try to keep it in your kingdom. This bonus will build up your gold reserves, so you may as well buy land when the buy option comes up during the 11 turns.  Don&#039;t try to give to anyone else who has generosity - they will not accept your acre and you will not be rewarded.  Generosity is the least profitable reward, as sometimes you wind up out of pocket once you have bought back the acres you gave away. But it can also strengthen your downline in return.&lt;br /&gt;
(&#039;&#039;Note&#039;&#039;: The rumors about rewards decreasing if you only give acres to one person are hereby debunked, it&#039;s simply not true - there is always a slight variation which is purely random, but overall it means nothing whether you give acres to one person exclusively, or to many.  There &#039;&#039;is&#039;&#039; a factor involving your acres and the acres of the recipient, however. -Nemesis)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your land will be at low cost to buy&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY land for 12 turns&lt;br /&gt;
||&lt;br /&gt;
The price of buying an acre will be incredibly low (about one third of what you would normally pay).  Land will not be free, so you will need to have some gold on hand to buy the acres.  (If you get caught short of gold, buy and sell on the same turn when needed to boost your gold back up.)  NOTE: It is no longer the case that purchase of an Embassy is cheaper in Trader year if you get this bonus: this bug/feature of the Federation HUD was modified sometime in 2009.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year land that you buy is likely to contain surprises&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY land for 12 turns&lt;br /&gt;
||&lt;br /&gt;
You will receive a surprise in gold which is close to the price of the acre you just bought. Basically you are getting land cheap for the next 12 TURNS!!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your land will be worth more than usual&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY and SELL land for 12 turns. &lt;br /&gt;
||&lt;br /&gt;
Your land is worth a lot with this bonus, so you are buying and selling to make a profit, and building up your gold reserves.  &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Trader gives you a stack of gold bar&#039;s, you count them and find there is 5.&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Do nothing, you got 5 gold bar&#039;s for the alchemists usage&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  This is a new one that started April 8th 2009. The red moon alchemist wants gold bar&#039;s, and the trader just gave you 5.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Golden Seeds&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Sit back and watch your gold flood in!&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  For one year,  your land production skyrockets, but it lasts only 11 months. The 12th month gold per acre and month goes back to normal i.e.37g/acre&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;He takes your gold and counts it. A book appears as if from thin air. It is leather bound, and appears to be very old. As you take it, you notice it is locked shut with an opening for a small key.&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Head for the Festival&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  If you get the locked book from the trader, there is a small possibility that the [[Fortune Teller]] at a Festival may have the key.  An unlocked book will still need to be translated, but now there&#039;s a chance that the Abbot will do it.  The reward for reading your book is eventually a nice +2g per acre production increase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Christmas Trader ===&lt;br /&gt;
&lt;br /&gt;
Starting Christmas Eve 2009, Santa Traders make multiple appearances over a two day period for Christmas. The Santa Trader does not charge a fee. The traders are spaced approximately 11 years apart and appear for all Kingdoms at the same time.&lt;br /&gt;
&lt;br /&gt;
== Historic Trader Sightings ==&lt;br /&gt;
A series of pages is available listing [[historic sightings]]. These are largely not maintained due to the random nature of the Mysterious Trader.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Mysterious_Trader&amp;diff=11819</id>
		<title>Mysterious Trader</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Mysterious_Trader&amp;diff=11819"/>
		<updated>2017-12-23T22:25:56Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* Special Traders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
=== Who is the Mysterious Trader? ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Trader&amp;quot; will occasionally appear in the HUD. His appearance always causes a lot of excitement and joy throughout all the kingdoms in Tiny Empires. When he appears, the Trader will ask you for a lot of of gold, but won&#039;t say what the gold is for. Definitely pay what he asks if you have the gold, as the Trader is a boon to the players. The Trader can give you a boost in either acres or gold, if played properly. The Trader makes random appearances - usually between every 36 to 72 hours. The Trader has been known to appear more frequently if there were problems with the Tiny Empires servers.&lt;br /&gt;
&lt;br /&gt;
=== Preparing for the Mysterious Trader ===&lt;br /&gt;
&lt;br /&gt;
To qualify for a Trader appearance, you need to be at least Baron or Baroness in rank, meaning you have to have at least 25 total acres. The trader is not cheap! His fee is about 2.5 times the value you pay for an acre.  For example, if you pay 10,000 gold for an acre, then the Trader will ask you to pay him about 25,000 gold.  So, you need to save up gold. You should save up at least 4 times the current value of an acre. This will be enough to pay for the Trader&#039;s fee, and keep a reserve to buy acres during the bonus year, if you need to.&lt;br /&gt;
 &lt;br /&gt;
When the trader does make an appearance, you should immediately get together with other people from your kingdom.  One of the Trader bonuses involves giving away land, and you need to be standing near someone to give away land.&lt;br /&gt;
&lt;br /&gt;
How much advance warning you get until you have to pay the Trader his fee has varied. Originally, the Trader would appear, and then ask for his fee 3 or 4 turns later, giving ample time for the word to go out and for people to get together.   This is called the &#039;Full Warning&#039;.  However, that was changed on February 7, 2008, where the Trader appeared with no warning and asked for his fee right away in same turn (&#039;No Warning). That was later changed on February 19, 2008  when he asked for his fee the turn after he had appeared  (&#039;1 Month Warning&#039;).  In March 2008, the warning times have varied,consisting of mainly Full Warnings.  On May 19th, the Trader visitation where the Trader started to visit each kingdom independently instead of the entire empire at once.&lt;br /&gt;
&lt;br /&gt;
=== I just missed the Trader! ===&lt;br /&gt;
&lt;br /&gt;
If you just missed out paying the Trader his fee, don&#039;t despair! You can still take advantage of his bonus.  Teleport to wherever your Kingdom gathers, or find others from your Kingdom who may have gotten the &amp;quot;Generosity&amp;quot; bonus, and will be looking for people to give land to, which can mean free acres for you.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Trader Bonuses ===&lt;br /&gt;
&lt;br /&gt;
After taking your gold, the Trader will say something to you. This will indicate one of five different bonuses (eight for [[Federation HUD]] users), which are picked randomly.  Most bonuses require you to do something for the next 12 turns involving acres (buying, selling or giving them away).  So pay close attention to what the Trader says to you, and don&#039;t be idle. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Here are the possible Trader bonuses:&#039;&#039;&#039;&lt;br /&gt;
!The Trader&#039;s Response !! What to Do !! Details &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;1 g forever more&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Nothing!&lt;br /&gt;
||&lt;br /&gt;
This bonus permanently increases your land production rate by +1g. You can check your land production by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do. This bonus pays off the most in the long run. The maximum land production with the standard HUD is 30g/acre, and to get that this bonus is needed more than once.    &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your generosity will be rewarded&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
GIVE AWAY land for the next 11 turns -- preferably to someone in your downline.  You might also BUY land with the gold you gain.&lt;br /&gt;
||&lt;br /&gt;
This bonus is the reason that people gather when a trader alert goes out, in case someone needs to pass out acres.  You will get a surprise in gold with each acre of land you give away.  The normal limits on giving acres apply -- you need to stand near each other, and can give acres freely to equal or lower rank but only one rank up tops. If you give away to your downline, of course, they move up and you do not move down.  If you cannot, at least try to keep it in your kingdom. This bonus will build up your gold reserves, so you may as well buy land when the buy option comes up during the 11 turns.  Don&#039;t try to give to anyone else who has generosity - they will not accept your acre and you will not be rewarded.  Generosity is the least profitable reward, as sometimes you wind up out of pocket once you have bought back the acres you gave away. But it can also strengthen your downline in return.&lt;br /&gt;
(&#039;&#039;Note&#039;&#039;: The rumors about rewards decreasing if you only give acres to one person are hereby debunked, it&#039;s simply not true - there is always a slight variation which is purely random, but overall it means nothing whether you give acres to one person exclusively, or to many.  There &#039;&#039;is&#039;&#039; a factor involving your acres and the acres of the recipient, however. -Nemesis)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your land will be at low cost to buy&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY land for 12 turns&lt;br /&gt;
||&lt;br /&gt;
The price of buying an acre will be incredibly low (about one third of what you would normally pay).  Land will not be free, so you will need to have some gold on hand to buy the acres.  (If you get caught short of gold, buy and sell on the same turn when needed to boost your gold back up.)  NOTE: It is no longer the case that purchase of an Embassy is cheaper in Trader year if you get this bonus: this bug/feature of the Federation HUD was modified sometime in 2009.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year land that you buy is likely to contain surprises&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY land for 12 turns&lt;br /&gt;
||&lt;br /&gt;
You will receive a surprise in gold which is close to the price of the acre you just bought. Basically you are getting land cheap for the next 12 TURNS!!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your land will be worth more than usual&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY and SELL land for 12 turns. &lt;br /&gt;
||&lt;br /&gt;
Your land is worth a lot with this bonus, so you are buying and selling to make a profit, and building up your gold reserves.  &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Trader gives you a stack of gold bar&#039;s, you count them and find there is 5.&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Do nothing, you got 5 gold bar&#039;s for the alchemists usage&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  This is a new one that started April 8th 2009. The red moon alchemist wants gold bar&#039;s, and the trader just gave you 5.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Golden Seeds&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Sit back and watch your gold flood in!&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  For one year,  your land production skyrockets, but it lasts only 11 months. The 12th month gold per acre and month goes back to normal i.e.37g/acre&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;He takes your gold and counts it. A book appears as if from thin air. It is leather bound, and appears to be very old. As you take it, you notice it is locked shut with an opening for a small key.&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Head for the Festival&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  If you get the locked book from the trader, there is a small possibility that the [[Fortune Teller]] at a Festival may have the key.  An unlocked book will still need to be translated, but now there&#039;s a chance that the Abbot will do it.  The reward for reading your book is eventually a nice +2g per acre production increase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Traders ===&lt;br /&gt;
&lt;br /&gt;
Occasionally, a special Trader will appear. &lt;br /&gt;
&lt;br /&gt;
* Starting Christmas Eve 2009, Santa Traders make multiple appearances over a two day period for Christmas. The Santa Trader does not charge a fee and you sat on his lap to get his bonus. The traders are spaced approximately 11 years apart and appear for all Kingdoms at the same time.&lt;br /&gt;
* When the Trader appeared on January 6, 2008, the TE servers were so overwhelmed, that only about 20% of the people online at the time were able to take advantage of the Trader. To partially make up for that, when the Trader next appeared on January 9th,  he only charged a fee of 10 gold.&lt;br /&gt;
* On February 19, 2008, everyone&#039;s HUD skipped a turn when the Trader appeared.  To make up for that, the Trader reappeared about an hour later.&lt;br /&gt;
* On September 25, 2008, the Trader appeared in all kingdoms at the same time. He only asked for 100 gold. Prior to that special occasion. TE servers had been down for around 9 hours.&lt;br /&gt;
* Due to downtime for extended periods the Trader made appearances for free on January 13, September 14th 2012, June 30th 2013, Nov 22nd 2013 &lt;br /&gt;
* On May 11th 2013 a free trader in honor of the success of Relay for Life fundraiser&lt;br /&gt;
* On August 21th 2017 there was a free trader... had it something to do with the solar eclipse in the USA?&lt;br /&gt;
Will other special Traders appear? When there is a holiday?  Only time will tell.&lt;br /&gt;
&lt;br /&gt;
== Historic Trader Sightings ==&lt;br /&gt;
A series of pages is available listing [[historic sightings]]. These are largely not maintained due to the random nature of the Mysterious Trader.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=User_talk:BuckarooMu&amp;diff=11818</id>
		<title>User talk:BuckarooMu</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=User_talk:BuckarooMu&amp;diff=11818"/>
		<updated>2017-12-23T20:27:22Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings!&lt;br /&gt;
&lt;br /&gt;
I noticed that by editing the Trader Sightings all links to sightings from the past have been deleted. (The pages as they are still exist)&lt;br /&gt;
I stopped as last of the Mohawks editing those sightings, but at certain times (december sightings) I like to look back.&lt;br /&gt;
It took some creativity to find the old pages.&lt;br /&gt;
&lt;br /&gt;
Would it be possible to restore the trader sighting index page?&lt;br /&gt;
&lt;br /&gt;
Ty in advance, happy holidays!&lt;br /&gt;
&lt;br /&gt;
Ener Bing&lt;br /&gt;
&lt;br /&gt;
* I went ahead and added a [[historic sightings]] master list which has the links to the old pages, and included it at the bottom of the MT page. I&#039;m curious why you would want to keep that info, as the timing is all randomized. There might be a way to use historic data to determine the times of the Santa traders, since those are Empire-wide, or at least the frequency, but that would be better included as a short topic on the main Mysterious Trader page if it can be summarized. I&#039;ll take a look at that later tonight and see what I can do. [[User:BuckarooMu|BuckarooMu]] ([[User talk:BuckarooMu|talk]]) 12:27, 23 December 2017 (PST)&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Historic_sightings&amp;diff=11817</id>
		<title>Historic sightings</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Historic_sightings&amp;diff=11817"/>
		<updated>2017-12-23T20:22:06Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: Created page with &amp;quot;== Historic Mysterious Trader Sightings == * October 2007 * November 2007 * December 2007 * Trader Jan 2008|Janua...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Historic Mysterious Trader Sightings ==&lt;br /&gt;
* [[Trader Oct 2007|October 2007]]&lt;br /&gt;
* [[Trader Nov 2007|November 2007]]&lt;br /&gt;
* [[Trader Dec 2007|December 2007]]&lt;br /&gt;
* [[Trader Jan 2008|January 2008]]&lt;br /&gt;
* [[Trader Feb 2008|February 2008]]&lt;br /&gt;
* [[Trader Mar 2008|March 2008]]&lt;br /&gt;
* [[Trader Apr 2008|April 2008]]&lt;br /&gt;
* [[Trader May 2008|May 2008]]&lt;br /&gt;
* [[Trader Jun 2008|June 2008]]&lt;br /&gt;
* [[Trader Jul 2008|July 2008]]&lt;br /&gt;
* [[Trader Aug 2008|August 2008]]&lt;br /&gt;
* [[Trader Sep 2008|September 2008]]&lt;br /&gt;
* [[Trader Oct 2008|October 2008]]&lt;br /&gt;
* [[Trader Nov 2008|November 2008]]&lt;br /&gt;
* [[Trader Dec 2008|December 2008]]&lt;br /&gt;
* [[Trader Jan 2009|January 2009]]&lt;br /&gt;
* [[Trader Feb 2009|February 2009]]&lt;br /&gt;
* [[Trader Mar 2009|March 2009]]&lt;br /&gt;
* [[Trader Apr 2009|April 2009]]&lt;br /&gt;
* [[Trader May 2009|May 2009]]&lt;br /&gt;
* [[Trader Jun 2009|June 2009]]&lt;br /&gt;
* [[Trader Jul 2009|July 2009]]&lt;br /&gt;
* [[Trader Aug 2009|August 2009]]&lt;br /&gt;
* [[Trader Sep 2009|September 2009]]&lt;br /&gt;
* [[Trader Oct 2009|October 2009]]&lt;br /&gt;
* [[Trader Nov 2009|November 2009]]&lt;br /&gt;
* [[Trader Dec 2009|December 2009]]&lt;br /&gt;
* [[Trader Jan 2010|January 2010]]&lt;br /&gt;
* [[Trader Feb 2010|February 2010]]&lt;br /&gt;
* [[Trader Mar 2010|March 2010]]&lt;br /&gt;
* [[Trader Apr 2010|April 2010]]&lt;br /&gt;
* [[Trader May 2010|May 2010]]&lt;br /&gt;
* [[Trader Jun 2010|June 2010]]&lt;br /&gt;
* [[Trader Jul 2010|July 2010]]&lt;br /&gt;
* [[Trader Aug 2010|August 2010]]&lt;br /&gt;
* [[Trader Sep 2010|September 2010]]&lt;br /&gt;
* [[Trader Oct 2010|October 2010]]&lt;br /&gt;
* [[Trader Nov 2010|November 2010]]&lt;br /&gt;
* [[Trader Dec 2010|December 2010]]&lt;br /&gt;
* [[Trader Jan 2011|January 2011]]&lt;br /&gt;
* [[Trader Feb 2011|February 2011]]&lt;br /&gt;
* [[Trader Mar 2011|March 2011]]&lt;br /&gt;
* [[Trader Apr 2011|April 2011]]&lt;br /&gt;
* [[Trader May 2011|May 2011]]&lt;br /&gt;
* [[Trader Jun 2011|June 2011]]&lt;br /&gt;
* [[Trader Jul 2011|July 2011]]&lt;br /&gt;
* [[Trader Aug 2011|August 2011]]&lt;br /&gt;
* [[Trader Sep 2011|September 2011]]&lt;br /&gt;
* [[Trader Oct 2011|October 2011]]&lt;br /&gt;
* [[Trader Nov 2011|November 2011]]&lt;br /&gt;
* [[Trader Dec 2011|December 2011]]&lt;br /&gt;
* [[Trader Jan 2012|January 2012]]&lt;br /&gt;
* [[Trader Feb 2012|February 2012]]&lt;br /&gt;
* [[Trader Mar 2012|March 2012]]&lt;br /&gt;
* [[Trader Apr 2012|April 2012]]&lt;br /&gt;
* [[Trader May 2012|May 2012]]&lt;br /&gt;
* [[Trader Jun 2012|June 2012]]&lt;br /&gt;
* [[Trader Jul 2012|July 2012]]&lt;br /&gt;
* [[Trader Aug 2012|August 2012]]&lt;br /&gt;
* [[Trader Sep 2012|September 2012]]&lt;br /&gt;
* [[Trader Oct 2012|October 2012]]&lt;br /&gt;
* [[Trader Nov 2012|November 2012]]&lt;br /&gt;
* [[Trader Dec 2012|December 2012]]&lt;br /&gt;
* [[Trader Jan 2013|January 2013]]&lt;br /&gt;
* [[Trader Feb 2013|February 2013]]&lt;br /&gt;
* [[Trader Mar 2013|March 2013]]&lt;br /&gt;
* [[Trader Apr 2013|April 2013]]&lt;br /&gt;
* [[Trader May 2013|May 2013]]&lt;br /&gt;
* [[Trader Jun 2013|June 2013]]&lt;br /&gt;
* [[Trader Jul 2013|July 2013]]&lt;br /&gt;
* [[Trader Aug 2013|August 2013]]&lt;br /&gt;
* [[Trader Sep 2013|September 2013]]&lt;br /&gt;
* [[Trader Oct 2013|October 2013]]&lt;br /&gt;
* [[Trader Nov 2013|November 2013]]&lt;br /&gt;
* [[Trader Dec 2013|December 2013]]&lt;br /&gt;
* [[Trader Jan 2014|January 2014]]&lt;br /&gt;
* [[Trader Feb 2014|February 2014]]&lt;br /&gt;
* [[Trader Mar 2014|March 2014]]&lt;br /&gt;
* [[Trader Apr 2014|April 2014]]&lt;br /&gt;
* [[Trader May 2014|May 2014]]&lt;br /&gt;
* [[Trader Jun 2014|June 2014]]&lt;br /&gt;
* [[Trader Jul 2014|July 2014]]&lt;br /&gt;
* [[Trader Aug 2014|August 2014]]&lt;br /&gt;
* [[Trader Sep 2014|September 2014]]&lt;br /&gt;
* [[Trader Oct 2014|October 2014]]&lt;br /&gt;
* [[Trader Nov 2014|November 2014]]&lt;br /&gt;
* [[Trader Dec 2014|December 2014]]&lt;br /&gt;
* [[Trader Jan 2015|January 2015]]&lt;br /&gt;
* [[Trader Feb 2015|February 2015]]&lt;br /&gt;
* [[Trader Mar 2015|March 2015]]&lt;br /&gt;
* [[Trader Apr 2015|April 2015]]&lt;br /&gt;
* [[Trader May 2015|May 2015]]&lt;br /&gt;
* [[Trader Jun 2015|June 2015]]&lt;br /&gt;
* [[Trader Jul 2015|July 2015]]&lt;br /&gt;
* [[Trader Aug 2015|August 2015]]&lt;br /&gt;
* [[Trader Sep 2015|September 2015]]&lt;br /&gt;
* [[Trader Oct 2015|October 2015]]&lt;br /&gt;
* [[Trader Nov 2015|November 2015]]&lt;br /&gt;
* [[Trader Dec 2015|December 2015]]&lt;br /&gt;
* [[Trader Jan 2016|January 2016]]&lt;br /&gt;
* [[Trader Feb 2016|February 2016]]&lt;br /&gt;
* [[Trader Mar 2016|March 2016]]&lt;br /&gt;
* [[Trader Apr 2016|April 2016]]&lt;br /&gt;
* [[Trader May 2016|May 2016]]&lt;br /&gt;
* [[Trader Jun 2016|June 2016]]&lt;br /&gt;
* [[Trader Jul 2016|July 2016]]&lt;br /&gt;
* [[Trader Aug 2016|August 2016]]&lt;br /&gt;
* [[Trader Sep 2016|September 2016]]&lt;br /&gt;
* [[Trader Oct 2016|October 2016]]&lt;br /&gt;
* [[Trader Nov 2016|November 2016]]&lt;br /&gt;
* [[Trader Dec 2016|December 2016]]&lt;br /&gt;
* [[Trader Jan 2017|January 2017]]&lt;br /&gt;
* [[Trader Feb 2017|February 2017]]&lt;br /&gt;
* [[Trader Mar 2017|March 2017]]&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Mysterious_Trader&amp;diff=11816</id>
		<title>Mysterious Trader</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Mysterious_Trader&amp;diff=11816"/>
		<updated>2017-12-23T20:21:38Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
=== Who is the Mysterious Trader? ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Trader&amp;quot; will occasionally appear in the HUD. His appearance always causes a lot of excitement and joy throughout all the kingdoms in Tiny Empires. When he appears, the Trader will ask you for a lot of of gold, but won&#039;t say what the gold is for. Definitely pay what he asks if you have the gold, as the Trader is a boon to the players. The Trader can give you a boost in either acres or gold, if played properly. The Trader makes random appearances - usually between every 36 to 72 hours. The Trader has been known to appear more frequently if there were problems with the Tiny Empires servers.&lt;br /&gt;
&lt;br /&gt;
=== Preparing for the Mysterious Trader ===&lt;br /&gt;
&lt;br /&gt;
To qualify for a Trader appearance, you need to be at least Baron or Baroness in rank, meaning you have to have at least 25 total acres. The trader is not cheap! His fee is about 2.5 times the value you pay for an acre.  For example, if you pay 10,000 gold for an acre, then the Trader will ask you to pay him about 25,000 gold.  So, you need to save up gold. You should save up at least 4 times the current value of an acre. This will be enough to pay for the Trader&#039;s fee, and keep a reserve to buy acres during the bonus year, if you need to.&lt;br /&gt;
 &lt;br /&gt;
When the trader does make an appearance, you should immediately get together with other people from your kingdom.  One of the Trader bonuses involves giving away land, and you need to be standing near someone to give away land.&lt;br /&gt;
&lt;br /&gt;
How much advance warning you get until you have to pay the Trader his fee has varied. Originally, the Trader would appear, and then ask for his fee 3 or 4 turns later, giving ample time for the word to go out and for people to get together.   This is called the &#039;Full Warning&#039;.  However, that was changed on February 7, 2008, where the Trader appeared with no warning and asked for his fee right away in same turn (&#039;No Warning). That was later changed on February 19, 2008  when he asked for his fee the turn after he had appeared  (&#039;1 Month Warning&#039;).  In March 2008, the warning times have varied,consisting of mainly Full Warnings.  On May 19th, the Trader visitation where the Trader started to visit each kingdom independently instead of the entire empire at once.&lt;br /&gt;
&lt;br /&gt;
=== I just missed the Trader! ===&lt;br /&gt;
&lt;br /&gt;
If you just missed out paying the Trader his fee, don&#039;t despair! You can still take advantage of his bonus.  Teleport to wherever your Kingdom gathers, or find others from your Kingdom who may have gotten the &amp;quot;Generosity&amp;quot; bonus, and will be looking for people to give land to, which can mean free acres for you.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Trader Bonuses ===&lt;br /&gt;
&lt;br /&gt;
After taking your gold, the Trader will say something to you. This will indicate one of five different bonuses (eight for [[Federation HUD]] users), which are picked randomly.  Most bonuses require you to do something for the next 12 turns involving acres (buying, selling or giving them away).  So pay close attention to what the Trader says to you, and don&#039;t be idle. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Here are the possible Trader bonuses:&#039;&#039;&#039;&lt;br /&gt;
!The Trader&#039;s Response !! What to Do !! Details &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;1 g forever more&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Nothing!&lt;br /&gt;
||&lt;br /&gt;
This bonus permanently increases your land production rate by +1g. You can check your land production by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do. This bonus pays off the most in the long run. The maximum land production with the standard HUD is 30g/acre, and to get that this bonus is needed more than once.    &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your generosity will be rewarded&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
GIVE AWAY land for the next 11 turns -- preferably to someone in your downline.  You might also BUY land with the gold you gain.&lt;br /&gt;
||&lt;br /&gt;
This bonus is the reason that people gather when a trader alert goes out, in case someone needs to pass out acres.  You will get a surprise in gold with each acre of land you give away.  The normal limits on giving acres apply -- you need to stand near each other, and can give acres freely to equal or lower rank but only one rank up tops. If you give away to your downline, of course, they move up and you do not move down.  If you cannot, at least try to keep it in your kingdom. This bonus will build up your gold reserves, so you may as well buy land when the buy option comes up during the 11 turns.  Don&#039;t try to give to anyone else who has generosity - they will not accept your acre and you will not be rewarded.  Generosity is the least profitable reward, as sometimes you wind up out of pocket once you have bought back the acres you gave away. But it can also strengthen your downline in return.&lt;br /&gt;
(&#039;&#039;Note&#039;&#039;: The rumors about rewards decreasing if you only give acres to one person are hereby debunked, it&#039;s simply not true - there is always a slight variation which is purely random, but overall it means nothing whether you give acres to one person exclusively, or to many.  There &#039;&#039;is&#039;&#039; a factor involving your acres and the acres of the recipient, however. -Nemesis)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your land will be at low cost to buy&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY land for 12 turns&lt;br /&gt;
||&lt;br /&gt;
The price of buying an acre will be incredibly low (about one third of what you would normally pay).  Land will not be free, so you will need to have some gold on hand to buy the acres.  (If you get caught short of gold, buy and sell on the same turn when needed to boost your gold back up.)  NOTE: It is no longer the case that purchase of an Embassy is cheaper in Trader year if you get this bonus: this bug/feature of the Federation HUD was modified sometime in 2009.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year land that you buy is likely to contain surprises&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY land for 12 turns&lt;br /&gt;
||&lt;br /&gt;
You will receive a surprise in gold which is close to the price of the acre you just bought. Basically you are getting land cheap for the next 12 TURNS!!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your land will be worth more than usual&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY and SELL land for 12 turns. &lt;br /&gt;
||&lt;br /&gt;
Your land is worth a lot with this bonus, so you are buying and selling to make a profit, and building up your gold reserves.  &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Trader gives you a stack of gold bar&#039;s, you count them and find there is 5.&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Do nothing, you got 5 gold bar&#039;s for the alchemists usage&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  This is a new one that started April 8th 2009. The red moon alchemist wants gold bar&#039;s, and the trader just gave you 5.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Golden Seeds&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Sit back and watch your gold flood in!&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  For one year,  your land production skyrockets, but it lasts only 11 months. The 12th month gold per acre and month goes back to normal i.e.37g/acre&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;He takes your gold and counts it. A book appears as if from thin air. It is leather bound, and appears to be very old. As you take it, you notice it is locked shut with an opening for a small key.&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Head for the Festival&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  If you get the locked book from the trader, there is a small possibility that the [[Fortune Teller]] at a Festival may have the key.  An unlocked book will still need to be translated, but now there&#039;s a chance that the Abbot will do it.  The reward for reading your book is eventually a nice +2g per acre production increase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Traders ===&lt;br /&gt;
&lt;br /&gt;
Occasionally, a special Trader will appear. &lt;br /&gt;
&lt;br /&gt;
* A special Santa Trader made three appearances over a two day period for Christmas in 2007.  The Santa Trader did not charge a fee (FREE) and you sat on his lap to get his bonus.&lt;br /&gt;
* When the Trader appeared on January 6, 2008, the TE servers were so overwhelmed, that only about 20% of the people online at the time were able to take advantage of the Trader. To partially make up for that, when the Trader next appeared on January 9th,  he only charged a fee of 10 gold.&lt;br /&gt;
* On February 19, 2008, everyone&#039;s HUD skipped a turn when the Trader appeared.  To make up for that, the Trader reappeared about an hour later.&lt;br /&gt;
* On September 25, 2008, the Trader appeared in all kingdoms at the same time. He only asked for 100 gold. Prior to that special occasion. TE servers had been down for around 9 hours.&lt;br /&gt;
* On Wednesday, 24th December 2008 a special Santa Trader has appeared and gave bonus without charge.&lt;br /&gt;
* On Thursday, 24th December 2009 a special Santa Trader has appeared and gave bonus without charge.&lt;br /&gt;
* The years after (2010, 2011, 2012, 2013, 2014, 2015, 2016) the Santa Trader returned on december 24/25.&lt;br /&gt;
* Due to downtime for extended periods the Trader made appearances for free on January 13, September 14th 2012, June 30th 2013, Nov 22nd 2013 &lt;br /&gt;
* On May 11th 2013 a free trader in honor of the success of Relay for Life fundraiser&lt;br /&gt;
* On August 21th 2017 there was a free trader... had it something to do with the solar eclipse in the USA?&lt;br /&gt;
