Lords of Infinity: Estate and Debt Mechanics Guide

Guide for estate and debt related mechanics and stats.

 

Tenants and Rent

Your most important estate resource are your tenants, or more specifically the rent they pay.
This rent begins at 3 per tenant, or 4 if in Wulfram, and can be increased, maintained or decreased.

Rent
Effect in chapter 1
Effect in chapter 5c
Higher
content %-35, reputation %-10 and -15 tenant soon after
with at least 60 of Charisma:Anger +20 if already high, +10 if normal or +5 if lower
with at least 35 of Charisma:Anger +35 if already high, +20 if normal or +10 if lower
with at less than 35 of Charisma: Anger +70 if already high, +50 if normal or +30 if lower
maintained
content %-10 and -5 tenants soon after
Lower
content %+30, content %+10 and reputation %+15
only possible if not already lower:
content %+20 and reputation %+10

 

Respectability, Prosperity and Content

Those 3 stats serve to basically determine how many tenants you lose and/or gain, while sometimes unlocking a different event or result.

Each point of Respectability above 30 gives 0,4 tenants;

Each point of Content below 50 loses 0,4 tenants;

Each point of Prosperity gives +0,2 above 30 and -0,2 below 50:

The loss is calculated and rounded separated, while gain is added and then rounded to the closest integer.

There is also loss from events, if at Aetoria they will vary depending on the Manager or otherwise on the MC own choices.

The is a limit of 250 to the number of tenants, but the MC can eliminate it by building more cottages while in the estate, if in Aetoria from chapter 2 to the end there is no way to build it.

Management Turns

The management turn is the time where the player can:

  • deal with debts by making new loans, paying debts or renegotiating debt;
  • order construction of a Project or Major project, while at the estate;
  • send money to the manager fund, while at Aetoria;
  • invest money, if part of shipowners club and at Aetoria;

During a playthrough one will have 9 of them across the entire game:

  • 1 in Chapter 1
  • 1 in Chapter 2a
  • 2 in Chapter 2b
  • 1 in Chapter 3a
  • 1 in Chapter 3b
  • 1 in Chapter 3c
  • 3 in Chapter 4a
  • 1 in Chapter 4b
  • 1 in Chapter 5a only for those that returned from the estate
  • 2 in Chapter 5b only for those that were already at the estate or 1 for the from Aetoria
  • 2 in Chapter 5c only for those that were already at the estate or 1 for the from Aetoria
  • 1 in Chapter 6a
  • 1 in Chapter 8
  • 1 in Chapter 9

 

Loans

New loans normally increase the interest rate based on how much is already owned by the time the loan was asked:

  • a loan of 1000 will increase it by 1, or 2 if the debt surpasses 20000
  • a loan of 2500, will increase it by 2, 3 if the debt surpasses 10000 or 5 if 20000
  • a loan of 5000, will increase it by 4, 6 if the debt surpasses 10000 or 10 if 20000

Special Loans on the other hand don’t increase interest rate but have condition to become available, can’t be repeated,and cost some immaterial resource:

Loan
Condition
Cost
Values
Grenadier Square Loan
influence (inf) in the Grenadier Square >= 30 and at Aetoria
%-30 influence
1500
2000 (> 35inf)
3000 (> 45inf)
Capital Loan
Reputation(rep) >= 45 and at Aetoria
%-25 Reputation
1500
2000 (> 55rep)
2500 (> 65rep)
3000 (> 75rep)
4000 (> 85rep)
Rendower Loan
Club influence (inf) in the Rendower Club >= 30 and at Aetoria
%-40 influence
2000
3000 (> 55inf)
4000 (> 70inf)
5000(> 85inf)
Admiralty Loan
Club influence (inf) in the Admiralty Club >= 30 and at Aetoria
%-30 influence
2000
2500 (> 55inf)
3000 (> 70inf)
3500(> 85inf)
Reform Loan
Club influence (inf) in the Reform Club >= 30 and at Aetoria
%-35 influence
2000
2500 (> 55inf)
3250 (> 70inf)
4000(> 85inf)
Shipowners Loan
Club influence (inf) in the Shipowners Club >= 30 and at Aetoria
%-25 influence
3000
4000 (> 55inf)
5000 (> 70inf)
6000(> 85inf)
Overseas Loan
Club influence (inf) in the Overseas club >= 30 and at Aetoria
%-30 influence
1500
2000 (> 55inf)
2500 (> 70inf)
3000(> 85inf)
Neighbours Loan
reputation(rep) + respectability(res) >= 100 and at estate
respectability %-20 and reputation %-20
1500
2000
(rep+res>=125)
2500
(rep+res>=150)
Inlaws Loan
Married and at the estate
Relationship with wife %-20 (wif)
1000
1500 (wif >=35)
2000 (wif >=55)
2500 (wif >=75)

