240 AC | Starting income: 60,000
Income: 70,000+3%=72,100
Trade: 0
Expenses: 60,000 (buildings)+10,000 (tourney)
Total: 62,100 GD |
241 AC | Starting income: 62,100
Income: 70,000x6=420,000
Expenses:
1st) Buildings: 80,000
-Merchant's Square: +10% province income
(Coastal Only) Large Dockyard: +750 naval militia points, 5% cheaper naval mercs, +5% income
2nd) Buildings: 60,000
-(Coastal Only) Major Dockyard: +1,000 naval militia points, 10% cheaper naval mercs, +5% income
3rd) Buildings: 150,000
-Military Dockyard
Bonuses: +3,000 naval professional points cap, 10% cheaper hiring and maintenance of professional ships, +50% ship speed.
Drawbacks: Can no longer maintain a land militia.
Fully commit the resources of your province to maintaining a fleet by disbanding all land-based local militias and requiring that those men conduct their service within the naval militia instead and retooling local industries to fully support the construction of warships. Your province will become a centre for naval industries and shipbuilding, producing more ships of superior quality and creating the facilities needed to maintain them effectively.
4th) Edicts: Naval Infrastructure. 10,000 Dragons. +1,000 naval militia points.
5th) Edicts: Naval Infrastructure. 10,000 Dragons. +1,000 naval militia points.
-----------------------------------
Total: 350,000
Grand Total: 142,100 GD |
242 AC |
Starting income: 142,100
Income: 70,000+33%=92,100
Trade: 0
Expenses: 20,000 (edicts)-91,250
Total: 120,850 GD
|
243 AC |
Starting income: 128,850
Income: 70,000+33%=92,100
Trade: 0
Expenses: 20,000 (edicts)+7,020 (upkeep)+40,000 (buildings)
Total: 53,830 GD
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