Will other special Traders appear? When there is a holiday?  Only time will tell.&lt;br /&gt;
&lt;br /&gt;
== Historic Trader Sightings ==&lt;br /&gt;
A series of pages is available listing [[historic sightings]]. These are largely not maintained due to the random nature of the Mysterious Trader.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Path_to_Royalty&amp;diff=11814</id>
		<title>Path to Royalty</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Path_to_Royalty&amp;diff=11814"/>
		<updated>2017-12-17T07:23:34Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Path to Royalty&#039;&#039;&#039; is a series of 17 upgrades that can be offered in sequence to owners of the [[Federation HUD]].  It is a mandatory part of the process for becoming a King or Queen.  Completion of all steps of the Path except coronation is also required to receive an appointment as a [[Viceroy|Viceroy, Vicereine, Grand Viceroy, or Grand Vicereine]].&lt;br /&gt;
&lt;br /&gt;
Below are the collected observations of several players about their experiences with the Path, as a broad guide about what to expect.  Some are rulers now, others have a long way to go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Editor Note: It is not normal in the mainspace of a wiki to cite contributors by name, as it tends to work against collaboration.  In this specific case who is writing is integral to what has been written, thus public in-text attribution has for now been preserved.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Path to Royalty Steps ==&lt;br /&gt;
This is a rough outline of the steps and requirements. It is presumed incomplete and based on recorded notes rather than experimental evidence.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Total Acres&lt;br /&gt;
! Personal Acres&lt;br /&gt;
! Cost&lt;br /&gt;
! Name&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 2-3.5 Million&lt;br /&gt;
| Castle Beautification&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 3.5-4.3 Million&lt;br /&gt;
| Castle Beautification&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| (cost)&lt;br /&gt;
| Castle Beautification&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| (cost)&lt;br /&gt;
| Castle Beautification&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 5,000&lt;br /&gt;
| ?&lt;br /&gt;
| 13.4-20.6 Million&lt;br /&gt;
| Land for the Cathedral&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 7,000&lt;br /&gt;
| ?&lt;br /&gt;
| 13.3-25.9 Million&lt;br /&gt;
| Give something back to the People - Road improvement or Central Market&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 8,000&lt;br /&gt;
| ?&lt;br /&gt;
| 13.4-27.4 Million&lt;br /&gt;
| Cathedral Architect&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 9,000&lt;br /&gt;
| ?&lt;br /&gt;
| 20-25.6 Million&lt;br /&gt;
| Defensive Upgrade 1&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 10,000&lt;br /&gt;
| ?&lt;br /&gt;
| 32.5-34.6 Million&lt;br /&gt;
| Public Work&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 20-25.6 Million&lt;br /&gt;
| Defensive Upgrade 2&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 15,000&lt;br /&gt;
| ?&lt;br /&gt;
| 36.9-40.4 Million&lt;br /&gt;
| Cathedral Design Choice&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 20-25.6 Million&lt;br /&gt;
| Defensive Upgrade 3&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 15,000&lt;br /&gt;
| 700&lt;br /&gt;
| 29-45 Million&lt;br /&gt;
| Additional Workers for Cathedral&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 16,000&lt;br /&gt;
| 800&lt;br /&gt;
| 500 Gold or 40 Million&lt;br /&gt;
| Coronation Transportation&lt;br /&gt;
|- &lt;br /&gt;
| 15&lt;br /&gt;
| 17,000&lt;br /&gt;
| 900&lt;br /&gt;
| 50 Million&lt;br /&gt;
| Throne Room&lt;br /&gt;
|- &lt;br /&gt;
| 16&lt;br /&gt;
| 18,000&lt;br /&gt;
| 950&lt;br /&gt;
| 50 Million&lt;br /&gt;
| Crown Jewels&lt;br /&gt;
|- &lt;br /&gt;
| 17&lt;br /&gt;
| 20,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 50 Million&lt;br /&gt;
| Coronation&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Declining the Path to Royalty ===&lt;br /&gt;
&lt;br /&gt;
Many players will never wish to become king or queen and are quite happy as a prince or princess.  Those who enjoy the challenge of managing a medium or massive downline without needing a crown may IM Emperor Ultralite Soleil to have the Path to Royalty options removed from the Federation HUD.  No other features of the Federation HUD are affected.&lt;br /&gt;
&lt;br /&gt;
== Path to Royalty Notes (&amp;gt; 20,000 total acres) ==&lt;br /&gt;
&lt;br /&gt;
=== BigBadaBoom Bing observations ===&lt;br /&gt;
	 &lt;br /&gt;
The way I had ascended was the way that was recommended to me by my King, Luz Susenko of Ayodhya. He recommended  staying on the Full Version HUD as long as possible, and then switch to the Federation HUD once you have all the required acres and gold. I think this is the easier path than buying the Federation HUD early on, though you do miss out on some of the extra things the Federation HUD provides. Luz also told me to save up at least 200 million gold.&lt;br /&gt;
&lt;br /&gt;
(Addendum: at the time I bought the Fed HUD, the only extras it provided were citizens, alliances, the Festival and the Path to Royalty.  The Trader book &amp;amp; key, gold bars, the Alchemist, the Abbot, Embassies and the Quest didn&#039;t exist then - those all came later. I may have chosen to do the Fed HUD sooner in today&#039;s environment, which is different than when I started to play TE.)&lt;br /&gt;
	 &lt;br /&gt;
I had met all of the acres requirements using the Full Version HUD, and the requirements for me then were 20,000 total acres and 500 personal acres. I had over 33,000 acres and over 1,000 personal acres. I also had saved up 1.1 billion gold. When I decided to ascend, I bought the Federation HUD, and just paid for all the upgrades in the Path to Royalty as they appeared in the HUD. I ascended 6 days after buying the Federation HUD.  There were 17 upgrades to buy with a total cost of 320 million gold. The gold amount can vary, as the early upgrades are chosen from a menu with different cost amounts.  In addition to the 320 million gold for the upgrades, I paid an additional 92 million gold for disasters during the 6 days.  When I ascended, I still had 970 million gold in reserve.  I did notice the Path to Royalty upgrades appeared like clockwork every 6 hours. This assumes of course the minimum acres requirement were met, like it was in my case.  If you keep track of your how long you have the HUD attached, you can know exactly when the next upgrade will appear.  If you do miss the initial appearance of an upgrade, then it will reappear again exactly one hour later. The final upgrade, the Coronation, will keep reappearing every few turns - rather annoyingly so. :)  In theory, you can buy all the upgrades in as little as 4 days if you don&#039;t sleep.&lt;br /&gt;
&lt;br /&gt;
Below are the 17 steps that I had done for the Path to Royalty&lt;br /&gt;
&lt;br /&gt;
# A grand foyer with marble columns and lush tapestries&lt;br /&gt;
# A large, sweeping driveway lined with dozens of oak trees&lt;br /&gt;
# Clock tower with hands and face made of pure gold    &lt;br /&gt;
# A royal garden and topiary with a giant labyrinth of holly  &lt;br /&gt;
# Twelve acre parcel overlooking nearby river &lt;br /&gt;
# Pave road to cathedral &lt;br /&gt;
# Architect &lt;br /&gt;
# Storeroom with supplies&lt;br /&gt;
# Magnum opus - dig a canal &lt;br /&gt;
# Deep, frigid moat&lt;br /&gt;
# Cathedral, Gothic-designed&lt;br /&gt;
# Heavily fortified turrets &lt;br /&gt;
# Hire more workers (20 mill other option) &lt;br /&gt;
# 500 gold cart or 40 million gold carriage (picked the 500g cart)&lt;br /&gt;
# Cathedral complete, throne room &lt;br /&gt;
# Crown jewels &lt;br /&gt;
# Coronation &lt;br /&gt;
	 &lt;br /&gt;
UPDATE: Since I had ascended in February 2008, the acres requirements for ascension were made tougher: 20,000 total acres and 1,000 personal acres. Also, the cost of the upgrades were increased, to something around 400 million gold. The cost of the last three upgrades were increased from 40 million gold to 50 million gold apiece. Additionally, some of the more recent Monarchs have reported that the spacing between Path to Royalty upgrades were increased from 6 hours apart to around 24 hours apart.&lt;br /&gt;
&lt;br /&gt;
=== Franklin Saintlouis observations ===&lt;br /&gt;
&lt;br /&gt;
Personal Acres has changed to be more than 700 required while doing the Path To Royalty purchases. After purchasing several options, the Path to Royalty started giving messages that more personal acres were required.&lt;br /&gt;
&lt;br /&gt;
Below 700 I was told I needed more after several purchases.&lt;br /&gt;
&lt;br /&gt;
Reaching 700 personal acres opened up one option (Additional labor for cathedral completion - 2 options - forced labor (about 25 Million gold [note by Severinus Wiefel 2008-09-28: 29 million]) or recruiting from other areas (40 Million gold [note by Severinus Wiefel 2008-09-28: 46 million]). Citizens leave if forced labor is chosen, citizens move in with the more expensive recruiting option).  Was then told I needed more personal acres, and had &amp;quot;quite a ways to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reaching 800 personal acres opened up one option (Option of farmers cart for 500 g or carriage for 40 million gold - July 2008. Taking the cheaper cart incurs no apparent penalty).  Was then told I needed more personal acres, and had &amp;quot;quite a ways to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reaching 900 personal acres opened up another option (Throne Room - 50 million gold - July 2008). Was then told I needed more personal acres, and &amp;quot;felt I was close&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reaching 950 personal acres opened up another option (Crown jewels - 50 million gold - July 2008).&lt;br /&gt;
&lt;br /&gt;
Reaching 1000 personal acres opened up the final option (Coronation - 50 million gold - July 2008). The offer reappears every 6 game months until accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Watcher Weatherwax observations ===&lt;br /&gt;
&lt;br /&gt;
I am currently (21 August 2008) being prompted to buy crown jewels for 40 million gold and as I still have less than 750 personal acres (&amp;gt;29,000 total) the offers seem to arrive at different levels of acres and for different costs. I was getting crown jewel offers from about 600 personal acres and (approx) 22,000 total acres.&lt;br /&gt;
&lt;br /&gt;
=== Alexandrea Fride observations ===&lt;br /&gt;
&lt;br /&gt;
started 28the may (restarted(course of abdication before) with 22k+ and 1.9k+pers) (day/month/year)&lt;br /&gt;
&lt;br /&gt;
# did 2mil one (28/05/09)&lt;br /&gt;
# did 3.5mil for small step (29/05/09)&lt;br /&gt;
# did 4.3mil for golden monument (extra citz) (30/05/09)&lt;br /&gt;
# did 2.7mil for giant labyrinth (31/05/09)&lt;br /&gt;
# did 20.6mil for Eight acres of prime land in the center of town (extra citz) (1/06/09)&lt;br /&gt;
# did 25.9mil for roads that lie within your principality (extra citz)  (2/06/09)&lt;br /&gt;
# did 27.4mil for the top architect in the land (extra citz +5gold bars) (4/05/09)&lt;br /&gt;
# did 25.6mil for a storeroom with supplies enough to outlast a long siege (5/06/09)&lt;br /&gt;
# did 34.6mil for dig a navigable canal from sea to sea for transportation (extra citz) (6/06/09)&lt;br /&gt;
# did 22.1mil for a deep frigid moat full of awful swimming creatures (8/06/09)&lt;br /&gt;
# did 40.4mil for A modern , Gothic-style design with towers and flying buttresses. (10/06/09)&lt;br /&gt;
# did 20mil for heavily fortified turrets with narrow slits for arrows (11/06/09)&lt;br /&gt;
# did 45mil for hire more workers from a nearby county at any cost. (extra citz) (12/02/09)&lt;br /&gt;
# did 40mil for an 8-horse carriage, intricately carved, inlaid with gold leaf (extra citz) (12/02/09)&lt;br /&gt;
# did 50mil to build a throne (14/06/09)&lt;br /&gt;
# did 50mil for crow jewels (+5gold bars) (16/06/09)&lt;br /&gt;
# and at last 50mil for coronation Finish at (17/06/09)&lt;br /&gt;
&lt;br /&gt;
Greetings from Babylon , Queen Alexandrea Fride :-)&lt;br /&gt;
PS: first to ascent twice in Tiny Empires to :) (on same account that is)&lt;br /&gt;
&lt;br /&gt;
=== Tonya Souther observations ===&lt;br /&gt;
&lt;br /&gt;
I&#039;d had the Path paused for a year and a half or so. After requesting that it be resumed, it started right away. I started out with two Potions of Strength and one murky potion in effect.&lt;br /&gt;
&lt;br /&gt;
# Paid 2 million for the grand foyer and lush tapestries, 22 Sep 12. 20642 total acres, 2100 personal, 5007% citizens, 1.910 billion gold.&lt;br /&gt;
# 3.5 million for the large sweeping driveway lined with dozens of trees. 23 Sep 12, 20653 total acres, 2100 personal, 4969% citizens, 1.958 billion gold.&lt;br /&gt;
# Missed the offer for the arch , May 1199, 24 Sep 12 8:19 AM SLT. Got it again, April 1202, 10:14 AM SLT. 3.9 million gold, 20657 total acres, 2100 personal, 5000% citizens, 2.042 billion gold.&lt;br /&gt;
# 2.7 million for the royal garden and topiary (only choice offered), 26 Sep 12 11 AM SLT. 20655 total acres, 2100 personal, 4997% citizens, 1.991 billion gold.&lt;br /&gt;
# 20.6 million gold for eight acres of prime land in the center of town for the cathedral, 27 Sep 12 9:12 AM SLT. 20662 total acres, 2100 personal, 4984% citizens, 1.990 billion gold. Got 150% citizens.&lt;br /&gt;
# 25.9 million gold to repave all the roads in the principality. 28 Sep 12 6:37 AM SLT, August 1146, 20672 acres, 2100 personal, 4953% citizens, 2.236 billion gold. Got 300% citizens. Watched 242% of them vanish the next turn...&lt;br /&gt;
# 27.4 billion gold to hire the top architect in the land for the cathedral, 30 Sep 12 10:25 AM SLT, 20688 acres, 2100 personal, 4953% citizens, 2.044 billion gold. Got 300% citizens, five gold bars.&lt;br /&gt;
# 25.6 million gold for the storeroom with supplies enough to outlast a long siege, 1 Oct 12, 10:50 AM SLT. 20691 acres, 2100 personal, 4969% citizens, 2.000 billion gold.&lt;br /&gt;
# 34.6 million gold to dig a navigable canal from sea to sea. 2 Oct 12, 4:49 PM SLT, August 1112. 20717 acres, 2100 personal, 4953% citizens, 1.916 billion gold. Got 450% citizens. Watched 405% of them leave the next turn. Should quit buying Path steps in July of even-numbered years.&lt;br /&gt;
# 22.1 million gold for the deep, frigid moat full of awful swimming creatures. 5 Oct 12, 6:47 PM SLT, February 1228. 20348 acres, 2100 personal, 5000% citizens, 1.978 billion gold.&lt;br /&gt;
# 40.4 million for a modern, Gothic-style cathedral with towers and flying buttresses. 7 Oct 12, 8:28 AM SLT, December 1286. 20353 acres, 2100 personal, 5000% citizens, 2.091 billion gold. Second murky potion in effect.&lt;br /&gt;
# 20 million for last castle upgrade, turrets with arrow slits. 8 Oct 12, 6:59 AM SLT, February 1122. 20715 acres, 2100 personal, 5000% citizens, 2.020 billion gold.&lt;br /&gt;
# 45 million gold to hire more workers at any cost. 9 Oct 12, 10:15 AM SLT, September 1164. 20728 acres, 2100 personal, 4863% citizens, 2.168 billion gold. Got 300% citizens, and this time get to keep them for a census before giving them away to an ally! Whee.&lt;br /&gt;
# 40 million gold for an 8-horse carriage, intricately carved and inlaid with gold leaf. 10 Oct 12, 1:13 PM SLT, November 1206. 20697 total acres, 2100 personal, 4984% citizens, 2.232 billion gold. Got 50% citizens.&lt;br /&gt;
# 50 million gold for the throne room. 12 Oct 12, 2:08 PM SLT, April 1283. 20715 total acres, 2100 personal, 5041% citizens, 2.125 billion gold.&lt;br /&gt;
# 50 million gold for the crown jewels. 15 Oct 12, 5:48 PM SLT, December 1163. 20766 total acres, 2100 personal, 5000% citizens, 2.213 billion gold. Got 5 gold bars.&lt;br /&gt;
&lt;br /&gt;
At this point, the Path was automatically paused, and I got a message saying that if I intended to ascend, I needed to contact Ultralite Soleil. The display on the Accounting tab&#039;s bookkeeping pages shows Path to Royalty: 16/16 (paused). I also got credit for the Completed Path to Royalty achievement.&lt;br /&gt;
&lt;br /&gt;
== Path to Royalty Notes (starting with less than 20,000 total acres) ==&lt;br /&gt;
&lt;br /&gt;
=== Santa Stepanov observations === &lt;br /&gt;
&lt;br /&gt;
After having under 500 personal acres for an extended time, I received the &amp;quot;quite far to go.&amp;quot; message over and over. I received the &amp;quot;close&amp;quot; message, then an option opened at 3,500 total and 450 personal.  After purchasing the option, the &amp;quot;quite far to go&amp;quot; message re-appeared. May 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 5,000 total acres, an option opened. After purchasing the option, the &amp;quot;quite far to go&amp;quot; message re-appeared. May 2008&lt;br /&gt;
&lt;br /&gt;
At 6,400 in total acres, the &amp;quot;goal is within reach&amp;quot; message began to be displayed. May 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 14,000 total acres, an option opened. May 2008&lt;br /&gt;
&lt;br /&gt;
Within a few turns, another option opened at the 14,000 total acre mark. May 2008&lt;br /&gt;
&lt;br /&gt;
After several turns, another option (moat) opened at the 14,000 total acre mark. May 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden decrease in total, (non-personal) acres the message &amp;quot;quite far to go&amp;quot; was displayed for many years. May 2008&lt;br /&gt;
&lt;br /&gt;
When reaching 10,000 total acres, the &amp;quot;goal is within reach&amp;quot; message began to be displayed. June 2008&lt;br /&gt;
&lt;br /&gt;
When reaching 1,000 personal acres, the &amp;quot;goal is within reach&amp;quot; message is still displayed. June 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 14,000 total acres, an option opened (re-route river). June 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 16,000 total acres, an option opened (fortified turrets). June 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden decrease in total, (non-personal) acres the message &amp;quot;goal is within reach&amp;quot; was displayed for many years. June 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 15,000 total acres, an option opened (cathedral design). June 2008&lt;br /&gt;
&lt;br /&gt;
After a decrease in total, (non-personal) acres the message &amp;quot;goal is within reach&amp;quot; was displayed for many years. June 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 14,000 total acres, an option opened (storeroom). July 2008&lt;br /&gt;
&lt;br /&gt;
After reaching 14,500 total acres, the message &amp;quot;goal is within reach&amp;quot; was displayed. July 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 15,000 total acres, an option opened (plagued cathedral workers). July 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 16,000 total acres, an option opened (carriage). July 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 17,000 total acres, an option opened (throne room). August 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 18,000 total acres, an option opened (crown jewels). August 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 20,000 total acres, the coronation option opened. August 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Valentine Janus observations ===&lt;br /&gt;
&lt;br /&gt;
(Valentine Janus became a princess at 1001 total and 184 personal acres.)&lt;br /&gt;
&lt;br /&gt;
At 1004 total acres the first &amp;quot;quite far to go&amp;quot; message was received, and she started building up personal acres.  The first offer came at 194 personal acres (around 1100 total), with three possibilities for castle beautification at 2.0, 2.7, and 3.5 million gold.  Two were purchased as soon as they could be afforded before the &amp;quot;quite far to go&amp;quot; message reappeared.&lt;br /&gt;
&lt;br /&gt;
At 234 personal acres the next offer was received, for a monument at a price ranging from 3.5 to 4.3 million.  The equestrian statue of the emperor was built, resulting in a modest reward.  Some time thereafter, around 280 personal acres, the third castle beautification option was again presented, and after it was purchased the &amp;quot;quite far to go&amp;quot; messages returned.  (19 August 2008)&lt;br /&gt;
&lt;br /&gt;
The next offer came at 5115 total and 334 personal, to acquire land for a cathedral at prices ranging from 13.4 million to 20.6 million gold.  (20 August 2008)  Six acres in the hills above the castle were purchased for 13.4 million gold (currently 5460/334 acres).  (23 August 2008)&lt;br /&gt;
&lt;br /&gt;
The next offer arrived at 7005 total and 447 personal, suggesting it was time to give something back to the people.  Three public improvements were mentioned (two road projects and a central market) with prices from 11.3 million to 25.9 million gold.  (8 September 2008)  The central market, previously destroyed by earthquake, was rebuilt at a cost of 21.2 million gold while holding 7343 total and 448 personal acres.  A significant reward was also received.  (10 September 2008)&lt;br /&gt;
&lt;br /&gt;
At 8002 total and 500 personal acres, the request came to hire an architect to draw up plans for the cathedral.  Prices ranged from 13.4 million to 27.4 million gold.  (19 September 2008)  The &amp;quot;top architect in the land&amp;quot; was hired for 27.4 million gold holding 8221 total and 500 personal acres.  Many citizens came in the aftermath.  (22 September 2008)&lt;br /&gt;
&lt;br /&gt;
The next offer was related to security, suggesting improvements like moats and arrow slits for the castle.  It was received at 10,215 total and 595 personal acres, with prices from 20.0 to 25.6 million gold.  (9 October 2008)  A storeroom with supplies enough to outlast a long siege was purchased for 25.6 million gold at 11,796 total and 597 personal acres.  (12 October 2008)&lt;br /&gt;
&lt;br /&gt;
An opportunity was then presented to do the biggest public work to date, at 12,346 total and 613 personal acres, with all options involving the waterways of the empire.  Prices ranged from 32.5 to 34.6 million gold.  (14 October 2008)  A seaport was built in the bay for 33.5 million gold to increase trade opportunities, and population swelled by over 10%.  Acreage was 12,800 total and 611 personal.  (17 October 2008)&lt;br /&gt;
&lt;br /&gt;
The issue of defensive works was then revisited at 13,190 total and 637 personal acres, repeating the earlier offers and prices on the moat with awful swimming creatures and the turrets with arrow slits.  (20 October 2008)  The upgraded turrets were purchased for 20 million gold at 13,294 total and 636 personal.  (21 October 2008)&lt;br /&gt;
&lt;br /&gt;
The architect returned with three possible designs for the cathedral, one Romanesque, one small of the highest quality, and one modern Gothic design.  Prices were from 36.9 to 40.4 million gold; acreage was 13,459 total and 647 personal.  (23 October 2008)  A small cathedral and campanile built to the highest quality were purchased for 36.9 million gold at 13,825 total and 645 personal acres.  (25 October 2008)&lt;br /&gt;
&lt;br /&gt;
The final defensive improvement, a deep frigid moat full of awful swimming creatures, was offered at 14,213 total/656 personal acres and accepted later the same day for 22.1 million gold at 14,302/656.  (27 October 2008)&lt;br /&gt;
&lt;br /&gt;
A plague affecting cathedral workers was next reported (at 15,041 total and 710 personal acres), with the choices conscription (29 million gold) or outside recruitment (45 million gold).  (2 November 2008)  Conscription was chosen (since she was at 5000% capacity) at 15,210 total and 708 personal; about 3% of her citizens left. (3 November 2008)&lt;br /&gt;
&lt;br /&gt;
A carriage was next selected from two options.  One was an ornate carriage of great magnificence for 40 million gold; the other was a farmer&#039;s cart (symbolic of humble origins) for 500 gold.  The farmer&#039;s cart was accepted with the first offer at 18,017 total acres and 800 personal.  (16 November 2008)&lt;br /&gt;
&lt;br /&gt;
The cathedral being complete, a throne room was the next element to be offered for 50 million gold at 20,280 total and 900 personal.  (27 November 2008)  It was built at 20,448 total and 901 personal acres.  (29 November 2008)&lt;br /&gt;
&lt;br /&gt;
The crown jewels were next on the upgrade list, offered for 50 million gold and accepted at 21,428 total and 951 personal acres.  (4 December 2008)&lt;br /&gt;
&lt;br /&gt;
Queen Valentine Janus of New Deseret was crowned on 13 December 2008, at a cost of 50 million gold, holding 23,530 total and 1,003 personal acres.&lt;br /&gt;
&lt;br /&gt;
=== Kronos Recreant observations ===&lt;br /&gt;
&lt;br /&gt;
# 287 personal, 1094 total: 2.7 million for labyrinth garden.&lt;br /&gt;
# 285 personal, 1199 total: 2 million for grand foyer and lush tapestries&lt;br /&gt;
# 416 personal, 2007 total: 4.3 million for golden monument of emperor on horse&lt;br /&gt;
# 444 personal, 5980 total (brought princess under me for acre boost): 3.5 mil for sweeping driveway with dozens of oaks.&lt;br /&gt;
# 462 personal, 6078 total: 18 million for twelve acre parcel overlooking river.&lt;br /&gt;
# 526 personal, 7,601 total: 25 million to repave every road in my domain (gained 150k citizens)&lt;br /&gt;
# 569 personal, 8,102 total: 27.4 million to hire top architect in the land (180k citizens gained, and 5 gold bars)&lt;br /&gt;
# 928 personal, 41,038 total (temporary boost): 25.6 million for a storeroom with supplies &lt;br /&gt;
# 1053 personal, 11,003 total: 34.6 mil for navigable canal.&lt;br /&gt;
# 1,077 personal, 21,383 total (brought in princess): 22.1 mil for deep, frigid moat.&lt;br /&gt;
# 1080 personal, 21,532 total: 40.4 mil for modern Gothic castle with towers and buttresses.&lt;br /&gt;
# 1079 personal, 21,707 total: 20 mil for turrets with narrow slits.&lt;br /&gt;
# 1079 personal, 21,863 total: 45 mil to hire workers from a nearby county.&lt;br /&gt;
# 1082 personal, 22,079 total: 40 mil 8-horse caravan with gold.&lt;br /&gt;
# 1082 personal, 22,307 total: 50 mil for a throne room.&lt;br /&gt;
# 1086 personal, 22715 total: 50 mil for crown jewels (+5 gold bars).&lt;br /&gt;
# Coronation Not yet Complete.&lt;br /&gt;
&lt;br /&gt;
total so far: 414.2 million gold&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Federation_HUD&amp;diff=11813</id>
		<title>Federation HUD</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Federation_HUD&amp;diff=11813"/>
		<updated>2017-12-17T05:51:16Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
The Federation HUD gives players a few more and different options than the standard HUD.  It demands more attention as well, since the default options for puzzles and choices presented sometimes have negative, not neutral consequences.  These penalties for an inattentive or AFK player make it not advisable (at this point anyhow) for a player that often misses turns.&lt;br /&gt;
&lt;br /&gt;
Resource management is the principal added point in Federation game play, as the player adjusts acreage and gold reserves and manages disasters and special options to keep the empire&#039;s [[Citizens|citizens]] (not to be confused with subjects) happy, healthy and within the fold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please be advised, once one has purchased the Federation HUD, the standard HUD becomes unusable.&#039;&#039;&#039;  Should one care to swap back to the standard HUD, they must contact Ultralite Soleil for a refund and re-activation of the standard HUD. Because the Federation Hud offers so many benefits that are unavailable on the standard hud, you can only get a refund if it has been less than a week since you upgraded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Path To Royalty ==&lt;br /&gt;
&lt;br /&gt;
A player who wants to become a Queen or King must first complete this series of purchases that improve grounds and assets and prepare for ascension.  The full path has 17 purchases at a total cost of about 400 million gold.  New options presented include castle beautification, roadways, cathedral construction and the like.  Some parts are multi-stepped sections (find architect, design cathedral, find location, and so on), and most offer three options for pricing and messaged outcome.&lt;br /&gt;
&lt;br /&gt;
Detailed observations from several players are recorded in the [[Path to Royalty|Path to Royalty Notes]].&lt;br /&gt;
&lt;br /&gt;
== Gold per Acre ==&lt;br /&gt;
&lt;br /&gt;
[[Efficiency Upgrades]] have a page of their own.&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
&lt;br /&gt;
A new tab that replaces the Fellow tab, one can make an Ally of anyone ranking Count/Countess or above, who is not directly above or below one in their line.  In other words, if we have Players A, B and C in the same line, in that order top to bottom, Player A may form an alliance with their Liege&#039;s Liege but not their own Liege.  So A and C may be allies but not C and B nor A and B, presuming all are ranked Count or Countess or higher, of course. Also, it appears that there is a limit to how many Allies one may gain, 4 being the current noted limit.*&lt;br /&gt;
&lt;br /&gt;
(* &#039;&#039;The [[Potions#Swirly Potion|Swirly Potion]] is reported to allow you to be able to get a 5th Ally and build another Embassy to gain another 1 gold per acre production. -Nemesis&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
To gain an Ally, stand near another player. Both players must be ranked Count/Countess or higher, have the Federation add on, have fewer than 4 allies already, and cannot already be in a liege/subject relationship with the other person.  Should one player (or both) have ten (10) direct subjects already, the HUD will skip the process of offering the Liege Swap option and go more directly to the Ally option.  Sometimes it may take a few cycles of offers to get the Ally option. It has been found if you click NO to the liege/subject option that comes up first, the next round will have the alliance option.  It appears that the need to remove the HUD to initiate this process is gone and that when one is near an appropriate Ally, the option will appear in due time.&lt;br /&gt;
&lt;br /&gt;
When one examines the Allies tab, each page is for an individual Ally, and there is an option to &amp;quot;Send Ambassador&amp;quot;.  Checking that box will cause a set of options to appear on the next turn.  One then may select between the following:  to do nothing, to send a gift (worth a specific amount of gold), to send a certain amount of [[Citizens|citizens]], to build an embassy if one does not presently exist, or to break the alliance.  If one selects to send a gift, they&#039;ll find that the next month they get to chose what of a number of gift items they&#039;d prefer to send to their ally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;None&#039;&#039;&#039; of these functions allow one to directly send gold from one player to another.  However, a gift of [[Citizens|citizens]] can translate into significant long-term gold for one&#039;s ally through increased tax credits at census time and percentage bonuses to monthly homage income.&lt;br /&gt;
&lt;br /&gt;
Breaking an alliance is difficult and expensive.  It costs gold at a level comparable to building an embassy.  Also, after breaking an alliance, a period of 24 online hours is enforced before one is able to make a replacement embassy, with the additional loss of gold production for that period if one formerly had four allies with embassies.&lt;br /&gt;
&lt;br /&gt;
If at a later time an ally becomes a direct ( above or below ) then the alliance is broken along with any benefits ( embassy ).&lt;br /&gt;
&lt;br /&gt;
==  Embassy ==&lt;br /&gt;
&lt;br /&gt;
An embassy can be purchased, which will be built in the empire of one of your allies. The cost of an embassy is considerable (a bit over five times the cost of an acre of land).&lt;br /&gt;
&lt;br /&gt;
Once an Embassy is built, additional offers may appear. One type of offer is for the recipient of the embassy to read confidential papers of their ally. The offer also suggests that the ally might not find out. The cost to read the papers is considerable. The benefits/consequences of reading the papers is questionable.&lt;br /&gt;
&lt;br /&gt;
