Majesty Gold HD

Majesty Gold HD

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Guide to the Economic simulation of Majesty
By samluk (EvilMurlock/Geronimo)
A comprehensive analysis of the economy and all the variables within. Includes some hero behavior and some tips on making money.
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Introduction
Hello, have you ever wondered what the difference between "unreported taxable" and "reported untaxable" gold is? Did you want to know how much gold you get back from flags?
Then this guide is for you!
I, myself have wondered this and so I searched the net for answers, alas there were none, so I had to do my own research and now I will share it with you.

Everything in this guide has been manually tested.
reported untaxable and unreported taxble gold

As you can see in this image, each hero has two stores of gold. The chest icon is reported untaxable gold, and the gold icon is unreported taxable gold.

Unreported taxable gold: This is the storage you care bout. Every gold that a hero earns, be it from flags, monsters, or even theft, goes into this storage. Once a hero goes into his home guild, he "reports" his gold and converts 60% of it into reported taxable gold and the 40% gets deposited into the guild where it can be later picked up by a tax collector.

Be warned, as you can see in the picture below non-human guilds (elves, gnomes and dwarfs) do not have a guild coffer bar and cannot be taxed! This means that non humans convert all of their taxable gold into untaxable gold at a ratio of 100%.



Reported untaxable gold: This is not taxed (at least not directly) instead it is used up when purchasing wares.

When a hero buys stuff he, uses his Reported untaxable gold first, but once he runs out he can also spend his unreported gold, which then doesn't get taxed, reducing your income.

When purchasing wares, the money you tax from the shop is equal to 40% of the items cost for the hero. Most of the time at least, I will touch more on the specific values later.
The flow of money
In this section I will explain how the economy works and how you can use it to your advantage.

Money generator: something that adds money into the economy.
Money sink: something that permanently removes money from the economy.

So first of all, how does the money move? First you need a hero, he can get money from money generators, or he can get some from a flag. Once he is able to buy a new piece of equipment or a consumable, he will do so nearly immediately. Hopefully, he has entered his guild before that so you get to tax him. Now the money sits in the guild and the shop, and unless it gets stolen by rats, rogues or elfs, it will be transported to you by your loyal henchman. Now it lies in your coffers and you can either spend it on money sinks, or on flags which reintroduce it back into the money cycle.


There are many money generators I will list them all here:
Treasure chests, Enemies, Lairs, Inns, Fairgrounds, Royal gardens, Marketplace, Blacksmith, The Castle, The Outpost, and maybe the gazebo (I don't know for sure).

There are many money sinks I will list them all here:
All buildings, All upgrades, All heroes (they all spawn with ~ 75 reported gold so the money sink cost is lower than their actual cost), when heroes buy items, or pay for services (inn, etc).

The Gambling hall has potential to be both.

Now, our goal is not to have the best economy or to make the most money (most of the time), it is to win the mission and the economy is merely a tool to achieve this goal. Now that I understand how the money works, I started using flags far more liberal because you get 64% of your money back after some time (40% of guild tax, and then 40% of the 60% as sales tax). This means that the real long term cost a 1000g flag is only 360g.

Because wares purchase is a so high priority in the decision making process you can place an exploration flag in front of a newly spawned hero to gift him gold, so he can purchase better equipment.
Prices and Taxes
Blacksmith:
+1 weapon: Hero cost 100g, tax 40g
+1 armor: Hero cost 300g, tax 120g
+2 weapon: Hero cost 200g, tax 80g
+2 armor: Hero cost 600g, tax 240g
+3 weapon: Hero cost 300g, tax 120g
+3 armor: Hero cost 900g, tax 360g

(If you have money only for one upgrade, then buy armor if your heroes are rich, weapons if they are poor)

Marketplace/Trading post

Health Potions: Hero cost 25g, tax 10g (heroes start with ~75g, enough to buy 3 potions)
Ring of Protection: Hero cost 500g, tax 200g
Amulet of Teleportation: Hero cost 1000g, tax 400g