Debt Renegotiation

Debt Renegotiation will decrease the interest rate by 2, but only if there is enough Royalist or Wulframite influence, Reputation or Intellect.Those each have their own difficulty that is added the to difficulty of the debt +5 for >= 5000, +15 for debt >= 15000 or +25 debt >= 25000. Finally each renegotiation will add a difficulty of 5 to 20, depending on the type and the amount repaid:

Type
Amount repaid and added difficulty
Base difficulty
Royalist
>6000(+5) ….. >2000(+10) ….. +15
10
Wulframite
>6000(+5) ….. >2000(+10) ….. +15
10
Reputation
>6000(+10) ….. >2000(+15) ….. +20
20
intellect
>6000(+10) ….. >2000(+15) ….. +20
20

Example: Reputation = 80 Debt = 15000 Repaid Debt = 3000
15 + 20 is less than 80 so the renegotiation pass, but with +15 the next try is 30 + 20.

Normal Projects

While in the estate, in each management turn, the player can choose a something to build.
The possible projects and their stats related effects:

For the manor:

Building
Cost
Effect
House repairs
500
respectability %+15
House refurbishment
1500
respectability %+20
Fence repairs
250
respectability %+5
Fence refurbishment
500
no stat effect
Outbuilding repairs
500
respectability %+10
Outbuilding refurbishment
1000
respectability %+15
Ballroom
1250
respectability %+10 and can give %+5 soldiering when exercising
Library
750
no immediate stat effect, but can give %+5 intellect when studying
Kitchen
750
no immediate stat effect, but can give some bonuses if a ball is organized
Wardrobe
750
no immediate stat effect, but can give %+5 charisma when practicing socializing

For the village:

Roads Repairs
250
prosperity %+10, content %+5 and respect %+5, plus prosperity %+5 if region is Aetoria
Roads Repaving
2500
prosperity %+25, content %+15 and respect %+15
Field clearance
500
prosperity:%+10 if in Salt Coast, %+20 if in Cunaris or %+15 if in Aetoria or Wulfram
More field clearance
1500
prosperity:%+20 if in Salt Coast, %+40 if in Cunaris or %+30 if in Aetoria of Wulfram
Cottage Repairs
250
content %+10, plus %+10 if in Salt Coast
Extra cottages
2000
removes the 250 tenant limit
School
500
content %+20, plus an event for content %+10 or constant content %+3
Market hall
1250
prosperity %+20, %+5 if region is Wulfram
Shrine
750
respectability %+15 and content %+5

 

Major Projects

There are great projects that take many management turns to build and that MC can only build directly, never his managers.
They are the Canal, the Factory, the Enclosure, and the regional projects Aetoria Orchards, Salt Coast Anchorage, Cunaris Studfarm and Wulfram Timberyards.