Embassies increase the frequency of offers to sell land at a higher cost.&lt;br /&gt;
&lt;br /&gt;
When one is sabotaged, if an ally with embassy is online that ally may get an opportunity to pay for an investigation.  A successful investigation reverses the effects of sabotage and causes the perpetrator to lose the same number of acres.&lt;br /&gt;
&lt;br /&gt;
The main benefit of having an embassy is that the strengthened diplomatic relations let you transfer [[Citizens|citizens]] without losing as many of them. You can also send more citizens at one time. Without an embassy, 60 % of the [[Citizens|citizens]] you transfer to an ally will leave for parts unknown. If you do have an embassy, only 25 % will be disgruntled and leave.&lt;br /&gt;
&lt;br /&gt;
Maintaining four alliances and supporting four embassies is rewarded with increased production of +1 gold per acre per month.&lt;br /&gt;
&lt;br /&gt;
== Festival ==&lt;br /&gt;
&lt;br /&gt;
The Festival is a recurring game feature much like The [[Mysterious Trader]].  A Festival requires a year and a bit to complete the process.  It encompasses a series of events beginning with an announcement in [[Calendar|September]] that the upcoming year will be a Festival year.  The fee to participate, if desired, is roughly equal to an acre&#039;s purchase price.&lt;br /&gt;
&lt;br /&gt;
September - festival is announced. Online Kings and Queens get an opportunity to bid to host the Festival.&lt;br /&gt;
&lt;br /&gt;
December - pay approx one land&#039;s purchase price to join the festival.&lt;br /&gt;
&lt;br /&gt;
January - festival begins, income from land is doubled for the year and Kazim&#039;s Booth appears (new on Jan 8, 2012 - see below)&lt;br /&gt;
&lt;br /&gt;
February - pay 10 gold to the [[Fortune Teller]] for a cryptic fortune (or to get the key to the mysterious book if she notices)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jousting&#039;&#039;&#039; requires the donation of one acre (unless the [[Potions#Draught_of_Quintain|Draught of Quintain]] is in effect) and consists of three one-on-one matches over the course of the entire Julie Apocalypse Memorial Tournament.  Victory in three matches earns a substantial purse of gold, a gold bar and bonus [[Citizens|citizens]] for each entrant who accomplishes it.  &lt;br /&gt;
&lt;br /&gt;
Winning one or two matches gains acclaim and notoriety but nothing else. The jousting appears to be a Rock/Paper/Scissors game with facing East giving the advantage in a tied result. Thus a jouster facing west has a 1 in 3 chance to win and facing east has a 2 in 3 chance to win.&lt;br /&gt;
&lt;br /&gt;
Attendees at the festival who are not jousting often have the chance to wager on featured matches.  &lt;br /&gt;
&lt;br /&gt;
Should one win all three matches in 10 jousts, a special award of 1 gold per acre increased production is received.  Quite a few players have now achieved this accolade.  The first to do so was Jousting Queen Julie Apocalypse of Bohemia.&lt;br /&gt;
&lt;br /&gt;
A new feature was seen in the Festival on Jan 8, 2012. In the January turn Kazim&#039;s Booth made an appearence. This allows a number of gold bars to be purchased (between 2 and 5 seen so far) and to be sold (only 2 seen so far).&lt;br /&gt;
&lt;br /&gt;
== The Abbot ==&lt;br /&gt;
&lt;br /&gt;
Every so often (once a day or so), you may be visited by the Abbot of a local monastery. He will ask for a donation of 10% of your current gold balance. If you give him the gold, one of several things will happen:&lt;br /&gt;
&lt;br /&gt;
* He will pass on a portion of the money to each of your direct subjects. These payments often total less than the donated amount (however they can total more depending on the rank of your subjects, especially if you&#039;ve [[Citizens#Disaster_research|researched disease]]), but it is one of the few ways to give gold to your direct subjects.&lt;br /&gt;
* Each of your directs subjects will receive one acre of your personal land.&lt;br /&gt;
* You will receive a &amp;quot;warm feeling&amp;quot; - and nothing else. No benefit to you or your subjects.&lt;br /&gt;
* The Abbot may offer to translate your book (see [[Federation_HUD#Book.2C_Key_.26_Translation|Book, Key &amp;amp; Translation]] below).&lt;br /&gt;
* The Abbot may leave leave a pair of Gold Bars on your doorstep. This happens rarely, but is more likely to occur if you have fully researched disease.&lt;br /&gt;
&lt;br /&gt;
If you fully [[Citizens#Disaster_research|research disease]], the Abbot will ask for less money (5% of your total) and will always give to your subjects - no more &amp;quot;warm feelings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Book, Key &amp;amp; Translation ==&lt;br /&gt;
&lt;br /&gt;
One time, you will receive an old locked book from the [[Mysterious Trader]]. This book can only be opened with a key received from the [[Fortune Teller]]. Lastly, the book can only be read (translated) by the [[Federation_HUD#The_Abbot|Abbot]]. The net result is an increase of +2 gold per acre per month. A Bronze potion can be purchased from the Alchemist to force the next stage in the sequence (ie getting the key from the Fortune Teller or the translation from the Abbot).&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
[[Citizens]] are now the subject of an independent article.&lt;br /&gt;
&lt;br /&gt;
== Alchemist ==&lt;br /&gt;
The coming of the Alchemist is marked by the appearance of a red moon. You can purchase potions from the Alchemist in exchange for Gold Bars. The Alchemist does not appear to you if you do not have any gold bars. &lt;br /&gt;
&lt;br /&gt;
=== Gold Bars ===&lt;br /&gt;
&lt;br /&gt;
* Found in the weeds of an acre which is bought&lt;br /&gt;
* Found when selling an acre - &amp;quot;Fortune smiles on you.  While taking one last look around the acre of land you sold, you see a gold bar.&amp;quot;&lt;br /&gt;
* Won at jousting&lt;br /&gt;
* Being voted King &amp;amp; Queen / Queen &amp;amp; Queen / King &amp;amp; King at the Festival Ball (10 Gold bars each)(Partners need to be on the Federation HUD to receive the gold, but only one party need have attended the Festival)&lt;br /&gt;
* [[Mysterious Trader]] deal (5 Gold Bars)&lt;br /&gt;
* Donating to the Abbot sometimes gives 2 gold bars, even if you have disease researched. Message seen on HUD: &#039;&#039;&amp;quot;The abbot bows &amp;amp; thanks you effusively for your donation. He rushes back to his monastry with your gold. A warm feeling envelops you as you discover a pair of gold bars resting on your doorstep.&amp;quot;&#039;&#039; (NOTE: Your direct subjects will not receive anything when you get gold bars, even if you have disease researched - confirmed by KK).&lt;br /&gt;
* Some Path to Royalty steps will give you 5 gold bars.  (top architect in the land (+5gold bars) &amp;amp; crow jewels (+5gold bars))&lt;br /&gt;
* When you are sent any gift from an ally through the ambassador - Seems up to 3 gold bars have been seen from this method. Sender sees this text: &#039;&#039;&amp;quot;You have arranged to send [gift name] to [your ally].  Hidden in the box was a gold bar! It wasn&#039;t yours. Perhaps just a mix-up with the courier.&amp;quot;&#039;&#039; Recipient sees this text: &#039;&#039;&amp;quot;Your ally [name] sent you a gift. You receive a [gift name].  Hidden in the box was a gold bar. Your ally claims no knowledge of if, so you keep it.&amp;quot;&#039;&#039;  The recipient of the gift receives the gold bars.&lt;br /&gt;
&lt;br /&gt;
Note: If you have any gold bars, they will appear on your account tab, on page 2.&lt;br /&gt;
&lt;br /&gt;
===Moon Text===&lt;br /&gt;
&lt;br /&gt;
When the moon starts to turn red, and shimmer and return to normal (3 turn process), the follow occurs for anyone who has a gold bar.  Everyone sees the first message, the second, third message depends on whether you have gold bars or not.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The moon glimmers redly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Villagers on the outskirts of the kingdom send reports that an alchemist is headed this way.  Her covered wagon is decorated with intricate patterns. She will be here soon.&amp;quot;&lt;br /&gt;
OR&lt;br /&gt;
&amp;quot;The moon shimmers with a red glow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Alchemist has parked her red covered wagon at the edge of the forest tonight. Hundreds of potions line the shelves inside, in small glass vials. Prices are listed in gold bars. You quickly count your stack: XX bars&amp;quot;&lt;br /&gt;
OR&lt;br /&gt;
&amp;quot;The moon returns to normal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The moon above glares a dull red. The Alchemist beckons as you draw near.  She offers you this selection of potions.  Which will you buy?&amp;quot;&lt;br /&gt;
You then get to choose from a scrolling menu a selection of three vials if you pay the Alchemist a Gold Bar.&lt;br /&gt;
&lt;br /&gt;
===New Potion Mixtures===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Potion Mixtures]]&#039;&#039;&#039;&#039;&#039; (Moved to its own page)&lt;br /&gt;
&lt;br /&gt;
===Potions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Potions]]&#039;&#039;&#039;&#039;&#039; (Moved to its own page)&lt;br /&gt;
&lt;br /&gt;
== Dungeon Quest ==&lt;br /&gt;
&lt;br /&gt;
The quest starts after a mixture from the alchemist, to which no record was kept as the expected result would have been inert.  &lt;br /&gt;
&lt;br /&gt;
If you get a word for the quest and before you get the quest get another word from alchemist or fortune teller do not think you will get 2 quests. The first word will be replaced by the second word. It happend to me and didn&#039;t get a change to play a quest at all. After that it was confirmed by the emperor this would happen. This changed mid 2014 where if you have a word and you get another crackling mixture, you will generally get a gold bar and your word is still in play.&lt;br /&gt;
&lt;br /&gt;
This note-card does not guarantee success as the options between quests may differ from person to person, but is a record of the event.&lt;br /&gt;
&lt;br /&gt;
~@~ Feb 1290 ~@~&lt;br /&gt;
Remarkable! The mixture quickly evaporates, forming a delicate cloud above the flask. Tendrils of vapor writhe into the shape of letter. Soon, the word &amp;quot;Friend&amp;quot; hang in the air, then dissipates. What wizardry is this?&lt;br /&gt;
&lt;br /&gt;
~@~ Apr 1290 ~@~&lt;br /&gt;
An interesting discovery is made in the hills of a nearby estate. It&#039;s a stone door, sealed with magical energy it appears to be a passage leading down into the earth. You plan to investigate in the next month or two.&lt;br /&gt;
&lt;br /&gt;
~@~ May 1290 ~@~&lt;br /&gt;
As you approach the stone door, a voice hails from the magic aura shimmering over the stone. &amp;quot;Speak, traveler. What is the word?&amp;quot; You respond: [Friend] &lt;br /&gt;
&lt;br /&gt;
~@~ Jun 1290 (1/3) ~@~&lt;br /&gt;
The magical glow enshrouding the stone door is dispelled. The voice utters, &amp;quot;A good memory ... or a good guess. You may enter the dungeon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~@~ Jun 1290 (3/3) ~@~&lt;br /&gt;
The dungeon lies under the property of a near by land owner. She is  being unreasonable and wont let you explore it unless you grant 8 acres of your land to her. Will you pay it. PAYED 8 ACRES&lt;br /&gt;
&lt;br /&gt;
~@~ Jul 1290 (2/6) ~@~&lt;br /&gt;
You transfer 8 acres of land to the land owner.  Now you have free access to the dungeon.  The stone door swings open and your party of adventurers dives in...&lt;br /&gt;
&lt;br /&gt;
~@~ Jul 1209 (3/6) ~@~&lt;br /&gt;
Your expedition is in the anti chamber of the dungeon, there are 3 exits from this room which way do you go. ( 3 options) &lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Left]&lt;br /&gt;
        [North East]&lt;br /&gt;
        [Down the staircase]&lt;br /&gt;
    Chosen:&lt;br /&gt;
        [Down the staircase]&lt;br /&gt;
&lt;br /&gt;
~@~ Aug 1290 (1/6) ~@~&lt;br /&gt;
Your chosen direction leads into a room full of treasure. You and your party stuff your packs with gold and silver jewelry worth at least 50,000,000 gold. Your adventure continues.&lt;br /&gt;
&lt;br /&gt;
~@~  Aug 1290 (3/6) ~@~&lt;br /&gt;
A hideous crone bars your path.  She warns you away from the dungeon, saying she has foreseen your doom.  She offers a tarot reading to prove her claim. It will cost 25,000,000 g. Pay it? &lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (1/6) ~@~&lt;br /&gt;
The crone accepts your tithe of 25,000,000 gold. She produces a deck of the Major Arcana.  She enters a trance and mutters a few words.  Finally she draws one card.&lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (3/6) ~@~&lt;br /&gt;
The crone reveals a card. It is The Star. The crone is left starstruck, angered at your good fortune. She stomps away, muttering to herself. You continue on.&lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (4/6) ~@~&lt;br /&gt;
A group of Orcs jumps your party! Their fearsome fangs drip with rancid blood. What action will you take? &lt;br /&gt;
    Options:-&lt;br /&gt;
        [Full charge into the enemy]&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Run past the enemy]&lt;br /&gt;
        [Rely on magic]&lt;br /&gt;
        [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
~@~ Oct 1290 (1/5) ~@~&lt;br /&gt;
You move your warriors to the front, and set to battle. Though the enemy fights tooth and nail, your steel is stronger. You prevail, finding treasure worth 17,000,000 gold, Your adventure continues.&lt;br /&gt;
&lt;br /&gt;
~@~ Oct 1290 (3/5) ~@~&lt;br /&gt;
The way is blocked by an ornate round seal, covered with gems. At the centre is a yellow crystal with a slot for a key. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Bash it down]&lt;br /&gt;
        [Unlock with magic]&lt;br /&gt;
        [Align the crystals]&lt;br /&gt;
        [Pick the lock]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Align the crystals]&lt;br /&gt;
&lt;br /&gt;
~@~ Nov 1290 (1/4) ~@~&lt;br /&gt;
You&#039;ve notice a pattern on the seal that matches the gems on its surface. By rotating the center, you align the crystals and the seal springs open! You found the deed to 3 acres of land, and you continue on.&lt;br /&gt;
&lt;br /&gt;
Edit by Solution Spyker:  Aligning the crystals Failed - &amp;quot;For a moment you thought you saw a pattern on the seal that would allow you to align the crystals and open the door.  However you were wrong and the seal remains shut forever. Your adventure ends here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~@~ Nov 1290 (2/4) ~@~&lt;br /&gt;
You group is attacked by a pack of Drakes! Their leathery wings beat the air in fury. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Run past the enemy]&lt;br /&gt;
        [Full charge into the enemy]&lt;br /&gt;
        [Rely on magic]&lt;br /&gt;
        [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Run past the enemy]&lt;br /&gt;
&lt;br /&gt;
~@~ Dec 1290 (1/5) ~@~&lt;br /&gt;
Your group runs forward with haste. By the time the enemy realizes it, you&#039;re long gone. You&#039;ve made it safely to the next step of your adventure, but you can&#039;t help wondering what treasure could be won.&lt;br /&gt;
&lt;br /&gt;
~@~ Dec 1290 (3/5) ~@~&lt;br /&gt;
You enter a vast lair at the dungeon&#039;s end. Guarding the treasure is a Red Dragon. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Enter combat]&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Retreat]&lt;br /&gt;
        [Bribe with 80,000,000 gold]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Enter combat]&lt;br /&gt;
&lt;br /&gt;
~@~ Jan 1291 (2/5) ~@~&lt;br /&gt;
Success! The dungeon&#039;s treasure lies at your feet. You receive 120,000,000 gold, 9 gold bars, 2 acres of land, a blue potion, and a Draft of Quintain. You also earn 1 gold per acre forevermore&lt;br /&gt;
&lt;br /&gt;
~@~ Jan 1291 (5/5) ~@~ Sent to all HUD&#039;s.&lt;br /&gt;
LET IT BE KNOWN, THAT KING TOOHEY PANEER OF QUID TEMPUS HAS EMERGED VICTORIOUS FROM A MOST DANGEROUS DUNGEON QUEST, VANQUISHING THE MENACING BEAST WITHIN. HAIL TO THE HERO!!&lt;br /&gt;
&lt;br /&gt;
After the event Ultralite Soleil confirmed that Toohey Paneer was indeed the first person to complete the Dungeon Quest 29th July 2013&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11812</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11812"/>
		<updated>2017-12-17T05:49:27Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: Redirected page to Efficiency Upgrades&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Efficiency Upgrades]]&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Efficiency_Upgrades&amp;diff=11811</id>
		<title>Efficiency Upgrades</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Efficiency_Upgrades&amp;diff=11811"/>
		<updated>2017-12-17T05:47:37Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Efficiency Upgrades - Standard Hud ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Personnel Upgrades ===&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 40896 Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 46250 Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| 52052 Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| 58320 Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| 65072 Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| 72326 Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| 80100 Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Housing Upgrades ===&lt;br /&gt;
These upgrades are available early and do not appear to be dependant upon personal ship count. Each offers improved defence against Sabotage, half improve Efficiency, and some provide one-time benefits.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| Build a Cottage, improved defense against Sabo.&lt;br /&gt;
|-&lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building.&lt;br /&gt;
|-&lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building.&lt;br /&gt;
|-&lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Trader ===&lt;br /&gt;
* Total: 2g / acre  (see note below)&lt;br /&gt;
* This is given in 1g/acre increments from the Trader.  You can get this a maximum of two times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039;&#039;&#039; The regular version of the game has a maximum of 30 gold per acre. You can get there by getting all the land improvement upgrades and then getting the rest via the trader. Or, you can get +2 by buying the castle at any time. If you are already at 30 when you buy the castle you do not get 32, but you do get the other benefits the castle brings.&lt;br /&gt;
&lt;br /&gt;
== Efficiency Upgrades - Federation Hud ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| The Book Quest&lt;br /&gt;
| 2&lt;br /&gt;
| See here for more info [[Federation_HUD#Book.2C_Key_.26_Translation|Book, Key &amp;amp; Translation]]&lt;br /&gt;
|-&lt;br /&gt;
| Allies &amp;amp; Embassies&lt;br /&gt;
| 1&lt;br /&gt;
| Once you&#039;ve built 4 embassies, you get this bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Fifth Ally &amp;amp; Embassy&lt;br /&gt;
| 1&lt;br /&gt;
| Once you&#039;ve built your 5th embassy, you get this bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Jousts at Festival&lt;br /&gt;
| 1&lt;br /&gt;
| Once you&#039;ve won 10 jousts, you get this bonus.&lt;br /&gt;
|-&lt;br /&gt;
| Famine Research&lt;br /&gt;
| 3&lt;br /&gt;
| Researching Famine 20 levels gives you 3g / acre.&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon Quest&lt;br /&gt;
| 1&lt;br /&gt;
| It has been confirmed that, while random, this award may be given multiple times. As of this date (2013/8/4) the highest confirmed number is twice. for a grand total of +2g/acre (in +1g/acre increments).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Template:Navigation&amp;diff=11810</id>
		<title>Template:Navigation</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Template:Navigation&amp;diff=11810"/>
		<updated>2017-12-17T05:24:54Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Terms_Used|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Efficiency Upgrades]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mysterious Trader]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Interface]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Federation HUD]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Path to Royalty]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Citizens]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alphabetical_list_of_kingdoms|Kingdoms of Tiny Empires]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links to Outside Resources]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Troubleshooting]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Gold/Acre&amp;diff=11809</id>
		<title>Gold/Acre</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Gold/Acre&amp;diff=11809"/>
		<updated>2017-12-17T05:23:36Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: BuckarooMu moved page Gold/Acre to Efficiency Upgrades: Wiki Refactoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Efficiency Upgrades]]&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Efficiency_Upgrades&amp;diff=11808</id>
		<title>Efficiency Upgrades</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Efficiency_Upgrades&amp;diff=11808"/>
		<updated>2017-12-17T05:23:36Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: BuckarooMu moved page Gold/Acre to Efficiency Upgrades: Wiki Refactoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Production Upgrades &amp;amp; Castle (Reg Hud)==&lt;br /&gt;
* Total: 28g / acre (see note below)&lt;br /&gt;
* This includes all the production and housing upgrades along the way&lt;br /&gt;
* See list of production upgrades here &#039;&#039;&#039;&#039;&#039;[[Land Improvements]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mysterious Trader (Reg Hud)==&lt;br /&gt;
* Total: 2g / acre  (see note below)&lt;br /&gt;
* This is given in 1g/acre increments from the Trader.  You can get this a maximum of two times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039;&#039;&#039; The regular version of the game has a maximum of 30 gold per acre. You can get there by getting all the land improvement upgrades and then getting the rest via the trader. Or, you can get +2 by buying the castle at any time. If you are already at 30 when you buy the castle you do not get 32, but you do get the other benefits the castle brings.&lt;br /&gt;
&lt;br /&gt;
==The Book/The Key/The Abott (Fed Hud)==&lt;br /&gt;
* Total: 2g / acre&lt;br /&gt;
* See here for more info [[Federation_HUD#Book.2C_Key_.26_Translation|Book, Key &amp;amp; Translation]]&lt;br /&gt;
&lt;br /&gt;
==Four Allies &amp;amp; Embassies (Fed Hud)==&lt;br /&gt;
* Total: 1g / acre&lt;br /&gt;
* Once you&#039;ve built 4 embassies, you get this bonus.&lt;br /&gt;
&lt;br /&gt;
==Fifth Ally &amp;amp; Embassy (Fed Hud)==&lt;br /&gt;
* Total: 1g / acre&lt;br /&gt;
* Once you&#039;ve built your 5th embassy, you get this bonus.&lt;br /&gt;
&lt;br /&gt;
==Jousts at Festival (Fed Hud)==&lt;br /&gt;
* Total: 1g / acre&lt;br /&gt;
* Once you&#039;ve won 10 jousts, you get this bonus.&lt;br /&gt;
&lt;br /&gt;
==Famine Research (Fed Hud)==&lt;br /&gt;
* Total: 3g / acre&lt;br /&gt;
* Researching Famine 20 levels gives you 3g / acre.&lt;br /&gt;
&lt;br /&gt;
==DUNGEON QUEST COMPLETION(s) (FED HUD)==&lt;br /&gt;
* Total: 1g/acre &lt;br /&gt;
(Note) it has been confirmed that, while random, &lt;br /&gt;
 this award may be given multiple times.&lt;br /&gt;
 As of this date (2013/8/4) the highest confirmed number is twice.&lt;br /&gt;
 for a grand total of +2g/acre (in +1g/acre increments).&lt;br /&gt;
&lt;br /&gt;
==Future / Missing==&lt;br /&gt;
* Total: ?g / acre&lt;br /&gt;
* Copy / use this section to add more that have been left out.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=User_talk:WikiSysop&amp;diff=11807</id>
		<title>User talk:WikiSysop</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=User_talk:WikiSysop&amp;diff=11807"/>
		<updated>2017-12-17T05:11:12Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* Deletion of unneeded redirectes */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page for deletion ==&lt;br /&gt;
&lt;br /&gt;
Dear WikiSysop, please delete [[TraderSightings]] and its associated talkpage. This request is asserted to be uncontroversial maintenance, page has been moved to [[Trader Sightings]]. --[[User:Abigail Kohime|Abigail Kohime]] 13:33, 18 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Refactor in the works ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to be doing a major refactoring of the content here, but there have been some changes made that prevent some things. The main page is locked, so I can&#039;t update it at all. Can you either give me permission to edit or add the template &amp;lt;nowiki&amp;gt;{{Navigation}}&amp;lt;/nowiki&amp;gt; to the top of the page? Also, the &amp;quot;spam filter&amp;quot; now won&#039;t allow outbound links, so pages with links to the various Kingdom&#039;s pages, the calculator, or any other outbound link can&#039;t be edited at all without removing the link. --[[User:BuckarooMu|BuckarooMu]] ([[User talk:BuckarooMu|talk]]) 21:56, 28 November 2017 (PST)&lt;br /&gt;
&lt;br /&gt;
== Deletion of unneeded redirectes ==&lt;br /&gt;
&lt;br /&gt;
The Redirect pages &amp;quot;Trader&amp;quot;, &amp;quot;Trader Sightings&amp;quot;, and &amp;quot;TraderSightings&amp;quot; can be deleted.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Paradise&amp;diff=11806</id>
		<title>Paradise</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Paradise&amp;diff=11806"/>
		<updated>2017-12-17T05:05:54Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Kingdoms]]&lt;br /&gt;
&lt;br /&gt;
The King of Paradise, BigBadaBoom Bing, ascended with great fanfare on February 5th, 2008.  On this joyous day, we entered the list of Independent Kingdoms at #6 (16th overall) out of 33 then existing kingdoms.  Paradise is a Kingdom whose first goal is one of mutual support, invested in everyone&#039;s success and work diligently for each other to achieve that end.  We have a great sense of fun and community, and uplines giving gold and acreage to downlines is a common practice in our Kingdom.  If we have a flaw, it&#039;s that we all rise in rank so quickly that it&#039;s difficult to keep people at a low enough rank to accept wanderers and peasants. We also support people with their own ascensions.   We have done so well that area that no less than 56 other Kings/Queens have ascended to their own kingdoms after spending time under BigBadaBoom Bing, the most of any other Monarch. The kingdom also has the distinction of being the first kingdom ever in Tiny Empires to reach 500,000 acres in September 2008. Land tracts and tax amnesties are given out by the King every day, and over 1,000 Special Titles have been given out to members of the kingdom. &lt;br /&gt;
&lt;br /&gt;
(BigBadaBoom is also the Guild Leader of Cosmic Paradise in Tiny Empires 3000 and the only person in Tiny Empires history to have had a #1 ranked Kingdom and a #1 ranked Guild)&lt;br /&gt;
&lt;br /&gt;
Paradise is a very social Kingdom, and we have Kingdom-wide parties. We have a large area (measuring 256x256 meters) dedicated just for the kingdom members to hangout at. The Paradise area includes a large castle, a village, forests and a dedicated Trader area with special chairs to help people with the Trader&#039;s Generosity bonus.   Our Group Chat is active with over 1000 members.  We celebrate each other&#039;s promotions, milestone acre marks, and everything else - Birthdays and Rez days.  We share tips and strategy - many of which were developed and written by the King himself - including the [[Mysterious Trader]] page on this Wiki site. When the Trader does appear,  many of us congregate to facilitate taking best advantage of the trader&#039;s gifts, and to advise our newcomers in maximizing their trade or troubleshooting their issues.  We also understand that Tiny Empires is just a game, and not something to be taken too seriously. &lt;br /&gt;
&lt;br /&gt;
We hope you will consider joining us and being a part of this unusual and special thing we are making together.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Federation_HUD&amp;diff=11805</id>
		<title>Federation HUD</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Federation_HUD&amp;diff=11805"/>
		<updated>2017-12-17T05:03:39Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
The Federation HUD gives players a few more and different options than the standard HUD.  It demands more attention as well, since the default options for puzzles and choices presented sometimes have negative, not neutral consequences.  These penalties for an inattentive or AFK player make it not advisable (at this point anyhow) for a player that often misses turns.&lt;br /&gt;
&lt;br /&gt;
Resource management is the principal added point in Federation game play, as the player adjusts acreage and gold reserves and manages disasters and special options to keep the empire&#039;s [[Citizens|citizens]] (not to be confused with subjects) happy, healthy and within the fold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please be advised, once one has purchased the Federation HUD, the standard HUD becomes unusable.&#039;&#039;&#039;  Should one care to swap back to the standard HUD, they must contact Ultralite Soleil for a refund and re-activation of the standard HUD. Because the Federation Hud offers so many benefits that are unavailable on the standard hud, you can only get a refund if it has been less than a week since you upgraded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Path To Royalty ==&lt;br /&gt;
&lt;br /&gt;
A player who wants to become a Queen or King must first complete this series of purchases that improve grounds and assets and prepare for ascension.  The full path has 17 purchases at a total cost of about 400 million gold.  New options presented include castle beautification, roadways, cathedral construction and the like.  Some parts are multi-stepped sections (find architect, design cathedral, find location, and so on), and most offer three options for pricing and messaged outcome.&lt;br /&gt;
&lt;br /&gt;
Detailed observations from several players are recorded in the [[Path to Royalty|Path to Royalty Notes]].&lt;br /&gt;
&lt;br /&gt;
== Gold per Acre ==&lt;br /&gt;
&lt;br /&gt;
Gold per Acre can be found here &#039;&#039;&#039;&#039;&#039;[[Gold/Acre]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
&lt;br /&gt;
A new tab that replaces the Fellow tab, one can make an Ally of anyone ranking Count/Countess or above, who is not directly above or below one in their line.  In other words, if we have Players A, B and C in the same line, in that order top to bottom, Player A may form an alliance with their Liege&#039;s Liege but not their own Liege.  So A and C may be allies but not C and B nor A and B, presuming all are ranked Count or Countess or higher, of course. Also, it appears that there is a limit to how many Allies one may gain, 4 being the current noted limit.*&lt;br /&gt;
&lt;br /&gt;
(* &#039;&#039;The [[Potions#Swirly Potion|Swirly Potion]] is reported to allow you to be able to get a 5th Ally and build another Embassy to gain another 1 gold per acre production. -Nemesis&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
To gain an Ally, stand near another player. Both players must be ranked Count/Countess or higher, have the Federation add on, have fewer than 4 allies already, and cannot already be in a liege/subject relationship with the other person.  Should one player (or both) have ten (10) direct subjects already, the HUD will skip the process of offering the Liege Swap option and go more directly to the Ally option.  Sometimes it may take a few cycles of offers to get the Ally option. It has been found if you click NO to the liege/subject option that comes up first, the next round will have the alliance option.  It appears that the need to remove the HUD to initiate this process is gone and that when one is near an appropriate Ally, the option will appear in due time.&lt;br /&gt;
&lt;br /&gt;
