In general, you associate with the Vikings - only battles and carnage. Historically, however, the Vikings were rather ingenious explorers, merchants and sailors. They understood, like hardly any other people at that time much of economy and economy. From their large trading centers in the Baltic Sea, Birka and Haithabu they sailed the seas and developed extensive trade routes from Russia to the Mediterranean.
The game begins in the early Middle Ages - the peoples in the far north of Europe have been suffering great hardships for years due to the sparse soil and the harsh climate. In their quest for food and new settlement opportunities enters 793 a.D. a new, yet unknown people the stage of world history - the Vikings.
793 a.D. Wild hordes attack the monastery of Lindisfarne on the coast of England. For the next 200 years, they spread fear and terror. Since then, many Christian prayers in England have often included: "O Deus, defendat a furore contiguae a Nordmannis". At the same time, Irish monks were fighting for the spread of a new faith - Christianity. But the old, Nordic faith remained strong for a long time and its gods powerful.
Here comes our hero Ulfberth - first Marshall (Nordic: Ambætsmenn) in the army of the legendary Viking leader Ubba, son of Ragnar Lodbrok - in the game and you slip into his role:
We write the year 853 a.D. - the dark years. It is the eighth year of the reign of Sigurd II - the ruler of Zealand, Halland and Skaane - on the rough and cold coast of Sweden. The 'Big Army' Ubba's sets off for a raid on the coasts of England, but gets into a nasty storm. The fleet sinks. Only you survive short and are washed up on the shores of a desert island. This is located in the domain of Jarl Thorvaldson - a reckless and cunning Lehnsherren.
The Ulfberth trilogy now tries to consider all aspects of Vikingism - trade, economics, and combat to the degree that they may have been in the real life of a Viking.
The core of the game is the economic system with its two main pillars:
Build the production facilities and develop the production of goods. Develop the population and economy of Skullwald Island with patience and business knowledge towards a robust economy. But remember - that is not easy and the failure lurks behind every corner. Manage prices, raise taxes; Decide whether own production or purchasing promises the best success; Restart or shut down productions.
The production cycle:
As long as the worker can be active, the production runs. For this, the respective raw materials are bought from the central warehouse and processed. If the storage capacity of a production site is reached, a paid transport takes place. There, the production site sells the goods at the valid price to the central warehouse - you raise an island tax (a kind of sales tax) on the value of goods.
The main production window:
In the main window of a production site you will find information about which main product and which by-product is being produced, if the production site is currently in production and wether all necessary precursors are available.
You can increase the production output and the protection value of the building gradually by 10%, but you have to spend maintenance costs (IH), which are also included in the profit and loss account.
If your production does not have enough silver of its own, you can grant a loan.
Via [Details] you get into the profit and loss account of the production facility.
The profit and loss window of the production:
Here you see the commercial line items of the manufacturing cost calculation, including the maintenance costs, which are included in the calculation over 10 production cycles.
You net income is calculated from the sales value, minus the production costs and minus the island tax. Only with enough silver you can pay the Carter who transport your goods to the central warehouse.
The maritime trade:
As long as the goods are only in your central warehouse, you can not make good profit. In the end, you will be bankrupt or there is not enough cash reserves to survives a fight with the pirates.
Therefore, you must expand the maritime trade and sell your goods as expensive as possible in the remote ports!
The maritime trade:
In order to get silver, you have to get into the maritime trade. The required licenses allow you to trade with three ports - but first you must find the appropriate license!
The type of the license and the player characteristics determined the loading capacity, the port of destination, the cruising speed of your merchant ship and your negotiation skills (and thus ends up in your profit).
But beware: merchant ships have always been a coveted booty of pirates.
The trading book:
Like any reasonable merchant, you also wind up sea trade through a trading book. Unfortunately, this trading book must first be found.
In the trading book, the purchase / sale, as well as the quantities of commodities can be determined and entered into the trading list. Which categories and articles can be traded depends on your playing level.
