Gold Coast Economics

Town Infrastructure
Granary, Cost= 35 Production, 150 Gold. Effects: Doubles crop prices from 1g to 2g.

Storage House, Cost= 50 Production, 250 Gold, Granary. Effects: Triples crop prices from 2g to 3g.

Specialty Export, Cost = 250 Production, 500 Gold, Storage House. Effects: Quadruples crop prices from 3g to 4g.

Windmill, Cost= 40 Production, 200 Gold. Effects: Adds 10 to monthly production, and increases overall production by 5%.

Small Market, Cost= 30 Production, 400 Gold. Effects: Increases Gold gained by 5%

Medium Market, Cost= 55 Production, 700 Gold. Effects: Increases Gold gained by 10%

Large Market, Cost= 100 Production, 1200 Gold. Effects: Increases Gold gained by 20%

Blacksmith, Cost = 25 Production, 1000 Gold. Effects: Reduces Cost of Military Upgrades by 10%.

Stable, Cost = 10 Production, 2000 Gold. Effects: Increases Production by 10%, unlocks Horsesmen.

Peasant Tenant, Cost =40 Production. 500 Gold.Effects: Increases Production by 5%, gives +2 Lord Approval.

Tavern, Cost = 10 Production, 400 Gold. Effects: Increases Approval by +1, gives 5 D20 rolls for gold per month.

Brothel, Cost = 20 Production, 200 Gold, consumes Tavern. Effects Increase Approval by +2 gives 8 D20 rolls for gold per month.

Training Grounds/Mustering Field, Cost = 5 Production, 1 Gold. Effects: Can train troops.

Church, Cost= 150 Production, 2000 Gold. Effects: Lord Approval Rating +10. Brings your event roll to 1-105.

Armory, Cost = 50 Production, 500 Gold. Effects Increases Standing army cap to 50 Soldiers.

Barracks, Cost= 90 Production, 1000 Gold, Armory. Effects. Increases Standing army cap to 100 soldiers.

Mage Tower, Cost= 350 production, 4000 Gold. Effects. Allows a Mage to be trained, gain +5 Lord Approval rating. Reduces building cost by 10%, increases production by 10%, increases population gained by 10%.

Keep Infrastructure.
Manor House. Cost= 50 Production, 2000 Gold.

Keep, Cost =Manor House, 400 Production, 10000 Gold. Effects: Increases Approval by 10, also you're no longer a fucking bum.

Roads.
Dirt Roads. Cost = 70 Production. Effects: Increases Production and Gold gained by 5% a month.

Cobbled Roads. Cost = Dirt Roads, 200 production. Effects: Increases Production and Gold gained by 10% a month.

Unique Infrastructure.
Each one of these buildings requires a Manor House to be build within the holding.

Bright Beach

Red Field: 

Wolfback Plaines:

'''Longfield: Long Field's great Stable.  Cost: 400 Production, 2000 Gold. ''' " Since it's founding Longfield has bred horses for the Kingdom of Stormwind, one of the largest exports within the realm." Effects: 3+ Gold from Excess Production, halves cost of training Horsemen. 10% Production.

'''Copper Hills: Copper Hills mining Network. '''

Gold Hills

Ambercrest

Country Infrastructure.
Mine, Cost = 100 Production, 300 Gold. Effects: Increases Production by 20, has a chance to produce gemstones.

= Baron Funded Events: = Summer Fire Festival, Cost = 125 Gold. Requires Midsummer Fire Festival within a week of initiation. Effects: Increased Lord Approval Rating by 30, +10 Production for the month.

Harvest Festival, Cost = 125 Gold. Requires Pilgrim’s Bounty within a week of initiation. Effects: Increased Lord Approval Rating by 30, +10 Production for the month.

Winter Social, Cost = 200 Gold, Requires Winter’s Veil within a week of initiation. Effects: Increased Lord Approval Rating by 40, -10 Production for the month. +1 extra Random Event Roll for that month.

Spring Planting Festival, Cost = 150 Gold, Requires Noblegarden within a week of initiation. Effects: Increased Lord Approval Rating by 20, -5 Production that month. +1 extra population increase roll for that month.

Dedicated Celebration, Cost = 100 Gold. Effects: Increased Lord Approval Rating by 15, -10 Production that month.

Month of Rest, Cost = 50 Gold, X production (X is as much as you want). Effect: +½(X) Lord Approval.

Unit List
All Units will consume one population.

Archers- 3 Gold: Adds 2 Military Power.

Swordsman- 5 Gold: Adds 3 Military Power.

Pikeman-7 Gold: Adds 5 Military Power.

Horsemen- 20 Gold, Needs stables. Adds 9 Military Power.

Mage- 200 Gold, Needs Mage Tower, Adds 50 Military Power.