When one examines the Allies tab, each page is for an individual Ally, and there is an option to &amp;quot;Send Ambassador&amp;quot;.  Checking that box will cause a set of options to appear on the next turn.  One then may select between the following:  to do nothing, to send a gift (worth a specific amount of gold), to send a certain amount of [[Citizens|citizens]], to build an embassy if one does not presently exist, or to break the alliance.  If one selects to send a gift, they&#039;ll find that the next month they get to chose what of a number of gift items they&#039;d prefer to send to their ally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;None&#039;&#039;&#039; of these functions allow one to directly send gold from one player to another.  However, a gift of [[Citizens|citizens]] can translate into significant long-term gold for one&#039;s ally through increased tax credits at census time and percentage bonuses to monthly homage income.&lt;br /&gt;
&lt;br /&gt;
Breaking an alliance is difficult and expensive.  It costs gold at a level comparable to building an embassy.  Also, after breaking an alliance, a period of 24 online hours is enforced before one is able to make a replacement embassy, with the additional loss of gold production for that period if one formerly had four allies with embassies.&lt;br /&gt;
&lt;br /&gt;
If at a later time an ally becomes a direct ( above or below ) then the alliance is broken along with any benefits ( embassy ).&lt;br /&gt;
&lt;br /&gt;
==  Embassy ==&lt;br /&gt;
&lt;br /&gt;
An embassy can be purchased, which will be built in the empire of one of your allies. The cost of an embassy is considerable (a bit over five times the cost of an acre of land).&lt;br /&gt;
&lt;br /&gt;
Once an Embassy is built, additional offers may appear. One type of offer is for the recipient of the embassy to read confidential papers of their ally. The offer also suggests that the ally might not find out. The cost to read the papers is considerable. The benefits/consequences of reading the papers is questionable.&lt;br /&gt;
&lt;br /&gt;
Embassies increase the frequency of offers to sell land at a higher cost.&lt;br /&gt;
&lt;br /&gt;
When one is sabotaged, if an ally with embassy is online that ally may get an opportunity to pay for an investigation.  A successful investigation reverses the effects of sabotage and causes the perpetrator to lose the same number of acres.&lt;br /&gt;
&lt;br /&gt;
The main benefit of having an embassy is that the strengthened diplomatic relations let you transfer [[Citizens|citizens]] without losing as many of them. You can also send more citizens at one time. Without an embassy, 60 % of the [[Citizens|citizens]] you transfer to an ally will leave for parts unknown. If you do have an embassy, only 25 % will be disgruntled and leave.&lt;br /&gt;
&lt;br /&gt;
Maintaining four alliances and supporting four embassies is rewarded with increased production of +1 gold per acre per month.&lt;br /&gt;
&lt;br /&gt;
== Festival ==&lt;br /&gt;
&lt;br /&gt;
The Festival is a recurring game feature much like The [[Mysterious Trader]].  A Festival requires a year and a bit to complete the process.  It encompasses a series of events beginning with an announcement in [[Calendar|September]] that the upcoming year will be a Festival year.  The fee to participate, if desired, is roughly equal to an acre&#039;s purchase price.&lt;br /&gt;
&lt;br /&gt;
September - festival is announced. Online Kings and Queens get an opportunity to bid to host the Festival.&lt;br /&gt;
&lt;br /&gt;
December - pay approx one land&#039;s purchase price to join the festival.&lt;br /&gt;
&lt;br /&gt;
January - festival begins, income from land is doubled for the year and Kazim&#039;s Booth appears (new on Jan 8, 2012 - see below)&lt;br /&gt;
&lt;br /&gt;
February - pay 10 gold to the [[Fortune Teller]] for a cryptic fortune (or to get the key to the mysterious book if she notices)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jousting&#039;&#039;&#039; requires the donation of one acre (unless the [[Potions#Draught_of_Quintain|Draught of Quintain]] is in effect) and consists of three one-on-one matches over the course of the entire Julie Apocalypse Memorial Tournament.  Victory in three matches earns a substantial purse of gold, a gold bar and bonus [[Citizens|citizens]] for each entrant who accomplishes it.  &lt;br /&gt;
&lt;br /&gt;
Winning one or two matches gains acclaim and notoriety but nothing else. The jousting appears to be a Rock/Paper/Scissors game with facing East giving the advantage in a tied result. Thus a jouster facing west has a 1 in 3 chance to win and facing east has a 2 in 3 chance to win.&lt;br /&gt;
&lt;br /&gt;
Attendees at the festival who are not jousting often have the chance to wager on featured matches.  &lt;br /&gt;
&lt;br /&gt;
Should one win all three matches in 10 jousts, a special award of 1 gold per acre increased production is received.  Quite a few players have now achieved this accolade.  The first to do so was Jousting Queen Julie Apocalypse of Bohemia.&lt;br /&gt;
&lt;br /&gt;
A new feature was seen in the Festival on Jan 8, 2012. In the January turn Kazim&#039;s Booth made an appearence. This allows a number of gold bars to be purchased (between 2 and 5 seen so far) and to be sold (only 2 seen so far).&lt;br /&gt;
&lt;br /&gt;
== The Abbot ==&lt;br /&gt;
&lt;br /&gt;
Every so often (once a day or so), you may be visited by the Abbot of a local monastery. He will ask for a donation of 10% of your current gold balance. If you give him the gold, one of several things will happen:&lt;br /&gt;
&lt;br /&gt;
* He will pass on a portion of the money to each of your direct subjects. These payments often total less than the donated amount (however they can total more depending on the rank of your subjects, especially if you&#039;ve [[Citizens#Disaster_research|researched disease]]), but it is one of the few ways to give gold to your direct subjects.&lt;br /&gt;
* Each of your directs subjects will receive one acre of your personal land.&lt;br /&gt;
* You will receive a &amp;quot;warm feeling&amp;quot; - and nothing else. No benefit to you or your subjects.&lt;br /&gt;
* The Abbot may offer to translate your book (see [[Federation_HUD#Book.2C_Key_.26_Translation|Book, Key &amp;amp; Translation]] below).&lt;br /&gt;
* The Abbot may leave leave a pair of Gold Bars on your doorstep. This happens rarely, but is more likely to occur if you have fully researched disease.&lt;br /&gt;
&lt;br /&gt;
If you fully [[Citizens#Disaster_research|research disease]], the Abbot will ask for less money (5% of your total) and will always give to your subjects - no more &amp;quot;warm feelings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Book, Key &amp;amp; Translation ==&lt;br /&gt;
&lt;br /&gt;
One time, you will receive an old locked book from the [[Mysterious Trader]]. This book can only be opened with a key received from the [[Fortune Teller]]. Lastly, the book can only be read (translated) by the [[Federation_HUD#The_Abbot|Abbot]]. The net result is an increase of +2 gold per acre per month. A Bronze potion can be purchased from the Alchemist to force the next stage in the sequence (ie getting the key from the Fortune Teller or the translation from the Abbot).&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
[[Citizens]] are now the subject of an independent article.&lt;br /&gt;
&lt;br /&gt;
== Alchemist ==&lt;br /&gt;
The coming of the Alchemist is marked by the appearance of a red moon. You can purchase potions from the Alchemist in exchange for Gold Bars. The Alchemist does not appear to you if you do not have any gold bars. &lt;br /&gt;
&lt;br /&gt;
=== Gold Bars ===&lt;br /&gt;
&lt;br /&gt;
* Found in the weeds of an acre which is bought&lt;br /&gt;
* Found when selling an acre - &amp;quot;Fortune smiles on you.  While taking one last look around the acre of land you sold, you see a gold bar.&amp;quot;&lt;br /&gt;
* Won at jousting&lt;br /&gt;
* Being voted King &amp;amp; Queen / Queen &amp;amp; Queen / King &amp;amp; King at the Festival Ball (10 Gold bars each)(Partners need to be on the Federation HUD to receive the gold, but only one party need have attended the Festival)&lt;br /&gt;
* [[Mysterious Trader]] deal (5 Gold Bars)&lt;br /&gt;
* Donating to the Abbot sometimes gives 2 gold bars, even if you have disease researched. Message seen on HUD: &#039;&#039;&amp;quot;The abbot bows &amp;amp; thanks you effusively for your donation. He rushes back to his monastry with your gold. A warm feeling envelops you as you discover a pair of gold bars resting on your doorstep.&amp;quot;&#039;&#039; (NOTE: Your direct subjects will not receive anything when you get gold bars, even if you have disease researched - confirmed by KK).&lt;br /&gt;
* Some Path to Royalty steps will give you 5 gold bars.  (top architect in the land (+5gold bars) &amp;amp; crow jewels (+5gold bars))&lt;br /&gt;
* When you are sent any gift from an ally through the ambassador - Seems up to 3 gold bars have been seen from this method. Sender sees this text: &#039;&#039;&amp;quot;You have arranged to send [gift name] to [your ally].  Hidden in the box was a gold bar! It wasn&#039;t yours. Perhaps just a mix-up with the courier.&amp;quot;&#039;&#039; Recipient sees this text: &#039;&#039;&amp;quot;Your ally [name] sent you a gift. You receive a [gift name].  Hidden in the box was a gold bar. Your ally claims no knowledge of if, so you keep it.&amp;quot;&#039;&#039;  The recipient of the gift receives the gold bars.&lt;br /&gt;
&lt;br /&gt;
Note: If you have any gold bars, they will appear on your account tab, on page 2.&lt;br /&gt;
&lt;br /&gt;
===Moon Text===&lt;br /&gt;
&lt;br /&gt;
When the moon starts to turn red, and shimmer and return to normal (3 turn process), the follow occurs for anyone who has a gold bar.  Everyone sees the first message, the second, third message depends on whether you have gold bars or not.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The moon glimmers redly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Villagers on the outskirts of the kingdom send reports that an alchemist is headed this way.  Her covered wagon is decorated with intricate patterns. She will be here soon.&amp;quot;&lt;br /&gt;
OR&lt;br /&gt;
&amp;quot;The moon shimmers with a red glow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Alchemist has parked her red covered wagon at the edge of the forest tonight. Hundreds of potions line the shelves inside, in small glass vials. Prices are listed in gold bars. You quickly count your stack: XX bars&amp;quot;&lt;br /&gt;
OR&lt;br /&gt;
&amp;quot;The moon returns to normal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The moon above glares a dull red. The Alchemist beckons as you draw near.  She offers you this selection of potions.  Which will you buy?&amp;quot;&lt;br /&gt;
You then get to choose from a scrolling menu a selection of three vials if you pay the Alchemist a Gold Bar.&lt;br /&gt;
&lt;br /&gt;
===New Potion Mixtures===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Potion Mixtures]]&#039;&#039;&#039;&#039;&#039; (Moved to its own page)&lt;br /&gt;
&lt;br /&gt;
===Potions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Potions]]&#039;&#039;&#039;&#039;&#039; (Moved to its own page)&lt;br /&gt;
&lt;br /&gt;
== Dungeon Quest ==&lt;br /&gt;
&lt;br /&gt;
The quest starts after a mixture from the alchemist, to which no record was kept as the expected result would have been inert.  &lt;br /&gt;
&lt;br /&gt;
If you get a word for the quest and before you get the quest get another word from alchemist or fortune teller do not think you will get 2 quests. The first word will be replaced by the second word. It happend to me and didn&#039;t get a change to play a quest at all. After that it was confirmed by the emperor this would happen. This changed mid 2014 where if you have a word and you get another crackling mixture, you will generally get a gold bar and your word is still in play.&lt;br /&gt;
&lt;br /&gt;
This note-card does not guarantee success as the options between quests may differ from person to person, but is a record of the event.&lt;br /&gt;
&lt;br /&gt;
~@~ Feb 1290 ~@~&lt;br /&gt;
Remarkable! The mixture quickly evaporates, forming a delicate cloud above the flask. Tendrils of vapor writhe into the shape of letter. Soon, the word &amp;quot;Friend&amp;quot; hang in the air, then dissipates. What wizardry is this?&lt;br /&gt;
&lt;br /&gt;
~@~ Apr 1290 ~@~&lt;br /&gt;
An interesting discovery is made in the hills of a nearby estate. It&#039;s a stone door, sealed with magical energy it appears to be a passage leading down into the earth. You plan to investigate in the next month or two.&lt;br /&gt;
&lt;br /&gt;
~@~ May 1290 ~@~&lt;br /&gt;
As you approach the stone door, a voice hails from the magic aura shimmering over the stone. &amp;quot;Speak, traveler. What is the word?&amp;quot; You respond: [Friend] &lt;br /&gt;
&lt;br /&gt;
~@~ Jun 1290 (1/3) ~@~&lt;br /&gt;
The magical glow enshrouding the stone door is dispelled. The voice utters, &amp;quot;A good memory ... or a good guess. You may enter the dungeon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~@~ Jun 1290 (3/3) ~@~&lt;br /&gt;
The dungeon lies under the property of a near by land owner. She is  being unreasonable and wont let you explore it unless you grant 8 acres of your land to her. Will you pay it. PAYED 8 ACRES&lt;br /&gt;
&lt;br /&gt;
~@~ Jul 1290 (2/6) ~@~&lt;br /&gt;
You transfer 8 acres of land to the land owner.  Now you have free access to the dungeon.  The stone door swings open and your party of adventurers dives in...&lt;br /&gt;
&lt;br /&gt;
~@~ Jul 1209 (3/6) ~@~&lt;br /&gt;
Your expedition is in the anti chamber of the dungeon, there are 3 exits from this room which way do you go. ( 3 options) &lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Left]&lt;br /&gt;
        [North East]&lt;br /&gt;
        [Down the staircase]&lt;br /&gt;
    Chosen:&lt;br /&gt;
        [Down the staircase]&lt;br /&gt;
&lt;br /&gt;
~@~ Aug 1290 (1/6) ~@~&lt;br /&gt;
Your chosen direction leads into a room full of treasure. You and your party stuff your packs with gold and silver jewelry worth at least 50,000,000 gold. Your adventure continues.&lt;br /&gt;
&lt;br /&gt;
~@~  Aug 1290 (3/6) ~@~&lt;br /&gt;
A hideous crone bars your path.  She warns you away from the dungeon, saying she has foreseen your doom.  She offers a tarot reading to prove her claim. It will cost 25,000,000 g. Pay it? &lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (1/6) ~@~&lt;br /&gt;
The crone accepts your tithe of 25,000,000 gold. She produces a deck of the Major Arcana.  She enters a trance and mutters a few words.  Finally she draws one card.&lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (3/6) ~@~&lt;br /&gt;
The crone reveals a card. It is The Star. The crone is left starstruck, angered at your good fortune. She stomps away, muttering to herself. You continue on.&lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (4/6) ~@~&lt;br /&gt;
A group of Orcs jumps your party! Their fearsome fangs drip with rancid blood. What action will you take? &lt;br /&gt;
    Options:-&lt;br /&gt;
        [Full charge into the enemy]&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Run past the enemy]&lt;br /&gt;
        [Rely on magic]&lt;br /&gt;
        [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
~@~ Oct 1290 (1/5) ~@~&lt;br /&gt;
You move your warriors to the front, and set to battle. Though the enemy fights tooth and nail, your steel is stronger. You prevail, finding treasure worth 17,000,000 gold, Your adventure continues.&lt;br /&gt;
&lt;br /&gt;
~@~ Oct 1290 (3/5) ~@~&lt;br /&gt;
The way is blocked by an ornate round seal, covered with gems. At the centre is a yellow crystal with a slot for a key. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Bash it down]&lt;br /&gt;
        [Unlock with magic]&lt;br /&gt;
        [Align the crystals]&lt;br /&gt;
        [Pick the lock]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Align the crystals]&lt;br /&gt;
&lt;br /&gt;
~@~ Nov 1290 (1/4) ~@~&lt;br /&gt;
You&#039;ve notice a pattern on the seal that matches the gems on its surface. By rotating the center, you align the crystals and the seal springs open! You found the deed to 3 acres of land, and you continue on.&lt;br /&gt;
&lt;br /&gt;
Edit by Solution Spyker:  Aligning the crystals Failed - &amp;quot;For a moment you thought you saw a pattern on the seal that would allow you to align the crystals and open the door.  However you were wrong and the seal remains shut forever. Your adventure ends here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~@~ Nov 1290 (2/4) ~@~&lt;br /&gt;
You group is attacked by a pack of Drakes! Their leathery wings beat the air in fury. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Run past the enemy]&lt;br /&gt;
        [Full charge into the enemy]&lt;br /&gt;
        [Rely on magic]&lt;br /&gt;
        [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Run past the enemy]&lt;br /&gt;
&lt;br /&gt;
~@~ Dec 1290 (1/5) ~@~&lt;br /&gt;
Your group runs forward with haste. By the time the enemy realizes it, you&#039;re long gone. You&#039;ve made it safely to the next step of your adventure, but you can&#039;t help wondering what treasure could be won.&lt;br /&gt;
&lt;br /&gt;
~@~ Dec 1290 (3/5) ~@~&lt;br /&gt;
You enter a vast lair at the dungeon&#039;s end. Guarding the treasure is a Red Dragon. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Enter combat]&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Retreat]&lt;br /&gt;
        [Bribe with 80,000,000 gold]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Enter combat]&lt;br /&gt;
&lt;br /&gt;
~@~ Jan 1291 (2/5) ~@~&lt;br /&gt;
Success! The dungeon&#039;s treasure lies at your feet. You receive 120,000,000 gold, 9 gold bars, 2 acres of land, a blue potion, and a Draft of Quintain. You also earn 1 gold per acre forevermore&lt;br /&gt;
&lt;br /&gt;
~@~ Jan 1291 (5/5) ~@~ Sent to all HUD&#039;s.&lt;br /&gt;
LET IT BE KNOWN, THAT KING TOOHEY PANEER OF QUID TEMPUS HAS EMERGED VICTORIOUS FROM A MOST DANGEROUS DUNGEON QUEST, VANQUISHING THE MENACING BEAST WITHIN. HAIL TO THE HERO!!&lt;br /&gt;
&lt;br /&gt;
After the event Ultralite Soleil confirmed that Toohey Paneer was indeed the first person to complete the Dungeon Quest 29th July 2013&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Terms_Used&amp;diff=11804</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Terms_Used&amp;diff=11804"/>
		<updated>2017-12-17T05:00:59Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* Mysterious Trader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
== [[Mysterious Trader]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Mysterious Trader&amp;quot; is a function of the game, like the puzzles, that appears randomly every 36 - 72 hours, offers something for a high price (roughly 2 acres current cost).  The Trader will tell what was awarded only AFTER payment is received.  The full process takes a few months with a few months warning of his impending arrival.  All but one of his offerings are better than break even.  Each kingdom is visited separately by the Trader at differing times. More details about the Trader and his bonuses are listed on the [[Mysterious Trader]] page.&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
Federation HUD users will note that the fourth tab that used to be marked Fellows, is now for Allies.  Alliances may be formed only between Federation HUD players, therefore ranking Count/Countess or higher. Forming an Alliance is a process similar to taking a new liege in that the two prospective allies need only stand near each other until the option to form an alliance is presented on one of their HUDs.  Allies may send citizens or gifts to each other, and the alliance may be broken (for a price).&lt;br /&gt;
&lt;br /&gt;
== Bribes ==&lt;br /&gt;
&lt;br /&gt;
Offers made to prospective Subjects in order to lure them to change/swap lieges.  At higher ranks, bribes may be entered on the behalf of members of one&#039;s down-line.  One should understand that bribes and such are a function of the game, and hopefully won&#039;t be taken as a personal assault, insult or other hurtful sentiment.  Changing lieges can be done strategically, randomly or for frivolous reasons.&lt;br /&gt;
&lt;br /&gt;
== Census ==&lt;br /&gt;
&lt;br /&gt;
In [[Calendar|January]] of each even-numbered year, a census is taken. Players that have subjects receive a certain amount of gold for each &#039;&#039;direct&#039;&#039; subject, tied to the size of their realm.  Also, users of the [[Federation HUD]] receive extra gold based on their [[Citizens|citizen]] score, one gold for every [[Ranks|(Rank)]] citizens.&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
On the Federation HUD, beneath the lines for acres and gold is a third line for Population.  This is a third score that tracks the number of citizens in the realm.&lt;br /&gt;
&lt;br /&gt;
Citizens are &#039;&#039;not&#039;&#039; Subjects.  They are simply a number score like gold and acres.  As the realm grows (or shrinks), its theoretical capacity changes and so does the citizen score.  The number of subjects and their ranks beneath is a factor, as well as one&#039;s own rank.  Other factors affect the citizen score, including responses to disasters, gifts from allies, jousting victories, and one-off special events.&lt;br /&gt;
&lt;br /&gt;
More details are found at the [[Citizens]] page.&lt;br /&gt;
&lt;br /&gt;
== Down-Line ==&lt;br /&gt;
&lt;br /&gt;
Common term for &#039;&#039;&#039;all&#039;&#039;&#039; of the players beneath one in the liege line ... one&#039;s subjects, and their subjects, and so on.&lt;br /&gt;
&lt;br /&gt;
== Fellows ==&lt;br /&gt;
&lt;br /&gt;
These are folks that also report directly to the same Liege.  They are identified mostly to aid good social interaction, as it might not be taken well to bribe away another Fellow&#039;s subjects.  Tact and respect within the line is usually a good idea for happy game play. (Note: this is a tab in the original HUD. In the Federation HUD, it is replaced with &#039;Allies.&#039;)&lt;br /&gt;
&lt;br /&gt;
== Housing ==&lt;br /&gt;
&lt;br /&gt;
Upgrades to living conditions for one&#039;s workers (as described in the Offers), generate greater productivity, efficiency, and at the higher levels, protection from sabotage (reducing the number of acres lost).&lt;br /&gt;
&lt;br /&gt;
== Kingdom of (xyz) ==&lt;br /&gt;
&lt;br /&gt;
Some players, [[Monarchs|Kings and Queens]], have earned the honour of rule over a formal Kingdom within the Empire.  They choose the name for their Kingdom, and are able to bestow special titles, tax breaks and other goodies upon their loyal populace.  Can result in reduced taxes, may earn honorific titles, and be prone to throw more parties (no empirical data on this last point).&lt;br /&gt;
&lt;br /&gt;
An [[Alphabetical list of kingdoms]], an historical record of the [[Top 25 Kingdoms]], and a June 2008 [[List of Kingdoms and Monarchs]] are available.&lt;br /&gt;
&lt;br /&gt;
== Land, Buying ==&lt;br /&gt;
&lt;br /&gt;
The main goal in the game is to acquire more land.  Buying land, having the funds to do so, or helping one&#039;s subject acquire more acreage is of the utmost importance.  For this reason, strategy can be essential.  Planning for taxes, leasehold improvements, visits from The Trader as well as bribing new subjects to the line all come into play as one increases their total acreage.&lt;br /&gt;
&lt;br /&gt;
== Land, Giving ==&lt;br /&gt;
&lt;br /&gt;
At times one may find that they can strengthen their ability to retain subjects by granting them acres, thus reducing their overhead.  Certain Trader options call for the exchanging of parcels to reap benefits.  Brand new, liege-less players pretty much need someone to hand them a few acres to get them going. Offers to give one acre of land will appear in the HUD on a random basis. Stand next to the player one wishes to grant an acre, and when the option to give an acre to the person noted in the Offers tab appears, check &#039;yes&#039; and allow the month to turn over. Note that lower ranked players may not be allowed to give higher ranked players land- if the difference is too great, an message indicating the transfer has failed will appear in the next turn.&lt;br /&gt;
&lt;br /&gt;
== Land, Selling ==&lt;br /&gt;
The option to sell an acre is always paired with the opportunity to buy an acre. The sale price is typically two thirds or three quarters of the buy price. If one were to both buy and sell an acre per turn this would result in a net loss of gold while retaining the same personal acreage count. However, there are instances presented every so often where the sale price per acre will be significantly greater than the purchase price. When this happens, one may buy and sell an acre in the same turn, retain the same number of personal acres and yet make a profit in gold.&lt;br /&gt;
&lt;br /&gt;
== Leasehold Improvements ==&lt;br /&gt;
&lt;br /&gt;
In short, anything one can do to improve their &amp;quot;land&amp;quot; is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Liege ==&lt;br /&gt;
&lt;br /&gt;
The person one reports to directly above, often a source of information, Loyalty Rewards (for turning down bribe offers), and help in acquiring more subjects (through arranged bribes/liege swaps).  A good liege will help those underneath them, in their &amp;quot;down-line&amp;quot; maintain their subjects by assisting with some gifted acres here and there, helping get newer players up and running, finding new subjects for folks as well as providing advice and information.&lt;br /&gt;
&lt;br /&gt;
== Loyalty ==&lt;br /&gt;
&lt;br /&gt;
When a Subject declines a Bribe, their Liege will be presented with an opportunity to reward their Loyalty with a reward in Gold.  This is not mandatory, but does seem to foster greater future Loyalty and fond feelings up and down one&#039;s line.  Although expensive, consider the replacement cost of bribing a new subject, as well as the loss of income from reduced acreage and homage payments.  Happy Subjects are Loyal productive members of the Empire.&lt;br /&gt;
&lt;br /&gt;
However, while your HUD may ask you to pay 150,000 gold as a loyalty bonus, the subject may get as little as 2,000 of that. The more times they refuse a bribe, the larger their share of what the Liege pays. So some of us feel it is far more cost-effective to the Liege and beneficial to the Subject to decline to pay, but then pass the subject one or more acres as soon as possible. In most cases this will be better for the Subject, for even if they sell the land they are likely to get more gold than if the Liege paid them through the HUD. After a few times of refusing to pay, the HUD will stop asking, it appears.&lt;br /&gt;
&lt;br /&gt;
== Oxen, Horses, etc. ==&lt;br /&gt;
&lt;br /&gt;
Much like Housing, improvements here pay off in increase productivity, gold per acre, etc.   At times they need to be replaced or may improbably convert (you&#039;ll know when you see it, I&#039;ll not spoil the laughable surprises) to other and yet profitable forms.&lt;br /&gt;
&lt;br /&gt;
== Pruning ==&lt;br /&gt;
&lt;br /&gt;
Every so often one is given the chance to &amp;quot;prune&amp;quot; one&#039;s subjects, cutting them off one&#039;s own line.  Much discussion of the merits of this strategy have yielded inconclusive results.  Some suggest that if one&#039;s line is nearly full (see Rule of 10) that an inactive Subject might need to be removed via &amp;quot;pruning&amp;quot;.  Otherwise there seems to lack a reason for this other than the personal.&lt;br /&gt;
&lt;br /&gt;
== Puzzles &amp;amp; Polls ==&lt;br /&gt;
&lt;br /&gt;
Appearing in Offers randomly, they challenge us with math, logic and guessing how the populace at large will vote.  New puzzles appear at the pleasure of the Emperor, be warned!  As a general rule, the populace tends to vote NO without consideration of the actual correct response.&lt;br /&gt;
&lt;br /&gt;
== Rank: Emperor ==&lt;br /&gt;
&lt;br /&gt;
Ultralite Soleil - the creator of Tiny Empires, is in the top position of the ranking pyramid, is the writer of code, fixer of server crashes, puzzler of puzzles.  He&#039;s the GOD of Tiny Empires, let&#039;s face it. &lt;br /&gt;
&lt;br /&gt;
== Rank: King/Queen ==&lt;br /&gt;
&lt;br /&gt;
The highest ordinary player rank, just below the level of Emperor.  At one time only the top 10 in terms of total acreage were considered direct subjects of the Emperor, with others termed &amp;quot;independent&amp;quot; or &amp;quot;rogue&amp;quot; kingdoms.  Today all of the 120+ [[Monarchs|monarchs]] are treated as direct subjects of Emperor Soleil.&lt;br /&gt;
&lt;br /&gt;
== Rule of 10 ==&lt;br /&gt;
&lt;br /&gt;
No one, except the emperor, may have more than 10 folks reporting directly to them. The game will not allow someone with 10 subjects to gain another.  &lt;br /&gt;
&lt;br /&gt;
At one time the emperor was also limited to ten direct subjects.  If the emperor already had 10 subjects and someone with enough total land accepted the offer to join the emperor, the subject with the lowest number of acres was pushed out to make room for the new subject.  The pushed out subject became liege-less and had to find a new liege in order to begin receiving income and offers again.&lt;br /&gt;
&lt;br /&gt;
== Sabotage ==&lt;br /&gt;
&lt;br /&gt;
Every so often, one is given the option to &amp;quot;attack&amp;quot; another player by hiring a rogue.  This is a costly undertaking, and can create enmity, with a limited return of wresting a paltry few acres from an opponent.  If, perchance, the opposing player is on the cusp of promotion, this will slow their advance, however depending upon the quality of their housing/castle/keep, the attack will yield a few acres ONLY (1 - 8 has been noted lost so far), and may prompt other players to band together to bribe away subjects or attack in turn.  As upsetting as many players do find it to be the subject of a sabotage attack, one should keep in mind that this action is a part of planned for game play and note that rarely is the acreage lost anywhere equal to the cost paid for the services of saboteurs.&lt;br /&gt;
&lt;br /&gt;
== Subject ==&lt;br /&gt;
&lt;br /&gt;
Those directly beneath the player, as well as the rest of one&#039;s &amp;quot;down-line&amp;quot;, in a larger sense.  These folks add to the total acreage count, pay homage (gold) and help the Empire grow.  Taking care of those underneath is essential to moving forward in Tiny Empires, as the more folks underneath, the more they can all in turn get underneath them, the more acres one has to earn homage from in turn.  Having a wider base, more direct subjects vs. one or two with huge down-lines might be more desirable, as it protects one from dropping in rank should someone underneath leave for another liege.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
&lt;br /&gt;
Are inevitable (most of the time) in Tiny Empires as in RL, appearing every [[Calendar|December]].  Should one lack sufficient funds to cover their taxes, their land will be sold until the costs are covered. (The usual rate on this is roughly 2/3 of the buying price.)  Plan accordingly or suffer the consequences and possible demotion in rank (if it takes one below the rank / acre count needed).  Tax rebates appear in [[Calendar|January]] of even-numbered years, tied to the census.&lt;br /&gt;
&lt;br /&gt;
[[Monarchs]] can grant three-year tax amnesties to their kingdoms periodically.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
&lt;br /&gt;
Honorific titles may be bestowed upon loyal and favored subjects by their Queen or King, those carrying a title will see it appear before their name on their HUD (&amp;quot;Wiki Scribe&amp;quot; Princess Madame Maracas of the Celestial Queendom, for example) and will be announced to all active players as a notice on their HUDs.  Title giving may only be done by one&#039;s Queen or King, and the process is a little bit involved, here is a distillation of the process.  &lt;br /&gt;
&lt;br /&gt;
