1 Production is the whole economy
The game states it directly: production is key to thriving and achieving a monopoly, and you need to generate numerous resources to flood the market. The named ones include tools, weapons, compost, intel and astral energy.
That list is worth reading closely, because it is not a single ladder. Tools and weapons support your own operations, compost supports growth, intel is information rather than material, and astral energy sits at the magical end. They are unlikely to be interchangeable, and a dungeon that produces only the easiest one will stall.
2 Stock or sell, and when
Everything you produce can be stocked or sold to gain advantages, and the market unlocks access to new items and artifacts as you progress. The market index is called the Crac 40, and using it wisely is named as a route to prosperity.
The general shape of the decision is familiar from any trading system. Sell what you produce faster than you consume, stock what a planned project will need, and never sell the thing that is currently blocking construction just because the price looks good.
| Situation | Do this |
|---|---|
| Surplus piling up | Sell, since stored goods earn nothing |
| Expansion planned | Stock the inputs that expansion will consume |
| New market unlocked | Check what artifacts became available before spending |
| One resource always short | Add a production room rather than buying repeatedly |
3 Raiding pays, until it does not
Offence is presented as the best defence. You send minions to loot and raid neighbouring dungeons, and you can dispatch mercenaries and guards on incursions all around the land of Fangh to eliminate the competition.
The hidden cost is that raiders are the same people who would otherwise be working or defending. Every incursion is a temporary reduction in both your production and your garrison, which is exactly when a jealous neighbour would prefer to visit.
So the discipline is to raid from strength rather than out of impatience. If the dungeon is short staffed, an incursion trades a problem you have for a worse one you did not have yet.
4 Factions have memories
Many factions exist in Naheulbeuk, and the warning is explicit: try not to frustrate them too much, or face reprisals. That makes raiding a diplomatic act as well as a military one.
The practical version of that advice is to spread aggression rather than concentrating it. Repeatedly hitting the same neighbour builds a grudge in one place, while occasional raids across several targets keeps any single relationship below the threshold where it turns into organised retaliation.
Displayed treasure interacts with this. You are told plainly that jealous neighbours are a threat to what you put on show, so a heavily decorated, wealthy dungeon with a long list of offended factions is asking for exactly the raid it is least able to absorb.
5 Morale is an economic input
It is tempting to treat staff satisfaction as a courtesy and production as the real business. The game connects them directly: meeting expectations and needs reveals the best of a minion capability, and ignoring them reveals the worst.
Since upgrading a minion improves workflow and satisfaction at the same time, upgrades are the rare purchase that pays twice. When you are choosing between a new hire and an upgrade for someone you already employ, the upgrade is usually correct.
6 Growing upward at the right time
Unlocking new dungeon levels lets you expand and diversify, which is how you eventually access the full range of rooms and staff. It is also the most expensive kind of growth, since a new level starts empty and empty rooms attract nobody.
A reliable test before unlocking: are all your current rooms furnished, are all your current staff satisfied, and is production covering consumption. If any answer is no, the new level will magnify the problem rather than outrun it.
With 30 achievements and a campaign built on gradually becoming infamous, there is no reward for rushing. The dungeon that grows one fully finished floor at a time ends up taller than the one that grows three unfinished ones.
Produce a little of every named resource rather than a lot of one, since a missing input blocks whole categories of progress. Sell surpluses, stock what a planned project needs, and watch what each market unlock makes available. Raid from strength, because raiders are your workers and guards, and spread aggression so no single faction builds a grudge worth organising around. Treat morale as an economic input, prefer upgrades to new hires, and only unlock a new dungeon level once the current one is finished.
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