Wizard guild
Enchantments cost is same for Armor and Weapon

+1 Enchantment: Hero cost 200g, tax 80g

+2 Enchantment: Hero cost 600g, tax 240g

+3 Enchantment: Hero cost 1400g, tax 560g (price looks weird, but makes sense)

IMPORTANT: Unlike when purchasing better weapons, enchantments stack meaning the cost of previous enchantments decreases the subsequent ones, eg.:
+2 Enchantment on +1 Enchantment costs 400g instead of 600, + 3 to +1 costs 1200 (but I didn't check +3 in +2 could cost either 600g or 800g)



Inn
Resting at Inn: Hero cost 12g, tax 4g

Magic Bazaar

Lv1 potions: Hero cost 100g, tax 40g
Lv2 potions: Hero cost 150g, tax 60g
Lv3 potions: Hero cost 200g, tax 80g

(Cheaper than I thought)

Passive gold generation
Some buildings produce money periodically, i will list them here, with the money generation rates.
Haven't tested this information personally, so it could be wrong.

Royal palace: ???/day

Inn: 40-50/day


House: 7-12/day

Marketplace lv1: 100-150/day
Marketplace lv2: ???/day
Marketplace lv3: ???/day
Elven building doubles the rate.



Blacksmith: ???/day

Royal Garden: ???/day


Special behaviours of buildings and heroes and some extra
Here I will look at every building that has something special to do with money and I will also add some special behaviours of heroes and other buildings that I have noticed while I was doing tests.

Marketplace
Market Day - closes the marketplace, instantly kicking out all occupants and preventing entrance for some time, but its coffers receive a large sum of gold.



Inn
When a hero enters the inn he loses 12 g and the Inns coffer gets 4 g.
This is one of the only buildings not taxed 40% instead the tax rate is 33%.



Elfs
They can perform at the in gaining 30 unreported gold, the inn gets nothing.
Also, they can steal as roques do, though it seems less frequent.



Elf Lounge
Costs heroes 200g per stay, no tax.



Gambling hall
No tax, but can benefit in other ways. No initial cost, heroes only lose money when they, erm, lose, but some heroes seem to be winning more that others. I haven't tested this much, but rogues seem to actually profit from gambling halls, but warriors do not.



Trading post
Trading posts periodically spawn caravans, that hold gold proportional to the distance between the trading post, and the closest marketplace. The caravan will travel to the closest marketplace and deposit its gold * level of marketplace.



Rogue guild
Extort - it converts takes all gold from buildings and tax collectors and gives you ~half of it, it also reports heroes gold (converts from unreported to reported as if they visited their guild) and gives you half of the 40% tax (I didn't test this, but this should work on non-humans, so you could tax them this way). It also takes all the gold from the caravans, which is a bit annoying, as you won't get the bonus from it arriving in the marketplace.
Poisoning weapons - It's free for the heroes so you get no money.



Gazebo - Is free, so no tax. I think it has the same function as an Inn.



Hall of Fame
Gives visiting heroes Vigor enchantment.



Royal Gardens
Generates some money over time, it is not tied to heroes visiting.
Gives some random enchantment to visiting heroes. There, I have observed: Winged feet, blessing, Stoneskinn, Magic shield, Invisibility, Camouflage.



Library
Really weird, no overtime gold.
Wizard spells (the ones with purple color) can be learned for free. (Only wizards can learn)
Magic resistance. Hero cost 300g, tax 120g.
Train Intelligence. Hero cost 250g, tax 100g. (Gives +1 int, can be trained infinite amount of times)
Fire shield - (didn't check price)
That last spell (which I have labeled in my notes as PSH). Hero price 300g, tax 120g.



Tournament
Entry fee 10g, that is 100% tax, they lose 10 you get 10.
After some time the winner is decided. The winner seems to get 10 x participants amounts of unreported gold.

I also tested the weirdnes with tournament tips and came to this conclusion.
Mail: Warior, solaria, Fervus cultist, Warior of Discord, Paladin (Monks didn't seem to be interested)
Ranged: Fervus cultist, Rogue, Ranger, Elf
Magic: Solar, Rogue, Ranger, warrior, Fervus cultist, Wizard, Elf, priestess of Kripta (healers didn't want to join)
All: Same as Magic



Ranger
Traveling to distant lands. I was exited for this one, it is said that they can gain better equipment, experience and gold when they travel, sadly after many tests they seem to only get gold (around 500) and experience (about 1 level at lower ones).

