Passive Earning

##### Return to Economic System

Passive earning occurs regardless of what adventures your scouting team completes. You decide how to set up your passive earning and you can change it every week during the economic assessment.

## Quintessence Engines

Quintessence engines are a form of TADA which can be used to generate resources or structures. You can read more on the linked page about how to set up a quintessence engine.

Once it has been set up the engine will produce different kinds of resources based on the gems that have been placed inside. For every 100gp worth of gems the engine produces one resource point, up to a maximum of 1000gp and 10 points. These points are produced every economic assessment and are recurring.

In addition, the engine produces resources based on the region in which it is positioned. This is based on the region's biome.

## Structures

Settlements contain structures. Structures by themselves do nothing; when the population works in the structure they are able to produce resources. Structures have levels which indicate cost, what population is needed to staff them, and how many resources they produce at every economic assessment.

Structures by Level
 Level 2
 Level 3
 Level 4
 Level 5

### Construction

The cost of a structure is listed in resource points. You may spend any type of resource point you wish, basic or advanced, to build a structure. Note that level 1 structures are free to build.

When you create a structure you must name it, create a description, decide on a level, determine what resources you will pay for it, and choose what kind of resources it produces. It is possible for a structure to produce different kinds of resources, but every week it will produce the same kinds of resources.

You may only create structures during the economic assessment. You may use any description you like for a structure, so long as you have defined its level. Ideally your description fits the output and the cost.

You can upgrade structures by paying the difference. You may promote a level 2 structure to a level 3 structure by paying 5 resources, or a level 3 to a level 5 by paying 10. After upgrading you may change the kinds of resources it produces, which is the only time a structure's output types can change.

You can dismantle structures for free, but you do not get the resources back.

### Production

A structure produces only if all the required population are working on it. A level 1 structure produces nothing if 9 people are assigned to it. Also, there is no benefit from assigning 15 people to the level 1 structure.

Population must be assigned to a structure for a full week before it produces resources. This means that structures do not produce on the economic assessment when they are created.

A structure cannot produce gold, but you can sell what it produces to other civilizations.

### Remote Structures

You can also build some structures that are not inside your settlement.

Reputation cannot be improved every week via structures, but you can build something that improves your reputation for as long it's staffed, like a trading post or an embassy. A level 4 embassy would cost 15 resources to build, need people 45 to staff it, but would increase your reputation by 15 points! This is enough to turn someone who doesn't like you into an ally–assuming they allowed you to build it, and assuming angry mobs didn't tear it down shortly after it was built.

You might also create outposts which improve security outside of your settlement itself, or remote camps for resource collection like mines or farms. Or perhaps a cache of weapons to resupply explorers, adventurers, traders, or soldiers.

These remote structures are not protected by your settlement and may occasionally call for help with problems, at the DM's discretion.

### Ad Hoc Purposes

It is possible to build structures that have a non-economic purpose. These structures may have other in-game effects as negotiated with the DM, and their cost is similarly negotiated.

Examples:

* A lighthouse that helps your navy and shipping avoid the negative consequences of bad weather. The cost is 10 Shelter and 10 people to staff it.
* A system of magical sending stones that provides a communication network around the region. The cost is 20 Culture and 30 people to staff it.
* A hall of scribes dedicated to near-instantaneous creation of translations of documents. The cost is 5 Culture, 5 Shelter, and 10 Food, and 20 people to staff it.