When a Queen or King decides to bestow a title upon one of their down line, they wait for the option to begin the process to appear, then they will pay a rather large sum of money, how painful a price depends on size of their realm (total not personal acreage).  After payment has been received, they &amp;quot;give favor&amp;quot; to their subject, thus selecting upon whom they will be bestowing the new title.  The Queen or King will be able to create the special title, which will be &amp;quot;broadcast&amp;quot; game-wide on the successive turn, during the third month of the sequence.  The Queen or King then also has the option to bestow upon their newly titled subject 5 acres at no extra cost, the favored subject will receive the acres during the fifth month.  The &amp;quot;favored&amp;quot; one and their direct subjects will have a higher chance of finding treasure and gold windfalls for the next 7 months.&lt;br /&gt;
&lt;br /&gt;
As of March 2, 2008, the Emperor has announced that Titles given in one Kingdom will &amp;quot;decay&amp;quot; if the Titled Person moves to a different Kingdom. The amount of time before a title disappears is not known at this time. If the Titled Person moves back to the Kingdom they were given the Title in, it will stay in force - provided they move before the Title has expired completely.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Terms_Used&amp;diff=11803</id>
		<title>Terms Used</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Terms_Used&amp;diff=11803"/>
		<updated>2017-12-17T05:00:31Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* Trader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
== [[Mysterious Trader]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Mysterious Trader&amp;quot; is a function of the game, like the puzzles, that appears randomly every 36 - 72 hours, offers something for a high price (roughly 2 acres current cost).  The Trader will tell what was awarded only AFTER payment is received.  The full process takes a few months with a few months warning of his impending arrival.  All but one of his offerings are better than break even.  Each kingdom is visited separately by the Trader at differing times. More details about the Trader and his bonuses are listed [[Trader Sightings|here]].&lt;br /&gt;
&lt;br /&gt;
== Allies ==&lt;br /&gt;
&lt;br /&gt;
Federation HUD users will note that the fourth tab that used to be marked Fellows, is now for Allies.  Alliances may be formed only between Federation HUD players, therefore ranking Count/Countess or higher. Forming an Alliance is a process similar to taking a new liege in that the two prospective allies need only stand near each other until the option to form an alliance is presented on one of their HUDs.  Allies may send citizens or gifts to each other, and the alliance may be broken (for a price).&lt;br /&gt;
&lt;br /&gt;
== Bribes ==&lt;br /&gt;
&lt;br /&gt;
Offers made to prospective Subjects in order to lure them to change/swap lieges.  At higher ranks, bribes may be entered on the behalf of members of one&#039;s down-line.  One should understand that bribes and such are a function of the game, and hopefully won&#039;t be taken as a personal assault, insult or other hurtful sentiment.  Changing lieges can be done strategically, randomly or for frivolous reasons.&lt;br /&gt;
&lt;br /&gt;
== Census ==&lt;br /&gt;
&lt;br /&gt;
In [[Calendar|January]] of each even-numbered year, a census is taken. Players that have subjects receive a certain amount of gold for each &#039;&#039;direct&#039;&#039; subject, tied to the size of their realm.  Also, users of the [[Federation HUD]] receive extra gold based on their [[Citizens|citizen]] score, one gold for every [[Ranks|(Rank)]] citizens.&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
On the Federation HUD, beneath the lines for acres and gold is a third line for Population.  This is a third score that tracks the number of citizens in the realm.&lt;br /&gt;
&lt;br /&gt;
Citizens are &#039;&#039;not&#039;&#039; Subjects.  They are simply a number score like gold and acres.  As the realm grows (or shrinks), its theoretical capacity changes and so does the citizen score.  The number of subjects and their ranks beneath is a factor, as well as one&#039;s own rank.  Other factors affect the citizen score, including responses to disasters, gifts from allies, jousting victories, and one-off special events.&lt;br /&gt;
&lt;br /&gt;
More details are found at the [[Citizens]] page.&lt;br /&gt;
&lt;br /&gt;
== Down-Line ==&lt;br /&gt;
&lt;br /&gt;
Common term for &#039;&#039;&#039;all&#039;&#039;&#039; of the players beneath one in the liege line ... one&#039;s subjects, and their subjects, and so on.&lt;br /&gt;
&lt;br /&gt;
== Fellows ==&lt;br /&gt;
&lt;br /&gt;
These are folks that also report directly to the same Liege.  They are identified mostly to aid good social interaction, as it might not be taken well to bribe away another Fellow&#039;s subjects.  Tact and respect within the line is usually a good idea for happy game play. (Note: this is a tab in the original HUD. In the Federation HUD, it is replaced with &#039;Allies.&#039;)&lt;br /&gt;
&lt;br /&gt;
== Housing ==&lt;br /&gt;
&lt;br /&gt;
Upgrades to living conditions for one&#039;s workers (as described in the Offers), generate greater productivity, efficiency, and at the higher levels, protection from sabotage (reducing the number of acres lost).&lt;br /&gt;
&lt;br /&gt;
== Kingdom of (xyz) ==&lt;br /&gt;
&lt;br /&gt;
Some players, [[Monarchs|Kings and Queens]], have earned the honour of rule over a formal Kingdom within the Empire.  They choose the name for their Kingdom, and are able to bestow special titles, tax breaks and other goodies upon their loyal populace.  Can result in reduced taxes, may earn honorific titles, and be prone to throw more parties (no empirical data on this last point).&lt;br /&gt;
&lt;br /&gt;
An [[Alphabetical list of kingdoms]], an historical record of the [[Top 25 Kingdoms]], and a June 2008 [[List of Kingdoms and Monarchs]] are available.&lt;br /&gt;
&lt;br /&gt;
== Land, Buying ==&lt;br /&gt;
&lt;br /&gt;
The main goal in the game is to acquire more land.  Buying land, having the funds to do so, or helping one&#039;s subject acquire more acreage is of the utmost importance.  For this reason, strategy can be essential.  Planning for taxes, leasehold improvements, visits from The Trader as well as bribing new subjects to the line all come into play as one increases their total acreage.&lt;br /&gt;
&lt;br /&gt;
== Land, Giving ==&lt;br /&gt;
&lt;br /&gt;
At times one may find that they can strengthen their ability to retain subjects by granting them acres, thus reducing their overhead.  Certain Trader options call for the exchanging of parcels to reap benefits.  Brand new, liege-less players pretty much need someone to hand them a few acres to get them going. Offers to give one acre of land will appear in the HUD on a random basis. Stand next to the player one wishes to grant an acre, and when the option to give an acre to the person noted in the Offers tab appears, check &#039;yes&#039; and allow the month to turn over. Note that lower ranked players may not be allowed to give higher ranked players land- if the difference is too great, an message indicating the transfer has failed will appear in the next turn.&lt;br /&gt;
&lt;br /&gt;
== Land, Selling ==&lt;br /&gt;
The option to sell an acre is always paired with the opportunity to buy an acre. The sale price is typically two thirds or three quarters of the buy price. If one were to both buy and sell an acre per turn this would result in a net loss of gold while retaining the same personal acreage count. However, there are instances presented every so often where the sale price per acre will be significantly greater than the purchase price. When this happens, one may buy and sell an acre in the same turn, retain the same number of personal acres and yet make a profit in gold.&lt;br /&gt;
&lt;br /&gt;
== Leasehold Improvements ==&lt;br /&gt;
&lt;br /&gt;
In short, anything one can do to improve their &amp;quot;land&amp;quot; is a good idea.&lt;br /&gt;
&lt;br /&gt;
== Liege ==&lt;br /&gt;
&lt;br /&gt;
The person one reports to directly above, often a source of information, Loyalty Rewards (for turning down bribe offers), and help in acquiring more subjects (through arranged bribes/liege swaps).  A good liege will help those underneath them, in their &amp;quot;down-line&amp;quot; maintain their subjects by assisting with some gifted acres here and there, helping get newer players up and running, finding new subjects for folks as well as providing advice and information.&lt;br /&gt;
&lt;br /&gt;
== Loyalty ==&lt;br /&gt;
&lt;br /&gt;
When a Subject declines a Bribe, their Liege will be presented with an opportunity to reward their Loyalty with a reward in Gold.  This is not mandatory, but does seem to foster greater future Loyalty and fond feelings up and down one&#039;s line.  Although expensive, consider the replacement cost of bribing a new subject, as well as the loss of income from reduced acreage and homage payments.  Happy Subjects are Loyal productive members of the Empire.&lt;br /&gt;
&lt;br /&gt;
However, while your HUD may ask you to pay 150,000 gold as a loyalty bonus, the subject may get as little as 2,000 of that. The more times they refuse a bribe, the larger their share of what the Liege pays. So some of us feel it is far more cost-effective to the Liege and beneficial to the Subject to decline to pay, but then pass the subject one or more acres as soon as possible. In most cases this will be better for the Subject, for even if they sell the land they are likely to get more gold than if the Liege paid them through the HUD. After a few times of refusing to pay, the HUD will stop asking, it appears.&lt;br /&gt;
&lt;br /&gt;
== Oxen, Horses, etc. ==&lt;br /&gt;
&lt;br /&gt;
Much like Housing, improvements here pay off in increase productivity, gold per acre, etc.   At times they need to be replaced or may improbably convert (you&#039;ll know when you see it, I&#039;ll not spoil the laughable surprises) to other and yet profitable forms.&lt;br /&gt;
&lt;br /&gt;
== Pruning ==&lt;br /&gt;
&lt;br /&gt;
Every so often one is given the chance to &amp;quot;prune&amp;quot; one&#039;s subjects, cutting them off one&#039;s own line.  Much discussion of the merits of this strategy have yielded inconclusive results.  Some suggest that if one&#039;s line is nearly full (see Rule of 10) that an inactive Subject might need to be removed via &amp;quot;pruning&amp;quot;.  Otherwise there seems to lack a reason for this other than the personal.&lt;br /&gt;
&lt;br /&gt;
== Puzzles &amp;amp; Polls ==&lt;br /&gt;
&lt;br /&gt;
Appearing in Offers randomly, they challenge us with math, logic and guessing how the populace at large will vote.  New puzzles appear at the pleasure of the Emperor, be warned!  As a general rule, the populace tends to vote NO without consideration of the actual correct response.&lt;br /&gt;
&lt;br /&gt;
== Rank: Emperor ==&lt;br /&gt;
&lt;br /&gt;
Ultralite Soleil - the creator of Tiny Empires, is in the top position of the ranking pyramid, is the writer of code, fixer of server crashes, puzzler of puzzles.  He&#039;s the GOD of Tiny Empires, let&#039;s face it. &lt;br /&gt;
&lt;br /&gt;
== Rank: King/Queen ==&lt;br /&gt;
&lt;br /&gt;
The highest ordinary player rank, just below the level of Emperor.  At one time only the top 10 in terms of total acreage were considered direct subjects of the Emperor, with others termed &amp;quot;independent&amp;quot; or &amp;quot;rogue&amp;quot; kingdoms.  Today all of the 120+ [[Monarchs|monarchs]] are treated as direct subjects of Emperor Soleil.&lt;br /&gt;
&lt;br /&gt;
== Rule of 10 ==&lt;br /&gt;
&lt;br /&gt;
No one, except the emperor, may have more than 10 folks reporting directly to them. The game will not allow someone with 10 subjects to gain another.  &lt;br /&gt;
&lt;br /&gt;
At one time the emperor was also limited to ten direct subjects.  If the emperor already had 10 subjects and someone with enough total land accepted the offer to join the emperor, the subject with the lowest number of acres was pushed out to make room for the new subject.  The pushed out subject became liege-less and had to find a new liege in order to begin receiving income and offers again.&lt;br /&gt;
&lt;br /&gt;
== Sabotage ==&lt;br /&gt;
&lt;br /&gt;
Every so often, one is given the option to &amp;quot;attack&amp;quot; another player by hiring a rogue.  This is a costly undertaking, and can create enmity, with a limited return of wresting a paltry few acres from an opponent.  If, perchance, the opposing player is on the cusp of promotion, this will slow their advance, however depending upon the quality of their housing/castle/keep, the attack will yield a few acres ONLY (1 - 8 has been noted lost so far), and may prompt other players to band together to bribe away subjects or attack in turn.  As upsetting as many players do find it to be the subject of a sabotage attack, one should keep in mind that this action is a part of planned for game play and note that rarely is the acreage lost anywhere equal to the cost paid for the services of saboteurs.&lt;br /&gt;
&lt;br /&gt;
== Subject ==&lt;br /&gt;
&lt;br /&gt;
Those directly beneath the player, as well as the rest of one&#039;s &amp;quot;down-line&amp;quot;, in a larger sense.  These folks add to the total acreage count, pay homage (gold) and help the Empire grow.  Taking care of those underneath is essential to moving forward in Tiny Empires, as the more folks underneath, the more they can all in turn get underneath them, the more acres one has to earn homage from in turn.  Having a wider base, more direct subjects vs. one or two with huge down-lines might be more desirable, as it protects one from dropping in rank should someone underneath leave for another liege.&lt;br /&gt;
&lt;br /&gt;
== Taxes ==&lt;br /&gt;
&lt;br /&gt;
Are inevitable (most of the time) in Tiny Empires as in RL, appearing every [[Calendar|December]].  Should one lack sufficient funds to cover their taxes, their land will be sold until the costs are covered. (The usual rate on this is roughly 2/3 of the buying price.)  Plan accordingly or suffer the consequences and possible demotion in rank (if it takes one below the rank / acre count needed).  Tax rebates appear in [[Calendar|January]] of even-numbered years, tied to the census.&lt;br /&gt;
&lt;br /&gt;
[[Monarchs]] can grant three-year tax amnesties to their kingdoms periodically.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
&lt;br /&gt;
Honorific titles may be bestowed upon loyal and favored subjects by their Queen or King, those carrying a title will see it appear before their name on their HUD (&amp;quot;Wiki Scribe&amp;quot; Princess Madame Maracas of the Celestial Queendom, for example) and will be announced to all active players as a notice on their HUDs.  Title giving may only be done by one&#039;s Queen or King, and the process is a little bit involved, here is a distillation of the process.  &lt;br /&gt;
&lt;br /&gt;
When a Queen or King decides to bestow a title upon one of their down line, they wait for the option to begin the process to appear, then they will pay a rather large sum of money, how painful a price depends on size of their realm (total not personal acreage).  After payment has been received, they &amp;quot;give favor&amp;quot; to their subject, thus selecting upon whom they will be bestowing the new title.  The Queen or King will be able to create the special title, which will be &amp;quot;broadcast&amp;quot; game-wide on the successive turn, during the third month of the sequence.  The Queen or King then also has the option to bestow upon their newly titled subject 5 acres at no extra cost, the favored subject will receive the acres during the fifth month.  The &amp;quot;favored&amp;quot; one and their direct subjects will have a higher chance of finding treasure and gold windfalls for the next 7 months.&lt;br /&gt;
&lt;br /&gt;
As of March 2, 2008, the Emperor has announced that Titles given in one Kingdom will &amp;quot;decay&amp;quot; if the Titled Person moves to a different Kingdom. The amount of time before a title disappears is not known at this time. If the Titled Person moves back to the Kingdom they were given the Title in, it will stay in force - provided they move before the Title has expired completely.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Interface&amp;diff=11802</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Interface&amp;diff=11802"/>
		<updated>2017-12-17T04:59:39Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* Offers Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
=== Male/Female ===&lt;br /&gt;
&lt;br /&gt;
If perchance one selects incorrectly, please IM Ultralite Soleil to get that corrected.  As far as the choice, of course that is up to the player, however keep in mind that the gender chosen will determine the gender of announced titles, so one might care to use the corresponding gender for the avatar to avoid confusion. The game will continue to ask the question about which gender to use until that question is answered.&lt;br /&gt;
&lt;br /&gt;
=== HUD Position ===&lt;br /&gt;
&lt;br /&gt;
If one &amp;quot;WEARs&amp;quot; the HUD, it will appear on-screen in a default position.  For brand new HUDs, this will be the &amp;quot;HUD Top Left&amp;quot; position. If the HUD was received from another player, it will default to whatever position they last used.  Right click the HUD scroll and then slide it around to the desired position.  If one never removes it, the HUD will be there, ready to go every time one logs into SL.  Should the HUD become detached, simply WEAR it again, and it will re-appear in the preferred position on screen again.&lt;br /&gt;
&lt;br /&gt;
=== Month &amp;amp; Year ===&lt;br /&gt;
&lt;br /&gt;
Each turn is one month in game time.  There are 3 minutes between turns. Located in the extreme upper left of the HUD, the year cycles from Jan 1100 to Dec 1300 CE automatically, resetting starting at Jan 1100 again.  Each game year takes about 36 minutes to complete; 12 turns of 3 minutes each.&lt;br /&gt;
&lt;br /&gt;
=== Clock ===&lt;br /&gt;
&lt;br /&gt;
Located in the upper right of the HUD, it is a circle that fills (ala a pie chart) with a darker color to mark the passage of each month/turn.  Answers to game offers may be sent any time after the new turn is available, but before the circle fills up completely. If one attempts to answer Yes or No after that point, the HUD will tell state that &amp;quot;sent your response too late for this turn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also, clicking the clock itself will cause text to bump up or down a tiny bit to improve readability.  Click through to test the 3 positions to see what works best for text display.  Please see the [[Troubleshooting]] section for more ways to improve HUD text readability.&lt;br /&gt;
&lt;br /&gt;
=== Chime on/off ===&lt;br /&gt;
&lt;br /&gt;
To turn the GONG sound on or off, left click and hold for a few seconds on the clock, and then again to restore the GONG. The HUD will give send a message stating whether the muting or un-muting was performed successfully.&lt;br /&gt;
&lt;br /&gt;
As of Fed HUD 1.4, this has been replaced with a ? icon that leads to a menu that allows muting of the login fanfare, turn bells, and selection clicks, plus some other options.&lt;br /&gt;
&lt;br /&gt;
=== Minimize &amp;amp; Close ===&lt;br /&gt;
&lt;br /&gt;
Same function and appearance as a standard window.  &lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s Rank/Title, Name &amp;amp; Kingdom if applicable ===&lt;br /&gt;
&lt;br /&gt;
For example Peasant XYZ PDQ, or Princess Madame Maracas of Wessex or Viscount RTY TOOTY.  The &amp;quot;of Wessex&amp;quot; or whatever kingdom indicates that the top person in your line not only reports directly to the Emperor, Ultralite Soleil, but that they have achieved the monumental acreage of over 20,000 as well as 400,000,000 gold.  Not all Kings nor Queens have reached this ranking at this time.  (9/30/2007)&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
&lt;br /&gt;
There are two land numbers: Total Acreage and Personal Acreage.  Personal acreage is land that was bought directly or received directly as a gift.  Total Acreage is personal acreage combined with the total acreage held by all subjects.  Imagine that one is standing atop an acreage pyramid, all the acres holding one up are held by Subjects and count toward the Total Acreage count.&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
&lt;br /&gt;
Monies earned and acquired by the player.  Tiny Empires Gold is NOT transferable to Lindens or USD or any other currency.  The assets of the game remain within the Empire, it is as they say, a closed economy, unlike SL at large.&lt;br /&gt;
&lt;br /&gt;
=== Population (Federation HUD only) ===&lt;br /&gt;
&lt;br /&gt;
[[Citizens]] in the player&#039;s realm.  This should not be confused with subjects.  Subjects are players; citizens are simply another score.  Citizen management affects gold income.&lt;br /&gt;
&lt;br /&gt;
=== Tabs (left to right) ===&lt;br /&gt;
&lt;br /&gt;
==== Offers Tab ====&lt;br /&gt;
&lt;br /&gt;
This is where the new information is displayed every turn/month.  Probably the most important tab, as this is where puzzles are presented, bribe offers can be made, accepted or declined and where one finds out who&#039;s been promoted or demoted, as well as reports of the imminent appearance of the [[Mysterious Trader]] (more on him later).&lt;br /&gt;
&lt;br /&gt;
==== Accounting Tab ====&lt;br /&gt;
&lt;br /&gt;
Details where Gold is coming in and going out.  Keep an eye on the Gold per acre production rate and Homage Rate in particular.  &lt;br /&gt;
&lt;br /&gt;
==== Subjects Tab ====&lt;br /&gt;
&lt;br /&gt;
Lists folks reporting directly only.  &lt;br /&gt;
&lt;br /&gt;
==== Fellows or Allies Tab ====&lt;br /&gt;
&lt;br /&gt;
On the standard HUD, the Fellows tab shows folks that also report directly to the same liege.&lt;br /&gt;
&lt;br /&gt;
On the Federation HUD, the Allies tab lists the Allies you currently have, and allows you to send an ambassador to them.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Template:Navigation&amp;diff=11801</id>
		<title>Template:Navigation</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Template:Navigation&amp;diff=11801"/>
		<updated>2017-12-17T04:58:59Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Terms_Used|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Land Improvements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold/Acre|Other Efficiency Upgrades]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mysterious Trader]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Interface]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Federation HUD]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Path to Royalty]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Citizens]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alphabetical_list_of_kingdoms|Kingdoms of Tiny Empires]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links to Outside Resources]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Troubleshooting]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Talk:Trader_Sightings&amp;diff=11800</id>
		<title>Talk:Trader Sightings</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Talk:Trader_Sightings&amp;diff=11800"/>
		<updated>2017-12-17T04:57:40Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: BuckarooMu moved page Talk:Trader Sightings to Talk:Mysterious Trader: Wiki Refactoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Mysterious Trader]]&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Talk:Mysterious_Trader&amp;diff=11799</id>
		<title>Talk:Mysterious Trader</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Talk:Mysterious_Trader&amp;diff=11799"/>
		<updated>2017-12-17T04:57:40Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: BuckarooMu moved page Talk:Trader Sightings to Talk:Mysterious Trader: Wiki Refactoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Author attribution ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Written by BigBadaBoom Bing, King of Gianfar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Please don&#039;t credit authors inline with the text as it gives an impression of possession of a specific bit of text. This can discourage others from editing it, which is against the collaborative intention of a Wiki. The Wiki engine itself lists the person responsible for each edit in the history of the page; BigBadaBoom, it lists you by IP address because you aren&#039;t editing from a logged in account. If you create an account, the history page will list you with that account (I&#039;ll even see if I can change the attribution in the database, but no promises).&lt;br /&gt;
&lt;br /&gt;
[[User:WikiSysop]] 23:58, Mar 22, 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
#REDIRECT [[What is the Trader]]&lt;br /&gt;
&lt;br /&gt;
== 30g limit? ==&lt;br /&gt;
&lt;br /&gt;
The text suggests that 30g is the maximum per acre production and that it is only attainable through gaining &amp;quot;a few&amp;quot; of the Trader &amp;quot;forevermore&amp;quot; bonuses.  This is not accurate; I&#039;m at 28g with one more known to be attainable via completing four embassies, thus requiring at most one such Trader gift.  Is the 30g &amp;quot;limit&amp;quot; in fact a limit?  [[User:ValentineJanus|ValentineJanus]] 15:42, 16 July 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 30g limit? - Answer? ==&lt;br /&gt;
&lt;br /&gt;
The 30g limit is for the standard HUD only... As you are using the Federation HUD, you will be able to go beyond the 30g limit, though I don&#039;t remember the limits off the top of my head.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Trader_Sightings&amp;diff=11798</id>
		<title>Trader Sightings</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Trader_Sightings&amp;diff=11798"/>
		<updated>2017-12-17T04:57:40Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: BuckarooMu moved page Trader Sightings to Mysterious Trader: Wiki Refactoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mysterious Trader]]&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Mysterious_Trader&amp;diff=11797</id>
		<title>Mysterious Trader</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Mysterious_Trader&amp;diff=11797"/>
		<updated>2017-12-17T04:57:40Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: BuckarooMu moved page Trader Sightings to Mysterious Trader: Wiki Refactoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
=== Who is the Mysterious Trader? ===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Mysterious Trader&amp;quot; will occasionally appear in the HUD. His appearance always causes a lot of excitement and joy throughout all the kingdoms in Tiny Empires. When he appears, the Trader will ask you for a lot of of gold, but won&#039;t say what the gold is for. Definitely pay what he asks if you have the gold, as the Trader is a boon to the players. The Trader can give you a boost in either acres or gold, if played properly. The Trader makes random appearances - usually between every 36 to 72 hours. The Trader has been known to appear more frequently if there were problems with the Tiny Empires servers.&lt;br /&gt;
&lt;br /&gt;
=== Preparing for the Mysterious Trader ===&lt;br /&gt;
&lt;br /&gt;
To qualify for a Trader appearance, you need to be at least Baron or Baroness in rank, meaning you have to have at least 25 total acres. The trader is not cheap! His fee is about 2.5 times the value you pay for an acre.  For example, if you pay 10,000 gold for an acre, then the Trader will ask you to pay him about 25,000 gold.  So, you need to save up gold. You should save up at least 4 times the current value of an acre. This will be enough to pay for the Trader&#039;s fee, and keep a reserve to buy acres during the bonus year, if you need to.&lt;br /&gt;
 &lt;br /&gt;
When the trader does make an appearance, you should immediately get together with other people from your kingdom.  One of the Trader bonuses involves giving away land, and you need to be standing near someone to give away land.&lt;br /&gt;
&lt;br /&gt;
How much advance warning you get until you have to pay the Trader his fee has varied. Originally, the Trader would appear, and then ask for his fee 3 or 4 turns later, giving ample time for the word to go out and for people to get together.   This is called the &#039;Full Warning&#039;.  However, that was changed on February 7, 2008, where the Trader appeared with no warning and asked for his fee right away in same turn (&#039;No Warning). That was later changed on February 19, 2008  when he asked for his fee the turn after he had appeared  (&#039;1 Month Warning&#039;).  In March 2008, the warning times have varied,consisting of mainly Full Warnings.  On May 19th, the Trader visitation where the Trader started to visit each kingdom independently instead of the entire empire at once.&lt;br /&gt;
&lt;br /&gt;
=== I just missed the Trader! ===&lt;br /&gt;
&lt;br /&gt;
If you just missed out paying the Trader his fee, don&#039;t despair! You can still take advantage of his bonus.  Teleport to wherever your Kingdom gathers, or find others from your Kingdom who may have gotten the &amp;quot;Generosity&amp;quot; bonus, and will be looking for people to give land to, which can mean free acres for you.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Trader Bonuses ===&lt;br /&gt;
&lt;br /&gt;
After taking your gold, the Trader will say something to you. This will indicate one of five different bonuses (eight for [[Federation HUD]] users), which are picked randomly.  Most bonuses require you to do something for the next 12 turns involving acres (buying, selling or giving them away).  So pay close attention to what the Trader says to you, and don&#039;t be idle. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Here are the possible Trader bonuses:&#039;&#039;&#039;&lt;br /&gt;
!The Trader&#039;s Response !! What to Do !! Details &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;1 g forever more&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Nothing!&lt;br /&gt;
||&lt;br /&gt;
This bonus permanently increases your land production rate by +1g. You can check your land production by clicking on the Accounting tab in the HUD. When you get this bonus, you have nothing further to do. This bonus pays off the most in the long run. The maximum land production with the standard HUD is 30g/acre, and to get that this bonus is needed more than once.    &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your generosity will be rewarded&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
GIVE AWAY land for the next 11 turns -- preferably to someone in your downline.  You might also BUY land with the gold you gain.&lt;br /&gt;
||&lt;br /&gt;
This bonus is the reason that people gather when a trader alert goes out, in case someone needs to pass out acres.  You will get a surprise in gold with each acre of land you give away.  The normal limits on giving acres apply -- you need to stand near each other, and can give acres freely to equal or lower rank but only one rank up tops. If you give away to your downline, of course, they move up and you do not move down.  If you cannot, at least try to keep it in your kingdom. This bonus will build up your gold reserves, so you may as well buy land when the buy option comes up during the 11 turns.  Don&#039;t try to give to anyone else who has generosity - they will not accept your acre and you will not be rewarded.  Generosity is the least profitable reward, as sometimes you wind up out of pocket once you have bought back the acres you gave away. But it can also strengthen your downline in return.&lt;br /&gt;
(&#039;&#039;Note&#039;&#039;: The rumors about rewards decreasing if you only give acres to one person are hereby debunked, it&#039;s simply not true - there is always a slight variation which is purely random, but overall it means nothing whether you give acres to one person exclusively, or to many.  There &#039;&#039;is&#039;&#039; a factor involving your acres and the acres of the recipient, however. -Nemesis)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your land will be at low cost to buy&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY land for 12 turns&lt;br /&gt;
||&lt;br /&gt;
