====== Gold ====== {{:abilities:gold_generator.png?nolink}} **Gold** is the mundane wealth resource of Dominions, measured in **pounds** and kept in your national **Treasury**. It is used to recruit troops and commanders, to build buildings (forts, temples, labs), and to pay for [[province defense]]. Gold is a critical resource in the early game, as it's needed to build infrastructure and recruit troops. Compared to Gems, though, its value starts to dull a bit as nations advance in their magical [[research]]; over time, nations will find more uses for their Gems, but not for their Gold. By the way, gold prices for units on this wiki are listed next to this symbol. -> {{:misc:gui:gold.png?nolink}} ===== Income ===== Each turn, each of your [[province|provinces]] generates gold **Income** based on its population, modified by all [[scales]] except Luck and Magic and [[unrest]]. [[Fort|Forts]] give a bonus to income in their provinces. See [[province-attributes#income|Province Attributes: Income]] for a more detailed description. ===== Upkeep ===== Generally, units purchased with gold cost a small amount of **Upkeep** each turn. Yearly Upkeep (over the course of twelve turns) is normally **80%** of the unit's price, but it's **40%** for [[Sacred]] units and for [[Slave|Slaves]], and it's **20%** for Sacred Slaves. ===== Trading ===== Gold can be sent to other players in a multiplayer game and can therefore be traded for [[gems | magic resources]], scouting info and [[Items]] (particularly those which are inaccessible) or used for racketeering. Gold cannot buy Gems or Blood Slaves in a single player game, however the Mages it can hire may boost your Gem and Blood Slave income. On the other hand, Gems //can// be converted directly into potentially worthwhile amounts Gold, using [[Alchemy Spell|Alchemy Spells]] and a Mage trained for the role, preferably a well-[[items#magic-boosters |boosted]] [[Alchemist]] using the ??Alchemist's Stone??.