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gold [2022/06/25 08:18] – Freshened the page up a bit; also, the gold icon we use on the wiki pages never appears in Dominions 5 fenrirgold [2022/11/23 17:23] (current) – old revision restored (2022/11/21 17:41) fenrir
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 **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 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]]. 
  
-Each turn, each of your [[province|provinces]] generates gold **Income** based on its population, modified by its [[scales]] and [[unrest]]. [[Fort|Forts]] give a bonus to income in their provinces. +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.
  
-Generally, units purchased with gold cost a small amount of **Upkeep** each turn; units that are [[commander|commanders]] or especially Mages require more, while units that are slaves and/or [[sacred]] require less.+By the way, gold prices for units on this wiki are listed next to this symbol. -> {{:misc:gui:gold.png?nolink}}
  
-Gold can be traded to other players in a multiplayer game, just like [[Gems]] and Blood Slaves. Gold cannot buy Gems or Blood Slaves from the computer, however, though the Mages it can hire may boost your Gem and Blood Slave income. On the other hand, Gems //can// be converted directly into Gold, if you have the [[Alchemy Spell|Alchemy Spells]] researched and a Mage trained for the role.+===== 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.
  
-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.+===== 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.
  
-By the way, gold prices for units on this wiki are listed next to this symbol. -> {{:misc:gui:gold.png?nolink}}+===== 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??.
gold.1656145115.txt.gz · Last modified: by fenrir