Player-owned businesses add a persistent economic layer to the realm. Found an enterprise, hire other commanders as employees, and collect production over time.
Any commander with a keep can found a business from the Business tab. Each player may own one business of each type. Founding costs Gold and, for some types, a small Writ license. The cost scales with the number of businesses you already operate.
Businesses are placed on the world map near your keep and become visible to other players.
| Business | Produces | Notes |
|---|---|---|
| Logging Camp | wood | Chops timber. Higher levels and employee shifts boost hourly output. |
| Quarry | stone | Mines stone. Rare stone tiers at higher levels aid wall upgrades. |
| Ironworks | iron | Smelts iron and can fulfill wholesale contracts. |
| Grain Farm | food | Grows food. Active shifts reduce troop upkeep for the owner. |
| Merchant Caravan | gold | Buys and sells resources. Owner sets prices; employees escort caravans. |
| Mercenary Hall | troops | Houses rented troops. Employees can donate troops for contracts. |
| Tavern | social | No direct production. Hosts a local channel and public notice board. |
Producing businesses tick every hour. Output depends on the business level, the number of active employee shifts, and any commerce research. The owner must collect output manually; uncollected goods stay in the business inventory until gathered or until the business is raided.
Businesses are not immune to attack. Enemy commanders can raid stored goods or sack the enterprise, pausing production. An active shield protects a business but halts production while it is active.
The top-producing business in each sector, per faction, earns a weekly title such as Lumber Baron or Iron Tyrant. These titles extend at reduced power to every member of that faction, just like weekly champion titles.
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