Storehold
#StoreholdResource extraction hub. Maximum production and storage, weak defense.
Description
❖Economic powerhouses focused on resource extraction and storage. Storeholds produce all resources (20 Food/Wood/Stone/Coal, 25 Mineral, 15 Herbs/Gems/Marble, 10 Mithril/Dextronium per tick) with +20-25% modifiers. Provides +500 storage capacity. Defenders are workers, not warriors (-10% Life and Attack).
Full Encyclopedia Entry ▼
Storeholds are specialized economic centers designed for maximum resource extraction and storage. They produce substantial amounts of every resource type and provide +500 base storage capacity. Production modifiers reach +25% for Mineral, +20% for Food/Wood/Stone/Coal, +15% for Herbs/Gems/Marble, +10% for Elixir/Mithril/Dextronium. Research suffers slightly (-5%) . The wealth attracts problems: +30% Corruption (highest of all categories), +20% Protests from inequality, +15% Epidemic from cramped conditions, +10% Mutiny. Only -30% Famine risk provides relief from abundant stores. Defenders are workers with minimal training (-10% Life and Attack).
Creation
Requirements
Must be present (NOT consumed)
Costs
Consumed when created
Production
Base output per tick (INTEGER values). Scaling ratios show growth per level.
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Modifies chance of city events occurring
Battle
Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + Produces ALL resource types (highest base production)
- + +25% Mineral production (highest)
- + +20% Food, Wood, Stone, Coal production
- + +15% Herbs, Gems, Marble production
- + +10% Elixir, Mithril, Dextronium production
- + +500 storage capacity (special)
- + -30% Famine risk - abundant stores
Disadvantages
- - -10% Life and Attack for defenders (weakest)
- - +30% Corruption risk (highest) - wealth attracts greed
- - +20% Protests risk - worker inequality
- - +15% Epidemic risk - crowded conditions
- - +10% Mutiny risk
- - -5% Research production
- - Vulnerable to military attack
Warnings
- ! Heavily garrison to compensate for weak defenders
- ! Assign Spies to counter severe corruption risk
- ! Optimal for specialized resource extraction
- ! Primary target for enemy raiding
Synergies
Countered By
Scaling
Storehold bonuses multiply with Race, Terrain, Season, and Building effects.