The price of buying an acre will be incredibly low (about one third of what you would normally pay).  Land will not be free, so you will need to have some gold on hand to buy the acres.  (If you get caught short of gold, buy and sell on the same turn when needed to boost your gold back up.)  NOTE: It is no longer the case that purchase of an Embassy is cheaper in Trader year if you get this bonus: this bug/feature of the Federation HUD was modified sometime in 2009.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year land that you buy is likely to contain surprises&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY land for 12 turns&lt;br /&gt;
||&lt;br /&gt;
You will receive a surprise in gold which is close to the price of the acre you just bought. Basically you are getting land cheap for the next 12 TURNS!!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;For 1 year your land will be worth more than usual&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
BUY and SELL land for 12 turns. &lt;br /&gt;
||&lt;br /&gt;
Your land is worth a lot with this bonus, so you are buying and selling to make a profit, and building up your gold reserves.  &lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Trader gives you a stack of gold bar&#039;s, you count them and find there is 5.&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Do nothing, you got 5 gold bar&#039;s for the alchemists usage&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  This is a new one that started April 8th 2009. The red moon alchemist wants gold bar&#039;s, and the trader just gave you 5.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Golden Seeds&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Sit back and watch your gold flood in!&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  For one year,  your land production skyrockets, but it lasts only 11 months. The 12th month gold per acre and month goes back to normal i.e.37g/acre&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;He takes your gold and counts it. A book appears as if from thin air. It is leather bound, and appears to be very old. As you take it, you notice it is locked shut with an opening for a small key.&amp;quot;&lt;br /&gt;
||&lt;br /&gt;
Head for the Festival&lt;br /&gt;
||&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Federation HUD only.&#039;&#039;&#039;&#039;&#039;  If you get the locked book from the trader, there is a small possibility that the [[Fortune Teller]] at a Festival may have the key.  An unlocked book will still need to be translated, but now there&#039;s a chance that the Abbot will do it.  The reward for reading your book is eventually a nice +2g per acre production increase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Traders ===&lt;br /&gt;
&lt;br /&gt;
Occasionally, a special Trader will appear. &lt;br /&gt;
&lt;br /&gt;
* A special Santa Trader made three appearances over a two day period for Christmas in 2007.  The Santa Trader did not charge a fee (FREE) and you sat on his lap to get his bonus.&lt;br /&gt;
* When the Trader appeared on January 6, 2008, the TE servers were so overwhelmed, that only about 20% of the people online at the time were able to take advantage of the Trader. To partially make up for that, when the Trader next appeared on January 9th,  he only charged a fee of 10 gold.&lt;br /&gt;
* On February 19, 2008, everyone&#039;s HUD skipped a turn when the Trader appeared.  To make up for that, the Trader reappeared about an hour later.&lt;br /&gt;
* On September 25, 2008, the Trader appeared in all kingdoms at the same time. He only asked for 100 gold. Prior to that special occasion. TE servers had been down for around 9 hours.&lt;br /&gt;
* On Wednesday, 24th December 2008 a special Santa Trader has appeared and gave bonus without charge.&lt;br /&gt;
* On Thursday, 24th December 2009 a special Santa Trader has appeared and gave bonus without charge.&lt;br /&gt;
* The years after (2010, 2011, 2012, 2013, 2014, 2015, 2016) the Santa Trader returned on december 24/25.&lt;br /&gt;
* Due to downtime for extended periods the Trader made appearances for free on January 13, September 14th 2012, June 30th 2013, Nov 22nd 2013 &lt;br /&gt;
* On May 11th 2013 a free trader in honor of the success of Relay for Life fundraiser&lt;br /&gt;
* On August 21th 2017 there was a free trader... had it something to do with the solar eclipse in the USA?&lt;br /&gt;
Will other special Traders appear? When there is a holiday?  Only time will tell.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11796</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11796"/>
		<updated>2017-12-03T03:59:21Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 40896 Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 46250 Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| 52052 Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| 58320 Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| 65072 Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| 72326 Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| 80100 Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11795</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11795"/>
		<updated>2017-12-03T00:19:49Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 40896 Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 46250 Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| 52052 Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| 58320 Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| 65072 Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| 72326 Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11794</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11794"/>
		<updated>2017-12-03T00:16:57Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 40896 Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 46250 Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| 52052 Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| 58320 Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| 72326 Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11793</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11793"/>
		<updated>2017-12-02T03:42:21Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 40896 Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 46250 Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| 52052 Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| 58320 Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11792</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11792"/>
		<updated>2017-12-02T01:42:09Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 40896 Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 46250 Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| 52052 Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11791</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11791"/>
		<updated>2017-12-01T23:46:13Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 40896 Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 46250 Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11790</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11790"/>
		<updated>2017-12-01T03:15:07Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 40896 Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11789</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11789"/>
		<updated>2017-12-01T02:15:22Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| 35792 Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11788</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11788"/>
		<updated>2017-12-01T01:17:51Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| 31460 Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11787</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11787"/>
		<updated>2017-11-30T05:43:03Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 27342 Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11786</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11786"/>
		<updated>2017-11-30T03:45:26Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 20216 Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| 23600 Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11785</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11785"/>
		<updated>2017-11-30T00:02:34Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| 17172 Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11784</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11784"/>
		<updated>2017-11-29T23:03:33Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* List of land improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| 14450 Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Template:Navigation&amp;diff=11783</id>
		<title>Template:Navigation</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Template:Navigation&amp;diff=11783"/>
		<updated>2017-11-29T05:57:17Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Terms_Used|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Land Improvements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold/Acre|Other Efficiency Upgrades]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trader_Sightings|Mysterious Trader]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Interface]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Federation HUD]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Path to Royalty]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Citizens]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alphabetical_list_of_kingdoms|Kingdoms of Tiny Empires]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links to Outside Resources]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Troubleshooting]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=User_talk:WikiSysop&amp;diff=11782</id>
		<title>User talk:WikiSysop</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=User_talk:WikiSysop&amp;diff=11782"/>
		<updated>2017-11-29T05:56:40Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* Refactor in the works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page for deletion ==&lt;br /&gt;
&lt;br /&gt;
Dear WikiSysop, please delete [[TraderSightings]] and its associated talkpage. This request is asserted to be uncontroversial maintenance, page has been moved to [[Trader Sightings]]. --[[User:Abigail Kohime|Abigail Kohime]] 13:33, 18 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Refactor in the works ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to be doing a major refactoring of the content here, but there have been some changes made that prevent some things. The main page is locked, so I can&#039;t update it at all. Can you either give me permission to edit or add the template &amp;lt;nowiki&amp;gt;{{Navigation}}&amp;lt;/nowiki&amp;gt; to the top of the page? Also, the &amp;quot;spam filter&amp;quot; now won&#039;t allow outbound links, so pages with links to the various Kingdom&#039;s pages, the calculator, or any other outbound link can&#039;t be edited at all without removing the link. --[[User:BuckarooMu|BuckarooMu]] ([[User talk:BuckarooMu|talk]]) 21:56, 28 November 2017 (PST)&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=User_talk:WikiSysop&amp;diff=11781</id>
		<title>User talk:WikiSysop</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=User_talk:WikiSysop&amp;diff=11781"/>
		<updated>2017-11-29T05:56:10Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: /* Refactor in the works */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page for deletion ==&lt;br /&gt;
&lt;br /&gt;
Dear WikiSysop, please delete [[TraderSightings]] and its associated talkpage. This request is asserted to be uncontroversial maintenance, page has been moved to [[Trader Sightings]]. --[[User:Abigail Kohime|Abigail Kohime]] 13:33, 18 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Refactor in the works ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to be doing a major refactoring of the content here, but there have been some changes made that prevent some things. The main page is locked, so I can&#039;t update it at all. Can you either give me permission to edit or add the template {{Navigation}} to the top of the page? Also, the &amp;quot;spam filter&amp;quot; now won&#039;t allow outbound links, so pages with links to the various Kingdom&#039;s pages, the calculator, or any other outbound link can&#039;t be edited at all without removing the link. --[[User:BuckarooMu|BuckarooMu]] ([[User talk:BuckarooMu|talk]]) 21:56, 28 November 2017 (PST)&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Troubleshooting&amp;diff=11780</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Troubleshooting&amp;diff=11780"/>
		<updated>2017-11-29T05:52:59Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
This section will no doubt expand as new issues and solutions arise.  It is by no means comprehensive.  The suggestions, and that IS what they are, suggestions, made here are done with the express purpose of helping folks to help themselves when resolving little issues that may arise from time to time in standard game play.  Issues due to Second Life being unstable, internet, ISP, user error or equipment failure cannot be addressed here really but hopefully  one will be able to sort out what type of issue has arisen to act upon a solution.  Whenever trying to diagnose a HUD issue and resolve it, finding a very low lag area that allows scripts will help a great deal, and keep from adding extra complications, a nice, empty, void sim on the mainland might be a helpful option.&lt;br /&gt;
&lt;br /&gt;
Should one find that the below suggestions fail to resolve the issue, one may port back to the shop and use the HUD replacer.  Please allow the system a few moments to synchronize the old HUD&#039;s TE account with the new HUD and hand it over.  Be advised, this only works for PAID for HUDs, not the demo version.  All gold, land, liege information and whatnot will be present on the replacement HUD once it is worn and re-connects with the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* HUD Not Working&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The very first thing to check is to see if one has entered an area where scripts are not allowed.  At the top of the screen, to the left of where the sim name and coordinates are listed, one might notice a series of icons, if one places their mouse over the icons, one can check to be sure that none of them are the &amp;quot;no scripts&amp;quot; symbol.  If that is the issue, leave the parcel/zone/sim and normal operations should resume.  If that is not the case, detach and reattach the HUD and see if that gets things working again.  If that fails, try moving to an area of extremely low lag, such as a mainland &amp;quot;void&amp;quot; sim, should that fail to resolve the issue, re-log and/or re-boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* HUD Text Overhang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The HUD text is actually displayed hovering over the &amp;quot;scroll&amp;quot; and therefore may end up extending beyond the edge of the parchment, depending upon one&#039;s screen and Second Life UI settings.  The optimal setting for screen resolution is 1280 x 1024.  Should a setting of 1024 x 768 or lower be in use, one can compensate for this by adjusting Second Life&#039;s UI setting in EDIT &amp;gt;&amp;gt; PREFERENCES &amp;gt;&amp;gt; GENERAL &amp;gt;&amp;gt; UI SIZE.  Moving the setting to 0.750 should resolve this issue.  If this is not sufficient, clicking the HUD Clock will adjust the vertical position of text just a little bit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* HUD is Hidden&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Inventory window indicates that the HUD is indeed being worn, and yet it is not properly displayed.  First, check that the HUD is indeed being &amp;quot;worn&amp;quot; on a HUD position, not as one might a piece of clothing.  After confirming that the HUD is indeed attached correctly, if it is not in the &amp;quot;Upper Left&amp;quot; position (and that is available), attach the Tiny Empires HUD to the Upper Left HUD position.  Use the mouse wheel to scroll down until it &amp;quot;zooms&amp;quot; into view, right click on the HUD and select EDIT.  Use the arrows to slide the HUD around on screen until the desired location is found.  If one detaches the HUD and &amp;quot;wears&amp;quot; it again (or double clicks it &amp;quot;on&amp;quot;) the HUD will return to the last used position.  If this also fails, while the TE HUD is attached, wear another HUD that attaches to a different point, then select the second (other) HUD, zoom out, no find the TE HUD, edit it and move it to the proper position.  Most likely the TE HUD is rotated and only a very, very slender line on screen.  Patience will pay off here.  One might also select View &amp;gt;&amp;gt; Highlight Transparent to help find the HUD if it has shifted sideways somehow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* HUD is Invisible&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reattach or re-log is usually the answer. It&#039;s an SL glitch.  Sometimes going back to the trial HUD for a moment will cause the full version HUD to fix itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* HUD GONG Failure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a parcel has &amp;quot;spatialized&amp;quot; sound restricted to parcel turned on, it will often not let the GONG be heard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* Federation HUD specific issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ultralite is working to address these concerns specific to the new HUD, so hopefully these will all be useless in short order, however here are the issues we&#039;ve noted so far.  &lt;br /&gt;
&lt;br /&gt;
Citizen population at zero (0) when starting up the Federation HUD - the next census in January will set the count display to rights.  Please note that the Accounting tab and numbers will yet act as if there is a number displayed on the upper section.&lt;br /&gt;
&lt;br /&gt;
Text only partially displaying on Federation HUD - detach and re-attach HUD.  That usually fixes it right away, if not, try to find a lower lag area to do this in again (mainland void sim for example).&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Citizens&amp;diff=11779</id>
		<title>Citizens</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Citizens&amp;diff=11779"/>
		<updated>2017-11-29T05:51:13Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
On the [[Federation HUD]], beneath the lines for acres and gold is a third line for Population. This is a third score that tracks the number of citizens in the realm.&lt;br /&gt;
&lt;br /&gt;
Citizens are not subjects. Subjects are players.  Citizens are a simple number score like gold and acres, and that score is affected by various in-game events.  Citizen handling pays off in improved gold income.&lt;br /&gt;
&lt;br /&gt;
== Changing Population ==&lt;br /&gt;
&lt;br /&gt;
=== Increasing Capacity ===&lt;br /&gt;
&lt;br /&gt;
As a realm grows (or shrinks), its theoretical capacity changes and so does the citizen score. Higher personal rank, higher ranks for a player&#039;s subjects and downline, and larger downlines all increase capacity.&lt;br /&gt;
&lt;br /&gt;
Capacity is &#039;&#039;not&#039;&#039; a limit on growth, it is simply a theoretical baseline based on realm size.&lt;br /&gt;
&lt;br /&gt;
Capacity Increases for ranks (Your rank and the ranks of everyone under you)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
!Acres  !!style=&amp;quot;text-align:left&amp;quot;|Title        !!Citizens !!Cumulative&lt;br /&gt;
|-&lt;br /&gt;
|   0   ||style=&amp;quot;text-align:left&amp;quot;|Wanderer     ||       1 ||&lt;br /&gt;
|-&lt;br /&gt;
|   1   ||style=&amp;quot;text-align:left&amp;quot;|Peasant      ||      10 ||     10&lt;br /&gt;
|-&lt;br /&gt;
|   5   ||style=&amp;quot;text-align:left&amp;quot;|Squire/ss    ||      40 ||     50&lt;br /&gt;
|-&lt;br /&gt;
|  10   ||style=&amp;quot;text-align:left&amp;quot;|Sir/Dame     ||      50 ||    100&lt;br /&gt;
|-&lt;br /&gt;
|  25   ||style=&amp;quot;text-align:left&amp;quot;|Baron/ess    ||     150 ||    250&lt;br /&gt;
|-&lt;br /&gt;
|  50   ||style=&amp;quot;text-align:left&amp;quot;|Viscount/ess ||     250 ||    500&lt;br /&gt;
|-&lt;br /&gt;
| 100   ||style=&amp;quot;text-align:left&amp;quot;|Count/ess    ||     500 ||  1,000&lt;br /&gt;
|-&lt;br /&gt;
| 200   ||style=&amp;quot;text-align:left&amp;quot;|Marquis/e    ||   1,000 ||  2,000&lt;br /&gt;
|-&lt;br /&gt;
| 400   ||style=&amp;quot;text-align:left&amp;quot;|Duke/Duchess ||   2,000 ||  4,000&lt;br /&gt;
|-&lt;br /&gt;
|1000   ||style=&amp;quot;text-align:left&amp;quot;|Prince/ss    ||   6,000 || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|....   ||style=&amp;quot;text-align:left&amp;quot;|King/Queen   || 200,000 ||210,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;If at any time you have no subjects, then your Maximum Citizen count is reduced to 1, regardless of rank; the same holds true for any of your direct subjects, if at any time they no longer have any subjects then their maximum citizen count is also reduced to 1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Disasters ===&lt;br /&gt;
&lt;br /&gt;
Periodically, averaging perhaps once every three years or so, disaster strikes.  There are three types of disasters: famines, diseases, and crime waves.  Each results in a small population loss and presents choices.  It seems that disasters only appear for those in the rank of Marquis and above.&lt;br /&gt;
&lt;br /&gt;
Four options are presented for each disaster.  The default is to do nothing, which costs no gold but will lose more citizens.  There are low-cost and higher-cost options, with the low-cost option typically losing just a few more citizens and the high-cost option gaining a significant number as reputation improves.  Bonuses and penalties tend to scale according to rank and/or population.&lt;br /&gt;
&lt;br /&gt;
==== Disaster research ====&lt;br /&gt;
&lt;br /&gt;
The fourth option is quite new to the game.  It is the chance to research the causes of the disaster, at a cost about double that of the high-cost option above.  This will not gain citizens; a small loss is typically incurred on a par with the low-cost option.&lt;br /&gt;
&lt;br /&gt;
But after 20 attempts at research for the same disaster, that disaster is permanently prevented and a significant bonus is received:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Famine&#039;&#039;&#039;: +3 gold/acre forever.&lt;br /&gt;
*: &#039;&#039;Congratulations!  after extensive research, you&#039;ve become and expert in the production of food, and you are now immune to famine.  in addition you&#039;ve gained 3g/acre efficiency on your own land, totaling ..g/acre.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Disease&#039;&#039;&#039;: The [[Federation_HUD#The_Abbot|abbot]] takes an interest in your work.  His price is cut by about half, and he promises that your donation will benefit your subjects.&lt;br /&gt;
*: &#039;&#039;Congratulations!  after extensive research, you&#039;ve become an expert in preventing disease.  You expect no more outbreaks.  In addition, the abbot of the local monastery will also be seeking your new found expertise.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Crime Wave&#039;&#039;&#039;: You and your direct subjects are immune from [[Terms Used#Sabotage|sabotage]]. NOTE: The one who did the research has to be online for this to protect the direct subjects from sabotage.&lt;br /&gt;
*: &#039;&#039;Congratulations after extensive research you have become an expert in crime prevention , crime waves will no longer affect you in addition you and your direct subjects are immune from sabotage.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ALL&#039;&#039;&#039;: In all cases additional citizens periodically come as word of the accomplishment spreads.  This is about equal to half the citizens normally received for picking the expensive non-research option on a disaster, but at no cost in gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: &#039;&#039;A player can only be expert on one disaster.  If one disaster is being researched, switching to another will strip away all progress made on the first disaster -- even if it was otherwise complete!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That means, pick one and only one to ever research.&lt;br /&gt;
&lt;br /&gt;
In the case of accidentally researching another disaster after you already fully researched one, thus losing the bonus, you need to research your old disaster only once (for every research spent in another disaster? I don&#039;t want to check on this possibility. I went accidentally trained disease only once while I was maxed on famine) to get it back to maximum. &lt;br /&gt;
An observation on the side: Regaining the maximum research bonus does *not* give you an influx of bonus citizens like you got the first time you reached maximum research.&lt;br /&gt;
&lt;br /&gt;
Additionally if you do choose to change your research from one completed research line to a different one, you will have to research twice as much. First you will be un-researching your current line of research and once you have done that 20 times, you will begin doing normal research on your new research. NOTE: The Research Acumen potion appears only to work when going up the research ladder. I gained two while trying to change from Famine to Disease and still had to un-research Famine 20 times and on my 21st research it finally used both potions. However I did immediately upon completion get a message the Abbot was seen headed this way but had  not seen him yet that day so it is possibly a fluke, more research is needed.&lt;br /&gt;
&lt;br /&gt;
=== Alliances ===&lt;br /&gt;
&lt;br /&gt;
When an ambassador is sent to one of your allies, one of the options presented is to give citizens.  The amount will be specified by your HUD if this option is chosen.  Some of the citizens (60 %!) will get angry and go away; this effect is reduced to 25 % if you have an embassy to that ally.&lt;br /&gt;
&lt;br /&gt;
=== Other Sources ===&lt;br /&gt;
&lt;br /&gt;
Winning a jousting title pays a prize in both gold and citizens.&lt;br /&gt;
&lt;br /&gt;
Other one-off events can affect the citizen score, such as certain path to royalty options.&lt;br /&gt;
&lt;br /&gt;
== Citizen Impact on Income ==&lt;br /&gt;
&lt;br /&gt;
The citizen score affects both monthly homage payments and census payments every other year.&lt;br /&gt;
&lt;br /&gt;
=== Monthly Homage Increase ===&lt;br /&gt;
&lt;br /&gt;
Citizen count dramatically affects homage income, the monthly gold received from subjects.  If the citizen score stays at 100% of capacity (this can be checked on the blue Accounting tab), the player gets 100% of the normal homage.  If population slips below 100%, only that percentage of homage is received.  And if it rises above 100%, up to a maximum of 150%, homage is increased.  (The people &#039;&#039;paying&#039;&#039; the homage still pay the same amount in all cases; this increase or decrease only affects what the liege receives.)  So good citizen management means more gold every month.&lt;br /&gt;
&lt;br /&gt;
=== Biennial Census Payments ===&lt;br /&gt;
&lt;br /&gt;
Citizens also pay off in [[Calendar|January]] of each even-numbered year during the census.  Federation HUD players, in addition to gold for every direct subject, also receive one bonus gold for every (Rank) citizens for their population.  A king&#039;s bonus is thus 1/10 of his population, a princess gets 1/9, a duke 1/8 and so on.  And for census purposes, citizens are not capped at 150% of capacity (as they are for homage), but count all the way up to 5000% of capacity!  This can make census bonuses quite large indeed.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Path_to_Royalty&amp;diff=11778</id>
		<title>Path to Royalty</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Path_to_Royalty&amp;diff=11778"/>
		<updated>2017-11-29T05:50:59Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Path to Royalty&#039;&#039;&#039; is a series of approximately 17 upgrades that can be offered in sequence to owners of the [[Federation HUD]].  It is a mandatory part of the revised process for becoming a King or Queen.  Completion of all steps of the Path except coronation is also required to receive an appointment as a [[Viceroy]], Vicereine, Grand Viceroy, or Grand Vicereine.&lt;br /&gt;
&lt;br /&gt;
Below are the collected observations of several players about their experiences with the Path, as a broad guide about what to expect.  Some are rulers now, others have a long way to go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Editor Note: It is not normal in the mainspace of a wiki to cite contributors by name, as it tends to work against collaboration.  In this specific case who is writing is integral to what has been written, thus public in-text attribution has for now been preserved.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Path to Royalty Notes (&amp;gt; 20,000 total acres) ==&lt;br /&gt;
&lt;br /&gt;
=== BigBadaBoom Bing observations ===&lt;br /&gt;
	 &lt;br /&gt;
The way I had ascended was the way that was recommended to me by my King, Luz Susenko of Ayodhya. He recommended  staying on the Full Version HUD as long as possible, and then switch to the Federation HUD once you have all the required acres and gold. I think this is the easier path than buying the Federation HUD early on, though you do miss out on some of the extra things the Federation HUD provides. Luz also told me to save up at least 200 million gold.&lt;br /&gt;
&lt;br /&gt;
(Addendum: at the time I bought the Fed HUD, the only extras it provided were citizens, alliances, the Festival and the Path to Royalty.  The Trader book &amp;amp; key, gold bars, the Alchemist, the Abbot, Embassies and the Quest didn&#039;t exist then - those all came later. I may have chosen to do the Fed HUD sooner in today&#039;s environment, which is different than when I started to play TE.)&lt;br /&gt;
	 &lt;br /&gt;
I had met all of the acres requirements using the Full Version HUD, and the requirements for me then were 20,000 total acres and 500 personal acres. I had over 33,000 acres and over 1,000 personal acres. I also had saved up 1.1 billion gold. When I decided to ascend, I bought the Federation HUD, and just paid for all the upgrades in the Path to Royalty as they appeared in the HUD. I ascended 6 days after buying the Federation HUD.  There were 17 upgrades to buy with a total cost of 320 million gold. The gold amount can vary, as the early upgrades are chosen from a menu with different cost amounts.  In addition to the 320 million gold for the upgrades, I paid an additional 92 million gold for disasters during the 6 days.  When I ascended, I still had 970 million gold in reserve.  I did notice the Path to Royalty upgrades appeared like clockwork every 6 hours. This assumes of course the minimum acres requirement were met, like it was in my case.  If you keep track of your how long you have the HUD attached, you can know exactly when the next upgrade will appear.  If you do miss the initial appearance of an upgrade, then it will reappear again exactly one hour later. The final upgrade, the Coronation, will keep reappearing every few turns - rather annoyingly so. :)  In theory, you can buy all the upgrades in as little as 4 days if you don&#039;t sleep.&lt;br /&gt;
&lt;br /&gt;
Below are the 17 steps that I had done for the Path to Royalty&lt;br /&gt;
&lt;br /&gt;
# A grand foyer with marble columns and lush tapestries&lt;br /&gt;
# A large, sweeping driveway lined with dozens of oak trees&lt;br /&gt;
# Clock tower with hands and face made of pure gold    &lt;br /&gt;
# A royal garden and topiary with a giant labyrinth of holly  &lt;br /&gt;
# Twelve acre parcel overlooking nearby river &lt;br /&gt;
# Pave road to cathedral &lt;br /&gt;
# Architect &lt;br /&gt;
# Storeroom with supplies&lt;br /&gt;
# Magnum opus - dig a canal &lt;br /&gt;
# Deep, frigid moat&lt;br /&gt;
# Cathedral, Gothic-designed&lt;br /&gt;
# Heavily fortified turrets &lt;br /&gt;
# Hire more workers (20 mill other option) &lt;br /&gt;
# 500 gold cart or 40 million gold carriage (picked the 500g cart)&lt;br /&gt;
# Cathedral complete, throne room &lt;br /&gt;
# Crown jewels &lt;br /&gt;
# Coronation &lt;br /&gt;
	 &lt;br /&gt;
