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Economy is a skill in Might & Magic: Heroes VII. This skill is available to: * Alchemist, Death Knight, Embalmer, Jarl and Knight at Grandmaster level; * Earth Shaper, Priest and Runelord at Master level; * Archon, Bone Guard, Confessor, Darkblade, Ebon Knight, Enchanter, Engraver, Mystic, Necromancer, Shade Weaver, Shaman, Sorcerer, Warlord and Wizard at Expert level.

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  • Economy
  • Economy
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  • Economy is a skill in Might & Magic: Heroes VII. This skill is available to: * Alchemist, Death Knight, Embalmer, Jarl and Knight at Grandmaster level; * Earth Shaper, Priest and Runelord at Master level; * Archon, Bone Guard, Confessor, Darkblade, Ebon Knight, Enchanter, Engraver, Mystic, Necromancer, Shade Weaver, Shaman, Sorcerer, Warlord and Wizard at Expert level.
  • Oklahoma ranks 47th against the other 49 states in income.
  • Yohoho! Puzzle Pirates has a very large and complex economy, which is driven by shoppe and stall owners competing for commodities harvested across an ocean. The products shoppes produce are crucial to a pirate's daily activities, thus the economy is based on the economic theory of supply and demand.
  • Economy is this thing about Money and other Crap.
  • Welcome to the economy page of Unification War.
  • Economy is a very important concept in Travian, as without a good economy any player is vulnerable to raiding and as such will lose resources and possibly become a farm. File:Start.png
  • From [[w:|]][[Category: derivations|Economy]] oeconomia from [[w:|]][[Category: derivations|Economy]] οἰκονομία (oikonomia), “‘management of a household, administration’”) from οἶκος (oikos), “‘house’”) + νόμος (nomos), “‘law’”). The first recorded sense of the word "economy", found in a work possibly composed in 1440, is "the management of economic affairs", in this case, of a monastery.
  • In Arcane Adventures, there are two types of currencies, Aurem and Lamina. These are used to buy, sell, or trade items around the world. Each one can be found in many ways, and have their own value.
  • An economy, according to Wikipedia, is something that "...consists of the economic systems of a country or other area; the labor, capital and land resources; and the manufacturing, production, trade, distribution, and consumption of goods and services of that area." On ROBLOX, the economy primarily consists of trading currency, collecting tickets from place visits, and producing t-shirts and selling them for money (tickets or robux). This is generally one of the primary focuses of a Robloxian, in which people try to get rich, using various methods. These methods will be discussed in this article.
  • Economy is the name given to how much money you get per hour in Astro Empires. There are several ways of getting money, or 'credits' as they are known in the game. Here's a quick look at economy, how you get it and how you can lose it again.
  • The game's economy refers to a set of standards and rules that ArenaNet has designed to maintain financial balance within the game world. Financial balance does not mean that everyone has the same in-game wealth, but that no one can gain an unfair advantage due to their wealth. The number one function of the game's economic system is to prevent players from becoming so wealthy that they can extort exorbitant amounts of gold for trivial items making the price of items in player trade very expensive to the average player.
  • Economy - can by seen on the local, regional, national, continental and global level - each of them affects one another.
  • The economy in RuneScape bears many similarities to economies in the real world. In RuneScape, items can be produced, exchanged and used by players. Players can exchange these items through trading or via the Grand Exchange (the market). Grand Exchange prices vary due to many factors, the most basic one being supply and demand. This can have a big influence on the behaviour of players.
  • According to the International Monetary Fund, as of 2011, the Indian economy is nominally worth US$1.843 trillion; it is the tenth-largest economy by market exchange rates, and is, at US$4.469 trillion, the third-largest by purchasing power parity, or PPP. With its average annual GDP growth rate of 5.8% over the past two decades, and reaching 10.4% during 2010, India is one of the world's fastest-growing economies. However, the country ranks 138th in the world in nominal GDP per capita and 129th in GDP per capita at PPP. Until 1991, all Indian governments followed protectionist policies that were influenced by socialist economics. Widespread state intervention and regulation largely walled the economy off from the outside world. An acute balance of payments crisis in 1991 forced the nation
  • One of the most frequently asked-about systems in Star Citizen is the game’s economy. Today, we’d like to give you a brief introduction to that system and how it works to make the game richer, more immersive, and more fun. Star Citizen is, at its heart, a vast living world that combines a remarkably detailed space combat simulation with an equally in-depth model of the economy of a star-spanning empire. This article will shed some light on the engine that makes the economy go.
  • Fable II features the use of a dynamic economy, meaning each town has their own economy which is affected by how much the player buys or sells in a town's market as well as how high or low the player charges rent on houses they own. The quality goods for sale are mostly proportional to the economy (For example, a 1-star economy will only sell 1-star goods (e.g. Expired Celery), a 5-star economy will sell 5-star goods (e.g. Sublime Celery), and everything in between. Higher economies also allow access to rarer items like Thunder's Strength Potion, but will also charge higher prices for the same items than in lower economies.
  • Your population needs food to survive. Each citizen requires two food points per turn; each settler requires 1 (in Anarchy, Despotism, Monarchy, and Communism) or 2 (in Republic and Democracy) food point per turn from the city supporting them. Since all terrain squares without extra resource except grassland yield less than 2 food points, they cannot feed the citizen working them unless they are improved. There are three buildings and one wonder which enhance food production:
  • In Supreme Commander, the economy refers to the production and consumption of energy and mass. Careful management of these resources is crucial to succeeding in Supreme Commander. An overview for economy structures could be found under .
  • Towns and villages in Calradia need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Calradia, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing: heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade: ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.
  • Taxes is one of your very important incomes, the other one being trade. There are many different kinds of taxes, and many, not all of them have secondary implications that go beyond giving you more money to spend on your country. Changing taxes is a very delicate thing to do and in a democratic state you shouldn't try to change any tax with more than 0.2% - 0.25% at a time since large changes will be met by hostility from your parliament, will not be approved and sometimes you will get critizised for being too hasty and your popularity will decrease.
  • Player income can come from 4 sources: * Investment levels * Investments can be considered income from side jobs, estate allowances from wealthy relatives, etc. Every player starts out with an invisible zero-level investment of 100 credits/week. Further investment levels with additional income can be obtained by +investing at a bank terminal. Investments can be liquidated one level at a time for less than the initial value of the deposit (this can be considered 'taxes'). And so forth, following the pattern...
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