One day, wherever you spend it.
You will find it under Account, in the Companies tab, listing every place you could work today: the companies you own, and your job if you have one.
| health | -10 |
| how often | once a day |
| where | any company you own, or a day taken off the job market |
The limit is on you, not on the company. Owning three companies does not buy three days, and neither does taking work from three different owners. One day, one place.
Your work day comes back when the world day turns, together with your training and your travel, and the countdown in the header says when. Working late in the day never pushes the next one later. See when your day comes back.
Ten health is exactly what a training costs, and both come out of the same hundred. Five meals a day cover both comfortably at any quality of food, so what makes a day a choice is the one-a-day limit on each rather than your health. See food.
| kind | takes | makes |
|---|---|---|
| Mine | nothing | 100 raw weapon material |
| Farm | nothing | 80 to 130 raw food, see below |
| Forge qn | 100 × n raw material | 5 weapons at qn |
| Mill qn | 200 × n raw food | 20 food at qn |
Everything a day makes goes into the owner's store, not the worker's. If you work for somebody else you are paid a wage; the goods are theirs.
If the owner does not hold enough raw material, the day is refused and nothing is spent. The owner is told, in their own log, that their company stood idle.
A farm plants one of six crops, and the crop decides what weather suits it:
| dry | wet | |
|---|---|---|
| hot | millet | rice |
| normal | wheat | turnip |
| cold | rye | oats |
Each crop yields 120 at its best temperature and falls away either side of it, never below 80:
| crop wants | best at | worth planting between |
|---|---|---|
| hot | 30 °C | 8.8 °C and 51.2 °C |
| normal | 15 °C | 5 °C and 25 °C |
| cold | 0 °C | -28.3 °C and 28.3 °C |
Outside that band the crop sits at the floor of 80, so planting a hot crop in the dwarven mountains is not a disaster, it is simply a waste of the choice.
A drought or a flood moves it by 10 either way: a dry crop gains in a drought and loses in a flood, a wet crop the other way about. A perfect year, the right crop at its best temperature with the weather it wants, yields 130.
This is the first thing in Aldawyn that makes the weather matter to a person. Check weather for what your region is doing.
Raw production rises with the land your country holds:
+5 per region of the matching resource your country currently owns.
A farm counts farmland, a mine counts iron. It is the country holding the region today, so conquest moves it. As the world begins:
| country | farmland | iron | a farm makes | a mine makes |
|---|---|---|---|---|
| Buldihndan | 1 | 2 | +5 | 110 |
| Arbor lean | 1 | 1 | +5 | 105 |
| Orcmorsult | 1 | 2 | +5 | 110 |
| Arados | 3 | 1 | +15 | 105 |
| Sun cashai | 2 | 1 | +10 | 105 |
Arados is the breadbasket. The dwarves and the orcs are the forges.
Two moneys, and they do different jobs:
gold what you earn, and what companies cost
|
| a country issues its currency in exchange for gold
v
doge, enmus, gez, what wages are paid in
hebrea, geadh
A country's currency reaches players through the currency market. Its council mints the currency and puts some on that market by law; whoever pays the gold it asks for holds coins an employer can pay a wage in.
What that means in practice:
And what a wage is finally worth: see the goods market, which is where a coin becomes bread.
Under Marketplace. It lists the work other people are offering in the country whose ground you are standing on, because that is the only work you could take.
Your own companies are not on it. Working those is free and uses none of the days you have offered, so listing them would show you a count that never moves. You work them under Account, on the Companies tab.
Offers are listed best paid first. Each shows a wage and how many days are still going at it. You pick one and work it right there: the day is done, you are paid, and that offer has one day fewer. There is nothing to apply for and nothing to leave.
One company can appear more than once. An owner does not have to name a single price. They can offer work at up to three different wages at the same time, each for up to five days, and the market lists every one of them separately:
Thornmill 100 a day 2 days needs it, and will pay
Rival 40 a day 1 day
Thornmill 60 a day 5 days wants it
Thornmill 25 a day 5 days only if labour is going cheap
The list is sorted by price alone, never grouped by company, so the best paid day in the country is always at the top whoever is offering it. That is also why Thornmill's cheap offers sit below a stranger's better one.
Cheap offers are worked last, and that is the point. Everybody takes the best paid day going, so a ladder drains from the top: the 25 a day rows above are only reached once every dearer day in the country has been taken. An owner posting two days at 100 and three at 25 is buying two days for certain and three more only if labour turns out to be plentiful.
Two days at one wage means two different people. The one-day limit is on the person, not on the offer, so nobody can work an owner's whole ladder alone. Five days at 60 is five separate people, or the same person over five separate days.
You can work the same company on as many days as it has going, and you can work a different one tomorrow. Nobody is your employer.
A wage is taxed at the rate of the country the company stands in. Every country levies 10 per cent to begin with, and its council can set it anywhere from nothing to everything by law: see the council. The rate every country charges is shown under Realm.
the owner pays the whole wage
you receive the wage, less the tax
the country receives the tax
The tax is withheld from your side rather than added to the owner's cost. It rounds down, which means the odd remainder goes to you.