Promisance Server 3
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A note: None of this information has been updated for the newest features and abilities of this game. It is, in essence, a little outdated, but still is a good resource for beginning players. It is much less outdated than the Game Guide, however.
- Tips
- In General
- This is where you build on the land you have to make it work for you to make you more powerful.
Important are:
Markets make you money
Foragers make you food
Barracks make you armies
Less important are:
Huts allow leaders to move in (100 leaders per hut)
Camps reduce the cost to feed and pay your army
Towers add to your defense
Tents allow workers to move in - Cities
- A city costs a lot to build and unless you are strong enough to keep it, someone can steal it. But if you have one it uses the land better to make you more money and slightly harder for an enemy to kill you.
- Basic Help
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- Building!
- Bulding! You can't ever get enough. It's all here! You can even demolish, which few people use, but which can actually be very helpful when you have, say, captured a great deal of useless buildings through some attacks.
It is rather important to get aquainted with the different types of buildings (below). - Advanced Help
- Glossary
- Building Types
- Markets
- Markets mean more money. They increase your per capita income (Dollars gained per worker), as well as creating a bit of cash themselves. Your markets/land is a multiplier for your total income, so the more of your land which is in markets, the more money you make.
- Tents
- While Workers will live on unused land, Tents are specifically designed for housing. As a result, they allow you to house a great deal more Workers than otherwise. If you find that workers are moving away from your land, build these, and workers will be happier to come. The more workers you have, the more money and food you produce each turn.
- Camps
- Camps allow you to reduce your military expenses by more efficiently housing your units. They will also lower the price of mercenaries. Those first two benefits do not increase once you have 30% Camps. Camps also increase the rate at which more mercenaries are available. A fourth benefit of these underused buildings is that they get your goods to market quicker (Every 1,000 camps is one hour earlier, with a cap at 5.5 hours earlier)
- Barracks
- Barracks produce your military units; the percentage of resources allocated to each unit type produced is controlled through army management.
- Huts
- Huts serve to train and house Leaders, as well as produce Loyalty with which your Leaders execute their actions. If you are in need of Loyalty, or leaders, build these. Each hut will produce 100 leaders, and can hold up to 175 before you begin loosing leaders.
- Foragers
- Foragers are vital for feeding your Workers and military; without food, your troops will starve and desert your horde.
- Guard Towers
- Guard Towers are a strictly defensive units, worth 500 defense points each. Guard Towers are useless, however, if you have no rats. Guards also add a marginal benefit to your defense in leader attacks.
- Cities
- Cities are 1,000 acres which act like 1,500 Tents and 500 Camps
- Cities
- Costs
- Rats
- 150,000+(Rats*0.05)
- Weasels
- 150,000+(Weasels*0.03)
- Stoats
- 90,000+(Stoats*0.02)
- Skiffs
- 1,000+(Skiffs*0.01)
- Peasants
- 10,000+(Peasants*0.01)
- Cash
- 200,000,000+(5*Networth)
- Food
- (5*(((Rats * .05) + (Weasels * .03) + (Stoats * .02) + (Skiffs * .01) + (Workers * .01) + (Leaders * .25)) * RaceFoodBonus) + (Food*0.35)
- Land
- 1,000