UPDATE: Since I had ascended in February 2008, the acres requirements for ascension were made tougher: 20,000 total acres and 1,000 personal acres. Also, the cost of the upgrades were increased, to something around 400 million gold. The cost of the last three upgrades were increased from 40 million gold to 50 million gold apiece. Additionally, some of the more recent Monarchs have reported that the spacing between Path to Royalty upgrades were increased from 6 hours apart to around 24 hours apart.&lt;br /&gt;
&lt;br /&gt;
=== Franklin Saintlouis observations ===&lt;br /&gt;
&lt;br /&gt;
Personal Acres has changed to be more than 700 required while doing the Path To Royalty purchases. After purchasing several options, the Path to Royalty started giving messages that more personal acres were required.&lt;br /&gt;
&lt;br /&gt;
Below 700 I was told I needed more after several purchases.&lt;br /&gt;
&lt;br /&gt;
Reaching 700 personal acres opened up one option (Additional labor for cathedral completion - 2 options - forced labor (about 25 Million gold [note by Severinus Wiefel 2008-09-28: 29 million]) or recruiting from other areas (40 Million gold [note by Severinus Wiefel 2008-09-28: 46 million]). Citizens leave if forced labor is chosen, citizens move in with the more expensive recruiting option).  Was then told I needed more personal acres, and had &amp;quot;quite a ways to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reaching 800 personal acres opened up one option (Option of farmers cart for 500 g or carriage for 40 million gold - July 2008. Taking the cheaper cart incurs no apparent penalty).  Was then told I needed more personal acres, and had &amp;quot;quite a ways to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reaching 900 personal acres opened up another option (Throne Room - 50 million gold - July 2008). Was then told I needed more personal acres, and &amp;quot;felt I was close&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reaching 950 personal acres opened up another option (Crown jewels - 50 million gold - July 2008).&lt;br /&gt;
&lt;br /&gt;
Reaching 1000 personal acres opened up the final option (Coronation - 50 million gold - July 2008). The offer reappears every 6 game months until accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Watcher Weatherwax observations ===&lt;br /&gt;
&lt;br /&gt;
I am currently (21 August 2008) being prompted to buy crown jewels for 40 million gold and as I still have less than 750 personal acres (&amp;gt;29,000 total) the offers seem to arrive at different levels of acres and for different costs. I was getting crown jewel offers from about 600 personal acres and (approx) 22,000 total acres.&lt;br /&gt;
&lt;br /&gt;
=== Alexandrea Fride observations ===&lt;br /&gt;
&lt;br /&gt;
started 28the may (restarted(course of abdication before) with 22k+ and 1.9k+pers) (day/month/year)&lt;br /&gt;
&lt;br /&gt;
# did 2mil one (28/05/09)&lt;br /&gt;
# did 3.5mil for small step (29/05/09)&lt;br /&gt;
# did 4.3mil for golden monument (extra citz) (30/05/09)&lt;br /&gt;
# did 2.7mil for giant labyrinth (31/05/09)&lt;br /&gt;
# did 20.6mil for Eight acres of prime land in the center of town (extra citz) (1/06/09)&lt;br /&gt;
# did 25.9mil for roads that lie within your principality (extra citz)  (2/06/09)&lt;br /&gt;
# did 27.4mil for the top architect in the land (extra citz +5gold bars) (4/05/09)&lt;br /&gt;
# did 25.6mil for a storeroom with supplies enough to outlast a long siege (5/06/09)&lt;br /&gt;
# did 34.6mil for dig a navigable canal from sea to sea for transportation (extra citz) (6/06/09)&lt;br /&gt;
# did 22.1mil for a deep frigid moat full of awful swimming creatures (8/06/09)&lt;br /&gt;
# did 40.4mil for A modern , Gothic-style design with towers and flying buttresses. (10/06/09)&lt;br /&gt;
# did 20mil for heavily fortified turrets with narrow slits for arrows (11/06/09)&lt;br /&gt;
# did 45mil for hire more workers from a nearby county at any cost. (extra citz) (12/02/09)&lt;br /&gt;
# did 40mil for an 8-horse carriage, intricately carved, inlaid with gold leaf (extra citz) (12/02/09)&lt;br /&gt;
# did 50mil to build a throne (14/06/09)&lt;br /&gt;
# did 50mil for crow jewels (+5gold bars) (16/06/09)&lt;br /&gt;
# and at last 50mil for coronation Finish at (17/06/09)&lt;br /&gt;
&lt;br /&gt;
Greetings from Babylon , Queen Alexandrea Fride :-)&lt;br /&gt;
PS: first to ascent twice in Tiny Empires to :) (on same account that is)&lt;br /&gt;
&lt;br /&gt;
=== Tonya Souther observations ===&lt;br /&gt;
&lt;br /&gt;
I&#039;d had the Path paused for a year and a half or so. After requesting that it be resumed, it started right away. I started out with two Potions of Strength and one murky potion in effect.&lt;br /&gt;
&lt;br /&gt;
# Paid 2 million for the grand foyer and lush tapestries, 22 Sep 12. 20642 total acres, 2100 personal, 5007% citizens, 1.910 billion gold.&lt;br /&gt;
# 3.5 million for the large sweeping driveway lined with dozens of trees. 23 Sep 12, 20653 total acres, 2100 personal, 4969% citizens, 1.958 billion gold.&lt;br /&gt;
# Missed the offer for the arch , May 1199, 24 Sep 12 8:19 AM SLT. Got it again, April 1202, 10:14 AM SLT. 3.9 million gold, 20657 total acres, 2100 personal, 5000% citizens, 2.042 billion gold.&lt;br /&gt;
# 2.7 million for the royal garden and topiary (only choice offered), 26 Sep 12 11 AM SLT. 20655 total acres, 2100 personal, 4997% citizens, 1.991 billion gold.&lt;br /&gt;
# 20.6 million gold for eight acres of prime land in the center of town for the cathedral, 27 Sep 12 9:12 AM SLT. 20662 total acres, 2100 personal, 4984% citizens, 1.990 billion gold. Got 150% citizens.&lt;br /&gt;
# 25.9 million gold to repave all the roads in the principality. 28 Sep 12 6:37 AM SLT, August 1146, 20672 acres, 2100 personal, 4953% citizens, 2.236 billion gold. Got 300% citizens. Watched 242% of them vanish the next turn...&lt;br /&gt;
# 27.4 billion gold to hire the top architect in the land for the cathedral, 30 Sep 12 10:25 AM SLT, 20688 acres, 2100 personal, 4953% citizens, 2.044 billion gold. Got 300% citizens, five gold bars.&lt;br /&gt;
# 25.6 million gold for the storeroom with supplies enough to outlast a long siege, 1 Oct 12, 10:50 AM SLT. 20691 acres, 2100 personal, 4969% citizens, 2.000 billion gold.&lt;br /&gt;
# 34.6 million gold to dig a navigable canal from sea to sea. 2 Oct 12, 4:49 PM SLT, August 1112. 20717 acres, 2100 personal, 4953% citizens, 1.916 billion gold. Got 450% citizens. Watched 405% of them leave the next turn. Should quit buying Path steps in July of even-numbered years.&lt;br /&gt;
# 22.1 million gold for the deep, frigid moat full of awful swimming creatures. 5 Oct 12, 6:47 PM SLT, February 1228. 20348 acres, 2100 personal, 5000% citizens, 1.978 billion gold.&lt;br /&gt;
# 40.4 million for a modern, Gothic-style cathedral with towers and flying buttresses. 7 Oct 12, 8:28 AM SLT, December 1286. 20353 acres, 2100 personal, 5000% citizens, 2.091 billion gold. Second murky potion in effect.&lt;br /&gt;
# 20 million for last castle upgrade, turrets with arrow slits. 8 Oct 12, 6:59 AM SLT, February 1122. 20715 acres, 2100 personal, 5000% citizens, 2.020 billion gold.&lt;br /&gt;
# 45 million gold to hire more workers at any cost. 9 Oct 12, 10:15 AM SLT, September 1164. 20728 acres, 2100 personal, 4863% citizens, 2.168 billion gold. Got 300% citizens, and this time get to keep them for a census before giving them away to an ally! Whee.&lt;br /&gt;
# 40 million gold for an 8-horse carriage, intricately carved and inlaid with gold leaf. 10 Oct 12, 1:13 PM SLT, November 1206. 20697 total acres, 2100 personal, 4984% citizens, 2.232 billion gold. Got 50% citizens.&lt;br /&gt;
# 50 million gold for the throne room. 12 Oct 12, 2:08 PM SLT, April 1283. 20715 total acres, 2100 personal, 5041% citizens, 2.125 billion gold.&lt;br /&gt;
# 50 million gold for the crown jewels. 15 Oct 12, 5:48 PM SLT, December 1163. 20766 total acres, 2100 personal, 5000% citizens, 2.213 billion gold. Got 5 gold bars.&lt;br /&gt;
&lt;br /&gt;
At this point, the Path was automatically paused, and I got a message saying that if I intended to ascend, I needed to contact Ultralite Soleil. The display on the Accounting tab&#039;s bookkeeping pages shows Path to Royalty: 16/16 (paused). I also got credit for the Completed Path to Royalty achievement.&lt;br /&gt;
&lt;br /&gt;
== Path to Royalty Notes (starting with less than 20,000 total acres) ==&lt;br /&gt;
&lt;br /&gt;
=== Santa Stepanov observations === &lt;br /&gt;
&lt;br /&gt;
After having under 500 personal acres for an extended time, I received the &amp;quot;quite far to go.&amp;quot; message over and over. I received the &amp;quot;close&amp;quot; message, then an option opened at 3,500 total and 450 personal.  After purchasing the option, the &amp;quot;quite far to go&amp;quot; message re-appeared. May 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 5,000 total acres, an option opened. After purchasing the option, the &amp;quot;quite far to go&amp;quot; message re-appeared. May 2008&lt;br /&gt;
&lt;br /&gt;
At 6,400 in total acres, the &amp;quot;goal is within reach&amp;quot; message began to be displayed. May 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 14,000 total acres, an option opened. May 2008&lt;br /&gt;
&lt;br /&gt;
Within a few turns, another option opened at the 14,000 total acre mark. May 2008&lt;br /&gt;
&lt;br /&gt;
After several turns, another option (moat) opened at the 14,000 total acre mark. May 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden decrease in total, (non-personal) acres the message &amp;quot;quite far to go&amp;quot; was displayed for many years. May 2008&lt;br /&gt;
&lt;br /&gt;
When reaching 10,000 total acres, the &amp;quot;goal is within reach&amp;quot; message began to be displayed. June 2008&lt;br /&gt;
&lt;br /&gt;
When reaching 1,000 personal acres, the &amp;quot;goal is within reach&amp;quot; message is still displayed. June 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 14,000 total acres, an option opened (re-route river). June 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 16,000 total acres, an option opened (fortified turrets). June 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden decrease in total, (non-personal) acres the message &amp;quot;goal is within reach&amp;quot; was displayed for many years. June 2008&lt;br /&gt;
&lt;br /&gt;
After a sudden increase to 15,000 total acres, an option opened (cathedral design). June 2008&lt;br /&gt;
&lt;br /&gt;
After a decrease in total, (non-personal) acres the message &amp;quot;goal is within reach&amp;quot; was displayed for many years. June 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 14,000 total acres, an option opened (storeroom). July 2008&lt;br /&gt;
&lt;br /&gt;
After reaching 14,500 total acres, the message &amp;quot;goal is within reach&amp;quot; was displayed. July 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 15,000 total acres, an option opened (plagued cathedral workers). July 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 16,000 total acres, an option opened (carriage). July 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 17,000 total acres, an option opened (throne room). August 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 18,000 total acres, an option opened (crown jewels). August 2008&lt;br /&gt;
&lt;br /&gt;
After a increase to 20,000 total acres, the coronation option opened. August 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Valentine Janus observations ===&lt;br /&gt;
&lt;br /&gt;
(Valentine Janus became a princess at 1001 total and 184 personal acres.)&lt;br /&gt;
&lt;br /&gt;
At 1004 total acres the first &amp;quot;quite far to go&amp;quot; message was received, and she started building up personal acres.  The first offer came at 194 personal acres (around 1100 total), with three possibilities for castle beautification at 2.0, 2.7, and 3.5 million gold.  Two were purchased as soon as they could be afforded before the &amp;quot;quite far to go&amp;quot; message reappeared.&lt;br /&gt;
&lt;br /&gt;
At 234 personal acres the next offer was received, for a monument at a price ranging from 3.5 to 4.3 million.  The equestrian statue of the emperor was built, resulting in a modest reward.  Some time thereafter, around 280 personal acres, the third castle beautification option was again presented, and after it was purchased the &amp;quot;quite far to go&amp;quot; messages returned.  (19 August 2008)&lt;br /&gt;
&lt;br /&gt;
The next offer came at 5115 total and 334 personal, to acquire land for a cathedral at prices ranging from 13.4 million to 20.6 million gold.  (20 August 2008)  Six acres in the hills above the castle were purchased for 13.4 million gold (currently 5460/334 acres).  (23 August 2008)&lt;br /&gt;
&lt;br /&gt;
The next offer arrived at 7005 total and 447 personal, suggesting it was time to give something back to the people.  Three public improvements were mentioned (two road projects and a central market) with prices from 11.3 million to 25.9 million gold.  (8 September 2008)  The central market, previously destroyed by earthquake, was rebuilt at a cost of 21.2 million gold while holding 7343 total and 448 personal acres.  A significant reward was also received.  (10 September 2008)&lt;br /&gt;
&lt;br /&gt;
At 8002 total and 500 personal acres, the request came to hire an architect to draw up plans for the cathedral.  Prices ranged from 13.4 million to 27.4 million gold.  (19 September 2008)  The &amp;quot;top architect in the land&amp;quot; was hired for 27.4 million gold holding 8221 total and 500 personal acres.  Many citizens came in the aftermath.  (22 September 2008)&lt;br /&gt;
&lt;br /&gt;
The next offer was related to security, suggesting improvements like moats and arrow slits for the castle.  It was received at 10,215 total and 595 personal acres, with prices from 20.0 to 25.6 million gold.  (9 October 2008)  A storeroom with supplies enough to outlast a long siege was purchased for 25.6 million gold at 11,796 total and 597 personal acres.  (12 October 2008)&lt;br /&gt;
&lt;br /&gt;
An opportunity was then presented to do the biggest public work to date, at 12,346 total and 613 personal acres, with all options involving the waterways of the empire.  Prices ranged from 32.5 to 34.6 million gold.  (14 October 2008)  A seaport was built in the bay for 33.5 million gold to increase trade opportunities, and population swelled by over 10%.  Acreage was 12,800 total and 611 personal.  (17 October 2008)&lt;br /&gt;
&lt;br /&gt;
The issue of defensive works was then revisited at 13,190 total and 637 personal acres, repeating the earlier offers and prices on the moat with awful swimming creatures and the turrets with arrow slits.  (20 October 2008)  The upgraded turrets were purchased for 20 million gold at 13,294 total and 636 personal.  (21 October 2008)&lt;br /&gt;
&lt;br /&gt;
The architect returned with three possible designs for the cathedral, one Romanesque, one small of the highest quality, and one modern Gothic design.  Prices were from 36.9 to 40.4 million gold; acreage was 13,459 total and 647 personal.  (23 October 2008)  A small cathedral and campanile built to the highest quality were purchased for 36.9 million gold at 13,825 total and 645 personal acres.  (25 October 2008)&lt;br /&gt;
&lt;br /&gt;
The final defensive improvement, a deep frigid moat full of awful swimming creatures, was offered at 14,213 total/656 personal acres and accepted later the same day for 22.1 million gold at 14,302/656.  (27 October 2008)&lt;br /&gt;
&lt;br /&gt;
A plague affecting cathedral workers was next reported (at 15,041 total and 710 personal acres), with the choices conscription (29 million gold) or outside recruitment (45 million gold).  (2 November 2008)  Conscription was chosen (since she was at 5000% capacity) at 15,210 total and 708 personal; about 3% of her citizens left. (3 November 2008)&lt;br /&gt;
&lt;br /&gt;
A carriage was next selected from two options.  One was an ornate carriage of great magnificence for 40 million gold; the other was a farmer&#039;s cart (symbolic of humble origins) for 500 gold.  The farmer&#039;s cart was accepted with the first offer at 18,017 total acres and 800 personal.  (16 November 2008)&lt;br /&gt;
&lt;br /&gt;
The cathedral being complete, a throne room was the next element to be offered for 50 million gold at 20,280 total and 900 personal.  (27 November 2008)  It was built at 20,448 total and 901 personal acres.  (29 November 2008)&lt;br /&gt;
&lt;br /&gt;
The crown jewels were next on the upgrade list, offered for 50 million gold and accepted at 21,428 total and 951 personal acres.  (4 December 2008)&lt;br /&gt;
&lt;br /&gt;
Queen Valentine Janus of New Deseret was crowned on 13 December 2008, at a cost of 50 million gold, holding 23,530 total and 1,003 personal acres.&lt;br /&gt;
&lt;br /&gt;
=== Kronos Recreant observations ===&lt;br /&gt;
&lt;br /&gt;
# 287 personal, 1094 total: 2.7 million for labyrinth garden.&lt;br /&gt;
# 285 personal, 1199 total: 2 million for grand foyer and lush tapestries&lt;br /&gt;
# 416 personal, 2007 total: 4.3 million for golden monument of emperor on horse&lt;br /&gt;
# 444 personal, 5980 total (brought princess under me for acre boost): 3.5 mil for sweeping driveway with dozens of oaks.&lt;br /&gt;
# 462 personal, 6078 total: 18 million for twelve acre parcel overlooking river.&lt;br /&gt;
# 526 personal, 7,601 total: 25 million to repave every road in my domain (gained 150k citizens)&lt;br /&gt;
# 569 personal, 8,102 total: 27.4 million to hire top architect in the land (180k citizens gained, and 5 gold bars)&lt;br /&gt;
# 928 personal, 41,038 total (temporary boost): 25.6 million for a storeroom with supplies &lt;br /&gt;
# 1053 personal, 11,003 total: 34.6 mil for navigable canal.&lt;br /&gt;
# 1,077 personal, 21,383 total (brought in princess): 22.1 mil for deep, frigid moat.&lt;br /&gt;
# 1080 personal, 21,532 total: 40.4 mil for modern Gothic castle with towers and buttresses.&lt;br /&gt;
# 1079 personal, 21,707 total: 20 mil for turrets with narrow slits.&lt;br /&gt;
# 1079 personal, 21,863 total: 45 mil to hire workers from a nearby county.&lt;br /&gt;
# 1082 personal, 22,079 total: 40 mil 8-horse caravan with gold.&lt;br /&gt;
# 1082 personal, 22,307 total: 50 mil for a throne room.&lt;br /&gt;
# 1086 personal, 22715 total: 50 mil for crown jewels (+5 gold bars).&lt;br /&gt;
# Coronation Not yet Complete.&lt;br /&gt;
&lt;br /&gt;
total so far: 414.2 million gold&lt;br /&gt;
&lt;br /&gt;
== Declining the Path to Royalty ==&lt;br /&gt;
&lt;br /&gt;
Many players will never wish to become king or queen and are quite happy as a prince or princess.  Those who enjoy the challenge of managing a medium or massive downline without needing a crown may IM Emperor Ultralite Soleil to have the Path to Royalty options removed from the Federation HUD.  No other features of the Federation HUD are affected.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Federation_HUD&amp;diff=11777</id>
		<title>Federation HUD</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Federation_HUD&amp;diff=11777"/>
		<updated>2017-11-29T05:50:45Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
The Federation HUD gives players a few more and different options than the standard HUD.  It demands more attention as well, since the default options for puzzles and choices presented sometimes have negative, not neutral consequences.  These penalties for an inattentive or AFK player make it not advisable (at this point anyhow) for a player that often misses turns.&lt;br /&gt;
&lt;br /&gt;
Resource management is the principal added point in Federation game play, as the player adjusts acreage and gold reserves and manages disasters and special options to keep the empire&#039;s [[Citizens|citizens]] (not to be confused with subjects) happy, healthy and within the fold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please be advised, once one has purchased the Federation HUD, the standard HUD becomes unusable.&#039;&#039;&#039;  Should one care to swap back to the standard HUD, they must contact Ultralite Soleil for a refund and re-activation of the standard HUD. Because the Federation Hud offers so many benefits that are unavailable on the standard hud, you can only get a refund if it has been less than a week since you upgraded. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Path To Royalty ==&lt;br /&gt;
&lt;br /&gt;
A player who wants to become a Queen or King must first complete this series of purchases that improve grounds and assets and prepare for ascension.  The full path has 17 purchases at a total cost of about 400 million gold.  New options presented include castle beautification, roadways, cathedral construction and the like.  Some parts are multi-stepped sections (find architect, design cathedral, find location, and so on), and most offer three options for pricing and messaged outcome.&lt;br /&gt;
&lt;br /&gt;
Detailed observations from several players are recorded in the [[Path to Royalty|Path to Royalty Notes]].&lt;br /&gt;
&lt;br /&gt;
== Gold per Acre ==&lt;br /&gt;
&lt;br /&gt;
Gold per Acre can be found here &#039;&#039;&#039;&#039;&#039;[[Gold/Acre]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Alliances ==&lt;br /&gt;
&lt;br /&gt;
A new tab that replaces the Fellow tab, one can make an Ally of anyone ranking Count/Countess or above, who is not directly above or below one in their line.  In other words, if we have Players A, B and C in the same line, in that order top to bottom, Player A may form an alliance with their Liege&#039;s Liege but not their own Liege.  So A and C may be allies but not C and B nor A and B, presuming all are ranked Count or Countess or higher, of course. Also, it appears that there is a limit to how many Allies one may gain, 4 being the current noted limit.*&lt;br /&gt;
&lt;br /&gt;
(* &#039;&#039;The [[Potions#Swirly Potion|Swirly Potion]] is reported to allow you to be able to get a 5th Ally and build another Embassy to gain another 1 gold per acre production. -Nemesis&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
To gain an Ally, stand near another player. Both players must be ranked Count/Countess or higher, have the Federation add on, have fewer than 4 allies already, and cannot already be in a liege/subject relationship with the other person.  Should one player (or both) have ten (10) direct subjects already, the HUD will skip the process of offering the Liege Swap option and go more directly to the Ally option.  Sometimes it may take a few cycles of offers to get the Ally option. It has been found if you click NO to the liege/subject option that comes up first, the next round will have the alliance option.  It appears that the need to remove the HUD to initiate this process is gone and that when one is near an appropriate Ally, the option will appear in due time.&lt;br /&gt;
&lt;br /&gt;
When one examines the Allies tab, each page is for an individual Ally, and there is an option to &amp;quot;Send Ambassador&amp;quot;.  Checking that box will cause a set of options to appear on the next turn.  One then may select between the following:  to do nothing, to send a gift (worth a specific amount of gold), to send a certain amount of [[Citizens|citizens]], to build an embassy if one does not presently exist, or to break the alliance.  If one selects to send a gift, they&#039;ll find that the next month they get to chose what of a number of gift items they&#039;d prefer to send to their ally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;None&#039;&#039;&#039; of these functions allow one to directly send gold from one player to another.  However, a gift of [[Citizens|citizens]] can translate into significant long-term gold for one&#039;s ally through increased tax credits at census time and percentage bonuses to monthly homage income.&lt;br /&gt;
&lt;br /&gt;
Breaking an alliance is difficult and expensive.  It costs gold at a level comparable to building an embassy.  Also, after breaking an alliance, a period of 24 online hours is enforced before one is able to make a replacement embassy, with the additional loss of gold production for that period if one formerly had four allies with embassies.&lt;br /&gt;
&lt;br /&gt;
If at a later time an ally becomes a direct ( above or below ) then the alliance is broken along with any benefits ( embassy ).&lt;br /&gt;
&lt;br /&gt;
==  Embassy ==&lt;br /&gt;
&lt;br /&gt;
An embassy can be purchased, which will be built in the empire of one of your allies. The cost of an embassy is considerable (a bit over five times the cost of an acre of land).&lt;br /&gt;
&lt;br /&gt;
Once an Embassy is built, additional offers may appear. One type of offer is for the recipient of the embassy to read confidential papers of their ally. The offer also suggests that the ally might not find out. The cost to read the papers is considerable. The benefits/consequences of reading the papers is questionable.&lt;br /&gt;
&lt;br /&gt;
Embassies increase the frequency of offers to sell land at a higher cost.&lt;br /&gt;
&lt;br /&gt;
When one is sabotaged, if an ally with embassy is online that ally may get an opportunity to pay for an investigation.  A successful investigation reverses the effects of sabotage and causes the perpetrator to lose the same number of acres.&lt;br /&gt;
&lt;br /&gt;
The main benefit of having an embassy is that the strengthened diplomatic relations let you transfer [[Citizens|citizens]] without losing as many of them. You can also send more citizens at one time. Without an embassy, 60 % of the [[Citizens|citizens]] you transfer to an ally will leave for parts unknown. If you do have an embassy, only 25 % will be disgruntled and leave.&lt;br /&gt;
&lt;br /&gt;
Maintaining four alliances and supporting four embassies is rewarded with increased production of +1 gold per acre per month.&lt;br /&gt;
&lt;br /&gt;
== Festival ==&lt;br /&gt;
&lt;br /&gt;
The Festival is a recurring game feature much like The Trader.  A Festival requires a year and a bit to complete the process.  It encompasses a series of events beginning with an announcement in [[Calendar|September]] that the upcoming year will be a Festival year.  The fee to participate, if desired, is roughly equal to an acre&#039;s purchase price.&lt;br /&gt;
&lt;br /&gt;
September - festival is announced. Online Kings and Queens get an opportunity to bid to host the Festival.&lt;br /&gt;
&lt;br /&gt;
December - pay approx one land&#039;s purchase price to join the festival.&lt;br /&gt;
&lt;br /&gt;
January - festival begins, income from land is doubled for the year and Kazim&#039;s Booth appears (new on Jan 8, 2012 - see below)&lt;br /&gt;
&lt;br /&gt;
February - pay 10 gold to the [[Fortune Teller]] for a cryptic fortune (or to get the key to the mysterious book if she notices)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jousting&#039;&#039;&#039; requires the donation of one acre (unless the [[Potions#Draught_of_Quintain|Draught of Quintain]] is in effect) and consists of three one-on-one matches over the course of the entire Julie Apocalypse Memorial Tournament.  Victory in three matches earns a substantial purse of gold, a gold bar and bonus [[Citizens|citizens]] for each entrant who accomplishes it.  &lt;br /&gt;
&lt;br /&gt;
Winning one or two matches gains acclaim and notoriety but nothing else. The jousting appears to be a Rock/Paper/Scissors game with facing East giving the advantage in a tied result. Thus a jouster facing west has a 1 in 3 chance to win and facing east has a 2 in 3 chance to win.&lt;br /&gt;
&lt;br /&gt;
Attendees at the festival who are not jousting often have the chance to wager on featured matches.  &lt;br /&gt;
&lt;br /&gt;
Should one win all three matches in 10 jousts, a special award of 1 gold per acre increased production is received.  Quite a few players have now achieved this accolade.  The first to do so was Jousting Queen Julie Apocalypse of Bohemia.&lt;br /&gt;
&lt;br /&gt;
A new feature was seen in the Festival on Jan 8, 2012. In the January turn Kazim&#039;s Booth made an appearence. This allows a number of gold bars to be purchased (between 2 and 5 seen so far) and to be sold (only 2 seen so far).&lt;br /&gt;
&lt;br /&gt;
== The Abbot ==&lt;br /&gt;
&lt;br /&gt;
Every so often (once a day or so), you may be visited by the Abbot of a local monastery. He will ask for a donation of 10% of your current gold balance. If you give him the gold, one of several things will happen:&lt;br /&gt;
&lt;br /&gt;
* He will pass on a portion of the money to each of your direct subjects. These payments often total less than the donated amount (however they can total more depending on the rank of your subjects, especially if you&#039;ve [[Citizens#Disaster_research|researched disease]]), but it is one of the few ways to give gold to your direct subjects.&lt;br /&gt;
* Each of your directs subjects will receive one acre of your personal land.&lt;br /&gt;
* You will receive a &amp;quot;warm feeling&amp;quot; - and nothing else. No benefit to you or your subjects.&lt;br /&gt;
* The Abbot may offer to translate your book (see [[Federation_HUD#Book.2C_Key_.26_Translation|Book, Key &amp;amp; Translation]] below).&lt;br /&gt;
* The Abbot may leave leave a pair of Gold Bars on your doorstep. This happens rarely, but is more likely to occur if you have fully researched disease.&lt;br /&gt;
&lt;br /&gt;
If you fully [[Citizens#Disaster_research|research disease]], the Abbot will ask for less money (5% of your total) and will always give to your subjects - no more &amp;quot;warm feelings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Book, Key &amp;amp; Translation ==&lt;br /&gt;
&lt;br /&gt;
One time, you will receive an old locked book from the [[Trader]]. This book can only be opened with a key received from the [[Fortune Teller]]. Lastly, the book can only be read (translated) by the [[Federation_HUD#The_Abbot|Abbot]]. The net result is an increase of +2 gold per acre per month. A Bronze potion can be purchased from the Alchemist to force the next stage in the sequence (ie getting the key from the Fortune Teller or the translation from the Abbot).&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
[[Citizens]] are now the subject of an independent article.&lt;br /&gt;
&lt;br /&gt;
== Alchemist ==&lt;br /&gt;
The coming of the Alchemist is marked by the appearance of a red moon. You can purchase potions from the Alchemist in exchange for Gold Bars. The Alchemist does not appear to you if you do not have any gold bars. &lt;br /&gt;
&lt;br /&gt;
=== Gold Bars ===&lt;br /&gt;
&lt;br /&gt;
* Found in the weeds of an acre which is bought&lt;br /&gt;
* Found when selling an acre - &amp;quot;Fortune smiles on you.  While taking one last look around the acre of land you sold, you see a gold bar.&amp;quot;&lt;br /&gt;
* Won at jousting&lt;br /&gt;
* Being voted King &amp;amp; Queen / Queen &amp;amp; Queen / King &amp;amp; King at the Festival Ball (10 Gold bars each)(Partners need to be on the Federation HUD to receive the gold, but only one party need have attended the Festival)&lt;br /&gt;
* Trader deal (5 Gold Bars)&lt;br /&gt;
* Donating to the Abbot sometimes gives 2 gold bars, even if you have disease researched. Message seen on HUD: &#039;&#039;&amp;quot;The abbot bows &amp;amp; thanks you effusively for your donation. He rushes back to his monastry with your gold. A warm feeling envelops you as you discover a pair of gold bars resting on your doorstep.&amp;quot;&#039;&#039; (NOTE: Your direct subjects will not receive anything when you get gold bars, even if you have disease researched - confirmed by KK).&lt;br /&gt;
* Some Path to Royalty steps will give you 5 gold bars.  (top architect in the land (+5gold bars) &amp;amp; crow jewels (+5gold bars))&lt;br /&gt;
* When you are sent any gift from an ally through the ambassador - Seems up to 3 gold bars have been seen from this method. Sender sees this text: &#039;&#039;&amp;quot;You have arranged to send [gift name] to [your ally].  Hidden in the box was a gold bar! It wasn&#039;t yours. Perhaps just a mix-up with the courier.&amp;quot;&#039;&#039; Recipient sees this text: &#039;&#039;&amp;quot;Your ally [name] sent you a gift. You receive a [gift name].  Hidden in the box was a gold bar. Your ally claims no knowledge of if, so you keep it.&amp;quot;&#039;&#039;  The recipient of the gift receives the gold bars.&lt;br /&gt;
&lt;br /&gt;
Note: If you have any gold bars, they will appear on your account tab, on page 2.&lt;br /&gt;
&lt;br /&gt;
===Moon Text===&lt;br /&gt;
&lt;br /&gt;