This is all for the anomalies in the economy, all other building charge a 40% tax and that is it. I will list all the prices in the next section.




16 Comments
Reality 27 Aug @ 11:05am 
Prima guide + GPL

Palace
5 x Palace level x total number of buildings every 20 seconds

Housing
8-15 @ every 20 seconds

Inn
45-59 base + 3 x number of houses every 25 seconds

royal garden
76-100 @ every 27 seconds

fairgrounds
100 base + 100 x number currently visiting every 60 seconds

Marketplace
Level 1/2/3 generate gold every 30 / 20 / 15 seconds
125 / 150 / 175 base gold
0 / 25 / 75 bonus for palace level (level 3 market + level 3 palace = 250)
3 X number of houses
5 X number of OTHER marketplaces
5 X number of trading posts
TOTAL X 2 if you have Elves

Trading Post
Caravan 90-120 seconds

Rogue Extort
Player gets 65% of all building gold
Player gets 65% of caravan gold (no marketplace multiplier)
Player gets 13% of Hero gold

Level 2 Extort
Player gets 70% of building gold
Player gets 14% of Hero gold

Hero instantly convert 80% gold, then from the 20% left over, the rogue's take their 35%

If Hero's go shopping or to their guilds you normally end up with 40% of their gold.
samluk (EvilMurlock/Geronimo)  [author] 8 Apr, 2024 @ 10:22am 
Whelp, finally got around to fixing the images, and grammar. Also added some info from the comment section.
jglenn1562 25 Mar, 2024 @ 2:50pm 
I get that this guide is probably not updated anymore. Another major detail I would add is that the extort button will also take gold straight from caravans that are en-route to the marketplace. It is highly recommended to only use extort when there are no caravans present, or else you will forfeit the large multiplier bonus for when the caravan arrives to the marketplace.
mosin.nagent 3 Sep, 2023 @ 6:21pm 
Don't forget. The trading posts are also important part of the kingdom's economy. Not they do deploy caravans to deliver gold to your marketplace(which is based on distance across the mini map). But it also provide healing potions for your nearby heroes once they are researched. but please keep that in mind that just like the marketplace, Trading posts would make good targets for certain enemies motivated by greed such as trolls and harpies. So it's better to setup popper defenses for them by building guardhouses or ballista towers accompanied with a network of wizard's tower built close to them so you can either cast spells from the wizards guild or enchant wizard's towers to shoot magic projectiles at nearby enemies.
mosin.nagent 3 Sep, 2023 @ 2:43pm 
About the fairgrounds, yes it is possible for paladins, warriors of discord, and Priestesses to participate tournaments. Depending on their specialty, paladins and warriors of discord usually enters melee tournaments while the priestesses enter the magic tournaments.
bobfulness 18 Feb, 2023 @ 3:27am 
Would have been useful to mention how much gold each building passively generates per day. in my experience an inn generates something like 40-50 gold per day on its own, a house like 7-12ish, and a marketplace maybe 100-150ish at level 1 though I believe this is calculated in part by how many houses there are?
As for spells: vigor from Hall of Champions increases the hero's max health if I recall correctly while blessing increases doge and parry by either 10 or 15 (I think it's 15) and stone skin acts like armor(?) and reduces damage taken by any physical or ranged blow I believe.
AlienC 25 Dec, 2021 @ 2:51pm 
Nice guide this taught me a lot and I understood everything people need to adapt to rushed guides like this and just appreciate the knowledge inside thanks there are only 10 guides for this game at this time of writing so think about that
Fred C Dobbs 6 Oct, 2021 @ 11:02am 
1. get elves
2. ???
3. profit
samluk (EvilMurlock/Geronimo)  [author] 15 Aug, 2021 @ 8:25am 
Yea, I am realy lazy
DrNoodles 11 Aug, 2021 @ 7:40pm 
damn, you need to edit and spell check this. I can barely understand some sections.