The trading prices in the trading book are formed from the 'base price' and the factors 'negotiation skills' and 'price advantage'. While you can choose the basic price in the inventory manager yourself, the negotiating skills and the price advantage must be earned during the game.
But beware - whether you want to sell or buy - the accepted price is the so-called harbor price. It is set by the destination port and is directed to things that you can not influence. If your price and the harbor price does not match, no trade will be made.
Use the slider to determine the quantity of goods to be added to the respective trading contract. Note that your ship does not exceed the loading capacity specified by the commercial license.
With the button [contract] you send your ship on the journey. It is started to one of the ports in Westfjord, Kalstark or Haithabu - depending on the commercial license.
The game is a detailed and complete production, trade and economic cycle. Buildings, investments and productions cost silver - finished goods, if not used up, are made silver again in maritime trade. Manage your fief as if it were your own company - only you alone are responsible!
Apply commercial skills and follow the economic principles of successful product management in goods production and maritime trade.
Thorvaldson is the cunning Jarl of this region; he owns this island. From time to time he visits the island. A good time to talk to him.
Be loyal to him, because some things can only be done with an increased loyalty. But do not be too trusting, because he can be quite a rat!
Thorvaldson also presents the central demands of the game - one is the recovery of his lost chronicle. This valuable chronicle describes the deeper connections of the island and is therefore of great interest not only for Thorvaldson but also for you !
The feudal system:
At a time, Thorvaldson will offer you the island as a fief. To accept it is actually no alternative, because only as a Lehnsmann you receive from Thorvaldson Wachtruppen and can protect your village with a huge protective buildings. This protection is what you need to be able to achieve your economic goals in peace.
In addition, Thorvaldson offers you the choice between 3 Fief Letters; each dedicated to a Nordic God - Loki, Odin, Thor - and their very special characteristics. There are many game settings associated with this choice - find out.
The quest system:
With each level up you get new tasks. Tasks have to be completed in a given time - with increased game difficulty this time shortens. But tasks also promise reward in points, which you need to reach the next level. Or you can earn valuable silver that complements your production success. The rule: the more challenging the quest, the higher the reward or the worse the punishment for failure.
Well, it could have been so nice .... a bit of production, a little maritime trade in the fresh Baltic Sea air. Scratch yourself and become rich !! ..... but not at all, BECAUSE ..
In addition to the harsh climate in winter and the supply of food, the multiplicity of your enemies represents the greatest threat to you, your inhabitants and your wealth.
Some enemies are just annoying, others are deadly, but they are all watchful and they watch you. Most dangerous for you, however, are the raids of the Jomswikings - a sworn, particularly strong fighting force, which knows no mercy.
They appear irregular, the most infrequent occasions. And they're attacking residents, merchant ships, you and even defensive gates. Their number increases with the level of difficulty chosen, and their combat power increases with the time of the attack.
They will try to dispute your success - robbing your village and rendering harmless to you and your people. But if you do it right, you can oppose a powerful defense. But there is a solution that can solve your problem once and for all - but only one. Find her.
Since battles have always been a cost issue - so here too. The fight against these attacks costs you a lot of silver; so watch out for enough reserves before you go into battle.
Ranulf - the shaman:
One way to defend your enemy is Ranulf, the shaman. In the Nordic world, every village had a shaman - a healer, a knower and a magician in one person. Ranulf offers many helpful healing and healing spells against gold, as well as valuable items he brought back from his long trips to the Far East. But he is not easy to find, because he has to constantly change his place of residence for protection from enemies.
Viking Journey 1.2 has installed a detailed calendar and weather system, with the day time running faster: 1 day in-game passes in 1 hour of real time! Depending on the chosen level of difficulty you start either in spring (easy), in summer (medium) or in the deepest winter (difficult).
The winter was the biggest challenge for the medieval population in the north. Bad harvests or poor management in the summer, were particularly negative in the winter noticeable. Here you have your hands full to get your island population through.
The realistic calendar and weather system of the game is based on the real season conditions of a Nordic island on Gotland's east coast. Day and night lengths, temperatures and rainfall and plant growth (and thus crop yields) depend on this climate.
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