When the moon starts to turn red, and shimmer and return to normal (3 turn process), the follow occurs for anyone who has a gold bar.  Everyone sees the first message, the second, third message depends on whether you have gold bars or not.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The moon glimmers redly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Villagers on the outskirts of the kingdom send reports that an alchemist is headed this way.  Her covered wagon is decorated with intricate patterns. She will be here soon.&amp;quot;&lt;br /&gt;
OR&lt;br /&gt;
&amp;quot;The moon shimmers with a red glow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Alchemist has parked her red covered wagon at the edge of the forest tonight. Hundreds of potions line the shelves inside, in small glass vials. Prices are listed in gold bars. You quickly count your stack: XX bars&amp;quot;&lt;br /&gt;
OR&lt;br /&gt;
&amp;quot;The moon returns to normal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The moon above glares a dull red. The Alchemist beckons as you draw near.  She offers you this selection of potions.  Which will you buy?&amp;quot;&lt;br /&gt;
You then get to choose from a scrolling menu a selection of three vials if you pay the Alchemist a Gold Bar.&lt;br /&gt;
&lt;br /&gt;
===New Potion Mixtures===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Potion Mixtures]]&#039;&#039;&#039;&#039;&#039; (Moved to its own page)&lt;br /&gt;
&lt;br /&gt;
===Potions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Potions]]&#039;&#039;&#039;&#039;&#039; (Moved to its own page)&lt;br /&gt;
&lt;br /&gt;
== Dungeon Quest ==&lt;br /&gt;
&lt;br /&gt;
The quest starts after a mixture from the alchemist, to which no record was kept as the expected result would have been inert.  &lt;br /&gt;
&lt;br /&gt;
If you get a word for the quest and before you get the quest get another word from alchemist or fortune teller do not think you will get 2 quests. The first word will be replaced by the second word. It happend to me and didn&#039;t get a change to play a quest at all. After that it was confirmed by the emperor this would happen. This changed mid 2014 where if you have a word and you get another crackling mixture, you will generally get a gold bar and your word is still in play.&lt;br /&gt;
&lt;br /&gt;
This note-card does not guarantee success as the options between quests may differ from person to person, but is a record of the event.&lt;br /&gt;
&lt;br /&gt;
~@~ Feb 1290 ~@~&lt;br /&gt;
Remarkable! The mixture quickly evaporates, forming a delicate cloud above the flask. Tendrils of vapor writhe into the shape of letter. Soon, the word &amp;quot;Friend&amp;quot; hang in the air, then dissipates. What wizardry is this?&lt;br /&gt;
&lt;br /&gt;
~@~ Apr 1290 ~@~&lt;br /&gt;
An interesting discovery is made in the hills of a nearby estate. It&#039;s a stone door, sealed with magical energy it appears to be a passage leading down into the earth. You plan to investigate in the next month or two.&lt;br /&gt;
&lt;br /&gt;
~@~ May 1290 ~@~&lt;br /&gt;
As you approach the stone door, a voice hails from the magic aura shimmering over the stone. &amp;quot;Speak, traveler. What is the word?&amp;quot; You respond: [Friend] &lt;br /&gt;
&lt;br /&gt;
~@~ Jun 1290 (1/3) ~@~&lt;br /&gt;
The magical glow enshrouding the stone door is dispelled. The voice utters, &amp;quot;A good memory ... or a good guess. You may enter the dungeon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~@~ Jun 1290 (3/3) ~@~&lt;br /&gt;
The dungeon lies under the property of a near by land owner. She is  being unreasonable and wont let you explore it unless you grant 8 acres of your land to her. Will you pay it. PAYED 8 ACRES&lt;br /&gt;
&lt;br /&gt;
~@~ Jul 1290 (2/6) ~@~&lt;br /&gt;
You transfer 8 acres of land to the land owner.  Now you have free access to the dungeon.  The stone door swings open and your party of adventurers dives in...&lt;br /&gt;
&lt;br /&gt;
~@~ Jul 1209 (3/6) ~@~&lt;br /&gt;
Your expedition is in the anti chamber of the dungeon, there are 3 exits from this room which way do you go. ( 3 options) &lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Left]&lt;br /&gt;
        [North East]&lt;br /&gt;
        [Down the staircase]&lt;br /&gt;
    Chosen:&lt;br /&gt;
        [Down the staircase]&lt;br /&gt;
&lt;br /&gt;
~@~ Aug 1290 (1/6) ~@~&lt;br /&gt;
Your chosen direction leads into a room full of treasure. You and your party stuff your packs with gold and silver jewelry worth at least 50,000,000 gold. Your adventure continues.&lt;br /&gt;
&lt;br /&gt;
~@~  Aug 1290 (3/6) ~@~&lt;br /&gt;
A hideous crone bars your path.  She warns you away from the dungeon, saying she has foreseen your doom.  She offers a tarot reading to prove her claim. It will cost 25,000,000 g. Pay it? &lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (1/6) ~@~&lt;br /&gt;
The crone accepts your tithe of 25,000,000 gold. She produces a deck of the Major Arcana.  She enters a trance and mutters a few words.  Finally she draws one card.&lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (3/6) ~@~&lt;br /&gt;
The crone reveals a card. It is The Star. The crone is left starstruck, angered at your good fortune. She stomps away, muttering to herself. You continue on.&lt;br /&gt;
&lt;br /&gt;
~@~ Sep 1290 (4/6) ~@~&lt;br /&gt;
A group of Orcs jumps your party! Their fearsome fangs drip with rancid blood. What action will you take? &lt;br /&gt;
    Options:-&lt;br /&gt;
        [Full charge into the enemy]&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Run past the enemy]&lt;br /&gt;
        [Rely on magic]&lt;br /&gt;
        [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
~@~ Oct 1290 (1/5) ~@~&lt;br /&gt;
You move your warriors to the front, and set to battle. Though the enemy fights tooth and nail, your steel is stronger. You prevail, finding treasure worth 17,000,000 gold, Your adventure continues.&lt;br /&gt;
&lt;br /&gt;
~@~ Oct 1290 (3/5) ~@~&lt;br /&gt;
The way is blocked by an ornate round seal, covered with gems. At the centre is a yellow crystal with a slot for a key. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Bash it down]&lt;br /&gt;
        [Unlock with magic]&lt;br /&gt;
        [Align the crystals]&lt;br /&gt;
        [Pick the lock]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Align the crystals]&lt;br /&gt;
&lt;br /&gt;
~@~ Nov 1290 (1/4) ~@~&lt;br /&gt;
You&#039;ve notice a pattern on the seal that matches the gems on its surface. By rotating the center, you align the crystals and the seal springs open! You found the deed to 3 acres of land, and you continue on.&lt;br /&gt;
&lt;br /&gt;
Edit by Solution Spyker:  Aligning the crystals Failed - &amp;quot;For a moment you thought you saw a pattern on the seal that would allow you to align the crystals and open the door.  However you were wrong and the seal remains shut forever. Your adventure ends here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~@~ Nov 1290 (2/4) ~@~&lt;br /&gt;
You group is attacked by a pack of Drakes! Their leathery wings beat the air in fury. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Run past the enemy]&lt;br /&gt;
        [Full charge into the enemy]&lt;br /&gt;
        [Rely on magic]&lt;br /&gt;
        [Rely on steel]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Run past the enemy]&lt;br /&gt;
&lt;br /&gt;
~@~ Dec 1290 (1/5) ~@~&lt;br /&gt;
Your group runs forward with haste. By the time the enemy realizes it, you&#039;re long gone. You&#039;ve made it safely to the next step of your adventure, but you can&#039;t help wondering what treasure could be won.&lt;br /&gt;
&lt;br /&gt;
~@~ Dec 1290 (3/5) ~@~&lt;br /&gt;
You enter a vast lair at the dungeon&#039;s end. Guarding the treasure is a Red Dragon. What action will you take?&lt;br /&gt;
&lt;br /&gt;
    Options:&lt;br /&gt;
        [Enter combat]&lt;br /&gt;
        [Fight dirty]&lt;br /&gt;
        [Retreat]&lt;br /&gt;
        [Bribe with 80,000,000 gold]&lt;br /&gt;
&lt;br /&gt;
    Chosen: [Enter combat]&lt;br /&gt;
&lt;br /&gt;
~@~ Jan 1291 (2/5) ~@~&lt;br /&gt;
Success! The dungeon&#039;s treasure lies at your feet. You receive 120,000,000 gold, 9 gold bars, 2 acres of land, a blue potion, and a Draft of Quintain. You also earn 1 gold per acre forevermore&lt;br /&gt;
&lt;br /&gt;
~@~ Jan 1291 (5/5) ~@~ Sent to all HUD&#039;s.&lt;br /&gt;
LET IT BE KNOWN, THAT KING TOOHEY PANEER OF QUID TEMPUS HAS EMERGED VICTORIOUS FROM A MOST DANGEROUS DUNGEON QUEST, VANQUISHING THE MENACING BEAST WITHIN. HAIL TO THE HERO!!&lt;br /&gt;
&lt;br /&gt;
After the event Ultralite Soleil confirmed that Toohey Paneer was indeed the first person to complete the Dungeon Quest 29th July 2013&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Interface&amp;diff=11776</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Interface&amp;diff=11776"/>
		<updated>2017-11-29T05:50:26Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
=== Male/Female ===&lt;br /&gt;
&lt;br /&gt;
If perchance one selects incorrectly, please IM Ultralite Soleil to get that corrected.  As far as the choice, of course that is up to the player, however keep in mind that the gender chosen will determine the gender of announced titles, so one might care to use the corresponding gender for the avatar to avoid confusion. The game will continue to ask the question about which gender to use until that question is answered.&lt;br /&gt;
&lt;br /&gt;
=== HUD Position ===&lt;br /&gt;
&lt;br /&gt;
If one &amp;quot;WEARs&amp;quot; the HUD, it will appear on-screen in a default position.  For brand new HUDs, this will be the &amp;quot;HUD Top Left&amp;quot; position. If the HUD was received from another player, it will default to whatever position they last used.  Right click the HUD scroll and then slide it around to the desired position.  If one never removes it, the HUD will be there, ready to go every time one logs into SL.  Should the HUD become detached, simply WEAR it again, and it will re-appear in the preferred position on screen again.&lt;br /&gt;
&lt;br /&gt;
=== Month &amp;amp; Year ===&lt;br /&gt;
&lt;br /&gt;
Each turn is one month in game time.  There are 3 minutes between turns. Located in the extreme upper left of the HUD, the year cycles from Jan 1100 to Dec 1300 CE automatically, resetting starting at Jan 1100 again.  Each game year takes about 36 minutes to complete; 12 turns of 3 minutes each.&lt;br /&gt;
&lt;br /&gt;
=== Clock ===&lt;br /&gt;
&lt;br /&gt;
Located in the upper right of the HUD, it is a circle that fills (ala a pie chart) with a darker color to mark the passage of each month/turn.  Answers to game offers may be sent any time after the new turn is available, but before the circle fills up completely. If one attempts to answer Yes or No after that point, the HUD will tell state that &amp;quot;sent your response too late for this turn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Also, clicking the clock itself will cause text to bump up or down a tiny bit to improve readability.  Click through to test the 3 positions to see what works best for text display.  Please see the [[Troubleshooting]] section for more ways to improve HUD text readability.&lt;br /&gt;
&lt;br /&gt;
=== Chime on/off ===&lt;br /&gt;
&lt;br /&gt;
To turn the GONG sound on or off, left click and hold for a few seconds on the clock, and then again to restore the GONG. The HUD will give send a message stating whether the muting or un-muting was performed successfully.&lt;br /&gt;
&lt;br /&gt;
As of Fed HUD 1.4, this has been replaced with a ? icon that leads to a menu that allows muting of the login fanfare, turn bells, and selection clicks, plus some other options.&lt;br /&gt;
&lt;br /&gt;
=== Minimize &amp;amp; Close ===&lt;br /&gt;
&lt;br /&gt;
Same function and appearance as a standard window.  &lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s Rank/Title, Name &amp;amp; Kingdom if applicable ===&lt;br /&gt;
&lt;br /&gt;
For example Peasant XYZ PDQ, or Princess Madame Maracas of Wessex or Viscount RTY TOOTY.  The &amp;quot;of Wessex&amp;quot; or whatever kingdom indicates that the top person in your line not only reports directly to the Emperor, Ultralite Soleil, but that they have achieved the monumental acreage of over 20,000 as well as 400,000,000 gold.  Not all Kings nor Queens have reached this ranking at this time.  (9/30/2007)&lt;br /&gt;
&lt;br /&gt;
=== Land ===&lt;br /&gt;
&lt;br /&gt;
There are two land numbers: Total Acreage and Personal Acreage.  Personal acreage is land that was bought directly or received directly as a gift.  Total Acreage is personal acreage combined with the total acreage held by all subjects.  Imagine that one is standing atop an acreage pyramid, all the acres holding one up are held by Subjects and count toward the Total Acreage count.&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
&lt;br /&gt;
Monies earned and acquired by the player.  Tiny Empires Gold is NOT transferable to Lindens or USD or any other currency.  The assets of the game remain within the Empire, it is as they say, a closed economy, unlike SL at large.&lt;br /&gt;
&lt;br /&gt;
=== Population (Federation HUD only) ===&lt;br /&gt;
&lt;br /&gt;
[[Citizens]] in the player&#039;s realm.  This should not be confused with subjects.  Subjects are players; citizens are simply another score.  Citizen management affects gold income.&lt;br /&gt;
&lt;br /&gt;
=== Tabs (left to right) ===&lt;br /&gt;
&lt;br /&gt;
==== Offers Tab ====&lt;br /&gt;
&lt;br /&gt;
This is where the new information is displayed every turn/month.  Probably the most important tab, as this is where puzzles are presented, bribe offers can be made, accepted or declined and where one finds out who&#039;s been promoted or demoted, as well as reports of the imminent appearance of the Mysterious Trader (more on him later).  &lt;br /&gt;
&lt;br /&gt;
==== Accounting Tab ====&lt;br /&gt;
&lt;br /&gt;
Details where Gold is coming in and going out.  Keep an eye on the Gold per acre production rate and Homage Rate in particular.  &lt;br /&gt;
&lt;br /&gt;
==== Subjects Tab ====&lt;br /&gt;
&lt;br /&gt;
Lists folks reporting directly only.  &lt;br /&gt;
&lt;br /&gt;
==== Fellows or Allies Tab ====&lt;br /&gt;
&lt;br /&gt;
On the standard HUD, the Fellows tab shows folks that also report directly to the same liege.&lt;br /&gt;
&lt;br /&gt;
On the Federation HUD, the Allies tab lists the Allies you currently have, and allows you to send an ambassador to them.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Efficiency_Upgrades&amp;diff=11775</id>
		<title>Efficiency Upgrades</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Efficiency_Upgrades&amp;diff=11775"/>
		<updated>2017-11-29T05:49:23Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Production Upgrades &amp;amp; Castle (Reg Hud)==&lt;br /&gt;
* Total: 28g / acre (see note below)&lt;br /&gt;
* This includes all the production and housing upgrades along the way&lt;br /&gt;
* See list of production upgrades here &#039;&#039;&#039;&#039;&#039;[[Land Improvements]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mysterious Trader (Reg Hud)==&lt;br /&gt;
* Total: 2g / acre  (see note below)&lt;br /&gt;
* This is given in 1g/acre increments from the Trader.  You can get this a maximum of two times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039;&#039;&#039; The regular version of the game has a maximum of 30 gold per acre. You can get there by getting all the land improvement upgrades and then getting the rest via the trader. Or, you can get +2 by buying the castle at any time. If you are already at 30 when you buy the castle you do not get 32, but you do get the other benefits the castle brings.&lt;br /&gt;
&lt;br /&gt;
==The Book/The Key/The Abott (Fed Hud)==&lt;br /&gt;
* Total: 2g / acre&lt;br /&gt;
* See here for more info [[Federation_HUD#Book.2C_Key_.26_Translation|Book, Key &amp;amp; Translation]]&lt;br /&gt;
&lt;br /&gt;
==Four Allies &amp;amp; Embassies (Fed Hud)==&lt;br /&gt;
* Total: 1g / acre&lt;br /&gt;
* Once you&#039;ve built 4 embassies, you get this bonus.&lt;br /&gt;
&lt;br /&gt;
==Fifth Ally &amp;amp; Embassy (Fed Hud)==&lt;br /&gt;
* Total: 1g / acre&lt;br /&gt;
* Once you&#039;ve built your 5th embassy, you get this bonus.&lt;br /&gt;
&lt;br /&gt;
==Jousts at Festival (Fed Hud)==&lt;br /&gt;
* Total: 1g / acre&lt;br /&gt;
* Once you&#039;ve won 10 jousts, you get this bonus.&lt;br /&gt;
&lt;br /&gt;
==Famine Research (Fed Hud)==&lt;br /&gt;
* Total: 3g / acre&lt;br /&gt;
* Researching Famine 20 levels gives you 3g / acre.&lt;br /&gt;
&lt;br /&gt;
==DUNGEON QUEST COMPLETION(s) (FED HUD)==&lt;br /&gt;
* Total: 1g/acre &lt;br /&gt;
(Note) it has been confirmed that, while random, &lt;br /&gt;
 this award may be given multiple times.&lt;br /&gt;
 As of this date (2013/8/4) the highest confirmed number is twice.&lt;br /&gt;
 for a grand total of +2g/acre (in +1g/acre increments).&lt;br /&gt;
&lt;br /&gt;
==Future / Missing==&lt;br /&gt;
* Total: ?g / acre&lt;br /&gt;
* Copy / use this section to add more that have been left out.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11774</id>
		<title>Land Improvements</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Land_Improvements&amp;diff=11774"/>
		<updated>2017-11-29T05:49:08Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
This page is a comprehensive list of improvements to your land which increases your gold per acre. The wording is from screen captures of the relevant improvements.&lt;br /&gt;
&lt;br /&gt;
== List of land improvements ==&lt;br /&gt;
Each improvement increases your gold production per acre by 0.5 gold. Depending on whether you have also increased gold production by some other means (trader, housing, etc.) the description will show different amounts for the gold production that the improvement would give you.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Minimum Acres&lt;br /&gt;
! Name&lt;br /&gt;
! Increase&lt;br /&gt;
! Base Cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shovel&lt;br /&gt;
| .5&lt;br /&gt;
| 20 Gold&lt;br /&gt;
| It might be nice to have a shovel to dig in your fields.  Your fingernails are worn down. A shovel will improve your land production to 10.5 gold per acre.  Buy a shovel for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 80 Gold&lt;br /&gt;
| A plow would be more efficient in digging up your land. If you buy one, your land will produce 11 gold per acre.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 180 Gold&lt;br /&gt;
| Your body aches from working all this land by yourself.  If you hire a peasant to help, the two of you can produce 11.5 gold per acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 320 Gold&lt;br /&gt;
| Farming your land is a lot of work!  You could use more muscle.  If you buy an ox to pull the plow, your land will produce 12 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Another Peasant&lt;br /&gt;
| .5&lt;br /&gt;
| 575 Gold&lt;br /&gt;
| The peasant you hired is tired.  If you hire another peasant, the two together will be more efficient, producing 12.5 gold/acre.  Hire a worker for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Another Plow&lt;br /&gt;
| .5&lt;br /&gt;
| 720 Gold&lt;br /&gt;
| When you hired a 2nd peasant, you forgot to supply a plow.  If you buy another plow, your peasants will pull 13 gold per acre from your land.  Buy a plow for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Another Ox&lt;br /&gt;
| .5&lt;br /&gt;
| 980 Gold&lt;br /&gt;
| Your poor ox is lonely, and your neighbor has an ox for sale.  If you buy it, the team will produce 13.5 gold per acre.  Buy an ox for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Barn&lt;br /&gt;
| .5&lt;br /&gt;
| 1472 Gold&lt;br /&gt;
| Your team of oxen refuse to work in the rainy weather.  If you build a barn, the beasts will produce a total of 14 g/acre.  Build a barn for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2106 Gold&lt;br /&gt;
| Your hired peasants are jealous of the new oxen housing, and they wonder where your priorities lie. A worker&#039;s hut will increase gains to 14.5 g/acre.  Build a hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Remove Hut&lt;br /&gt;
| .5&lt;br /&gt;
| 2900 Gold&lt;br /&gt;
| Now that your peasants live inside a hut, they like to sleep a lot. Your land will produce 15 gold per acre if you remove the hut.  Remove the hut for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Doctor&lt;br /&gt;
| .5&lt;br /&gt;
| 3872 Gold&lt;br /&gt;
| Your hired peasant workers are complaining of fevers and colds.  If you hire a doctor, they will work harder, and your land will produce 15.5 gold per acre.  Hire a doctor for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| Taskmaster&lt;br /&gt;
| .5&lt;br /&gt;
| 5040 Gold&lt;br /&gt;
| Your hired peasants just aren&#039;t working like they used to.  If you hire a taskmaster to keep an eye on them, your land will make 16 g/acre.  Hire a taskmaster for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 6160 Gold&lt;br /&gt;
| A traveler from the east has offered you a horse, which he claims is stronger than your oxen. If you buy it, your land will produce 16.5 gold/acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| Shelter&lt;br /&gt;
| .5&lt;br /&gt;
| 8036 Gold&lt;br /&gt;
| Your peasants, the doctor, and the taskmaster are complaining loudly about their living conditions. If you build a shelter, your land will produce 17 g/acre.  Build shelter for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| Another Horse&lt;br /&gt;
| .5&lt;br /&gt;
| 9900 Gold&lt;br /&gt;
| Your horse is strong, as promised.  You could use another one.  If you buy another horse, your land will produce 17.5 gold per acre.  Buy a horse for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| Horseshoes&lt;br /&gt;
| .5&lt;br /&gt;
| 12032 Gold&lt;br /&gt;
| Someone at the pub told you his horses worked harder if they wore iron platforms on their hooves.  His land produced 19 gold per acre with this invention.  Buy horseshoes for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| Two More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your acreage has become so large that your two workers cannot handle it all themselves.  If you hire a couple ore, your land will make 19.5 gold per acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| Two More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your oxen died from overwork.  Fortunately, the horses are working out very well.  If you buy two more horses, your land will produce 20 gold per acre.  Buy horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| Upgrade Plow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your old plow keeps breaking and costs too much to repair.  If you buy a more modern plow your land production will increase to 20.5 gold per acre.  Upgrade a plow for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 59&lt;br /&gt;
| Seed&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You have more land than seed to sow.  Your neighbor has offered to sell you seed which will improve your land production to 21 gold/acre.  Buy seed for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 62&lt;br /&gt;
| New Barn&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your current barn is too small for your two teams of horses. If you build a new barn, your land production will climb to 21.5 gold/acre.  Upgrade the barn for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 65&lt;br /&gt;
| House&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your workers are sleeping four to a bed in their tiny shelter.  If you expand it they will be happier, producing 22 gold per acre.  Build a house for XX g?&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| Storage Bin&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is producing too much food to store easily.  If you rent a storage bin in town, your food will sell for more (22.5 g/acre.)  Rent storage for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 71&lt;br /&gt;
| Eight More Horses&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You need more horses to work all this land.  If you buy 4 more horse teams, your land production will climb to 23 gold per acre.  Buy 8 horses for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 74&lt;br /&gt;
| Four More Peasants&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| In your haste to buy horses you forgot to hire people to drive them.  If you hire 4 peasants to work those horses, your land production will be 23.5 g/acre.  Hire help for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 77&lt;br /&gt;
| Foreman&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants are fond of wine and long naps. If you hire a foreman, your land will produce 24 g/acre.  Hire a foreman for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| Dormitory&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your peasants have run out of room to sleep.  If you build a large dormitory, your land will make 24.5 g/acre.  Build a dorm for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 83&lt;br /&gt;
| Fallow&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| Your land is overworked and has slowed production.  If the land lies fallow for awhile, it will produce 25 gold per acre.  Pay XX to fallow the land?&lt;br /&gt;
|-&lt;br /&gt;
| 86&lt;br /&gt;
| Nitrogen&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You went to a presentation on something called Nitrogen.  If you put Nitrogen on your land it will make 25.5 g/acre.  Buy chemicals for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| 89&lt;br /&gt;
| Guru&lt;br /&gt;
| .5&lt;br /&gt;
| x Gold&lt;br /&gt;
| You heard of a farming guru who lives in the hills nearby. If you consult him for advice your land will make 26 g/acre.  Consult for XX gold?&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Cottage&lt;br /&gt;
| 1&lt;br /&gt;
| 2,000&lt;br /&gt;
| (Build a Cottage, improved defense against Sabo)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Manor&lt;br /&gt;
| 0&lt;br /&gt;
| 16,000&lt;br /&gt;
| (Build a manor, no efficiency upgrade, improved defense against Sabo, two free acres after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Keep&lt;br /&gt;
| 0&lt;br /&gt;
| 100,000&lt;br /&gt;
| (Build a Keep, no efficiency upgrade, improved defense against Sabo, half the cost returned to you after building)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Castle&lt;br /&gt;
| 2&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| As a high-ranking noble, it occurs to you that you need much more defense. If you buy a castle you will receive 2 g/acre permanently and your land will make 28 g/acre. Buy for 1,000,000 gold?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
	<entry>
		<id>https://malixu.me.uk/tinyempires/index.php?title=Ranks&amp;diff=11773</id>
		<title>Ranks</title>
		<link rel="alternate" type="text/html" href="https://malixu.me.uk/tinyempires/index.php?title=Ranks&amp;diff=11773"/>
		<updated>2017-11-29T05:48:53Z</updated>

		<summary type="html">&lt;p&gt;BuckarooMu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
== Ranks and Acres ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! No.&lt;br /&gt;
! Title&lt;br /&gt;
! Holdings&lt;br /&gt;
! LPF&lt;br /&gt;
! Homage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Wanderer&lt;br /&gt;
| 0 acres&lt;br /&gt;
| na&lt;br /&gt;
| na&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Peasant&lt;br /&gt;
| 1–4 acres&lt;br /&gt;
| 7&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Squire(ss)&lt;br /&gt;
| 5–9 acres&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Knight/Dame&lt;br /&gt;
| 10–24 acres&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Baron(ess)&lt;br /&gt;
| 25–49 acres&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Viscount(ess)&lt;br /&gt;
| 50–99 acres&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Count(ess)&lt;br /&gt;
| 100–199 acres&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Marquis(e)&lt;br /&gt;
| 200–399 acres&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Duke/Duchess&lt;br /&gt;
| 400–999 acres&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Prince(ss)&lt;br /&gt;
| 1000+ acres&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
LPF above stands for land price factor.  The price of land is the land price factor for your rank multiplied by the square of the number of personal acres you already own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example:&#039;&#039; A Prince with 500 personal acres pays 500 * 500 * 4 = 1,000,000 for his next acre. A Duke with the same land would pay 500 * 500 * 5 = 1,250,000 for the same acre.&lt;br /&gt;
&lt;br /&gt;
The rank of King or Queen is no longer based on acreage alone.  A minimum of 20,000 acres is needed, and the LPF is 4.  But the rise to ruling monarch also requires completing a [[Path to Royalty]] (see notes below) through the [[Federation HUD]].  A reasonable estimate for making the improvements required is 400,000,000 gold or more.&lt;br /&gt;
&lt;br /&gt;
The chart above refers to the amount of land needed to ascend. It is a combination of your personal land and the land of all of your subjects. NOTE: It is not advisable to become a Prince(ss) with less then 200 acres of personal land, because you will lose 1 gold/acre due to loss of moral.&lt;br /&gt;
&lt;br /&gt;
== Path to Royalty Notes ==&lt;br /&gt;
&lt;br /&gt;
The Path to Royalty notes have been moved to [[Path to Royalty|a page of their own]].&lt;br /&gt;
&lt;br /&gt;
== Recruiting and Ranks ==&lt;br /&gt;
&lt;br /&gt;
=== Swearing and receiving allegiance ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can only swear allegiance to a player 1-3 ranks higher than you are.&#039;&#039;&#039; &#039;&#039;(Exception: A Prince or Princess can give allegiance to another Prince or Princess.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means that new players with 0 acres can only be recruited by Knights/Dames or below, or by Baron/Baroness ranks after being first given an acre by someone.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to do all your new player recruiting before you have 50 acres (Viscount/ess). Otherwise, while you&#039;re in the 50-99 acre range, you&#039;ll need to feed the new player 5 acres before you can take them on . . . or worse, if you&#039;re in the 100-199 acre range, 10 acres.&lt;br /&gt;
&lt;br /&gt;
To recruit somebody whose rank is too low for you, you have two basic choices:&lt;br /&gt;
&lt;br /&gt;
* Give them acres, or find them a subject, to raise their rank; or&lt;br /&gt;
* Have them join one of your lower ranking subjects.&lt;br /&gt;
&lt;br /&gt;
=== Holding subjects ===&lt;br /&gt;
&lt;br /&gt;
As you advance in rank, you cannot keep a direct subject more than 5 ranks lower than your current rank. This means, for example, that a Prince/Princess can hold a Baron(ess) but nothing lower.&lt;br /&gt;
&lt;br /&gt;
If you are coming up for promotion, check the ranks of your direct subjects. If you are going to lose one, either move them under someone lower down if you can, or build up their rank with land or subjects! Otherwise you will be promoted and instantly demoted again when your subject is thrown out. Your former subject will also become liegeless, and will get randomly assigned by the Emperor to a new liege.&lt;br /&gt;
&lt;br /&gt;
This may have changed recently, though. A Duchess was promoted to Princess in early November 2009 when a subject changed allegiance to her, and another subject, a Dame, was not orphaned. It is not known just why not, at this point, but about 50 game years have passed since the promotion at this writing.&lt;br /&gt;
&lt;br /&gt;
=== Giving and Receiving Acres ===&lt;br /&gt;
&lt;br /&gt;
Players may give acres to any other player of equal or lesser rank, and to players one rank above their own.&lt;br /&gt;
&lt;br /&gt;
=== Lieges &amp;amp; Subjects FAQs: ===&lt;br /&gt;
&lt;br /&gt;
Q: What happens if a subject overtakes their liege?&lt;br /&gt;
&lt;br /&gt;
A: This is not possible because a liege&#039;s rank is based on the total of all their subjects acres as well as their own.&lt;br /&gt;
&lt;br /&gt;
EA: This can be done Gold production per acre. Especially if the system omits points of upgrade to the liege, which has happened.&lt;/div&gt;</summary>
		<author><name>BuckarooMu</name></author>
	</entry>
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