Income, expense, profit, costs and stats from the major projects:

Major project
Income
expense
profit
costs
stats in contruction
stats after
Factory
from 600 to 2500 per turn (reputation + respectability: 150=2500 120=2000 90=1500 60=1200 30=900 less=600)
from 400 to 1250 per turn
from -650 to 2100 any turn, from -1300 to 4200 yearly.
from 10000 to 17000
Wage
Effect
High
prosperity %+20, content %+10, reputation %+20, prosperity %+10 and content %+5
medium
prosperity %+10 and prosperity %+5
low
reputation %-20; content %-20 and content %-5
Wage
Effect
High
continuous prosperity %+10 and content %+5
medium
continuous prosperity %+5
low
continuous content %-5
Canal
from 200 to 300 in autumn turns and of 100 to 150 in the other turns, from 300 to 450 yearly
from 200 to 300 in autumn turns and of 100 to 150 in the other turns, from 300 to 450 yearly
from 9500 to 18500
prosperity %+15, prosperity %+15, prosperity %+15, if the is no engineers: respectability %-20 and reputation %-10; then prosperity %+50 and content %+20
or prosperity %+50, content %+20, respectability %+15
continuous prosperity %+5 and respectability %+5
Enclosure
from 200 or 400 per turn, from 400 or 800 yearly.
from 200 or 400 per turn, from 400 or 800 yearly.
from 3750 to 6000
content %-15
continuous content %-5 or %-10
Timberyard
from 850 to 1200 every spring turn
from 250 to 400 every autumn turn
from 450 to 950 yearly
from 4700 to 6700
respectability %+10 and prosperity %+20
continuous respectability %+5 for some options in spring
Anchorage
Variable: from 0 to 2000 per turn, from 0 to 4000 yearly.
Yearly average: 430 (intendancy) or 720(smuggler), 860 (intendancy) or 1440(smuggler)
from 5500 to 7000
prosperity %+15 or respectability %+15
continuous prosperity from %-5 to %+5 or respectability %+0 to %+10
Studfarm
from 250 to 800 per turn
0 or 200 per turn
from 250 to 600 per turn, from 500 to 1200 yearly.
from 4500 to 8000
respectability %+15
continuous respectability %+5 for more expensive option
Orchard
from 200 to 750 only in autumn turns and of 150 in spring turns, 200 to 900 yearly.
from 200 to 750 only in autumn turns and of 150 in spring turns, 200 to 900 yearly.
from 3500 to 8500
respectability %+15
if best apples: continuous respectability %+5 in autumn

Observation: for the Anchorage there is possible losses of respectability and reputation in case of the smuggling type anchorage if there were bribes involved in it’s construction.

Management turns necessary for Major Project :

Major Project
Turns to build
Turn that allow secondary construction
Done as early as
Profit as early as
Factory
6
2
Fifth Chapter
Fifth Chapter – 7th turn
Canal
6 for cheaper version
or 7 for more expensive version
2
Fifth Chapter
for cheaper version: Fifth Chapter – 7th turn
or more expensive version: Eight Chapter – 8th turn
Enclosure
3
2
Second Chapter
Third Chapter – 4th turn
Timberyard
5 or 6
depending on the season of the 5th
2 or 3
Fifth Chapter
Ninth Chapter- last turn
Anchorage
5
2
Forth Chapter
Fifth Chapter – 6th turn
Studfarm
4 for cheaper version
or 6 for more expensive version
2 or 3
Third Chapter
for cheaper version: Fifth Chapter – 6th turn
or more expensive version: only in Wars
Orchard
4 for cheaper version
or 5 for more expensive version
2
Forth Chapter
when the trees grow in Wars of Infinity

 

Estate Random Events

Those events happen in management turn, which of them will appear is normally random and they will only appear once.

Construction based events:

Event
Condition
Effects
Choices and effects
School event
Always appear if the scholl is built
1) +50 expense and +%3 content per turn
2) -50 wealth and content %+10
3) Nothing
Canal event 1
Canal being built
prosper %-10 if there is no engineers
Canal event 2
Canal being built
respectability %-5
Canal event 2
Canal being built
respectability %-5
Canal event 3
Canal being built
respectability %-5
1)content %-10
2) -100 wealth
3)content %-5 and respectability %-5
Factory event 1
Factory being built
content %-5
Factory event 2
Factory being built
1)respectability %-5
2)respectability %+5, content %-10 and +400 wealth
3)respectability %+5 and prosperity %+5
Factory event 3
Factory being built and low wages
1) factory upkeep + 350, content %+5, respectability %-10 and reputation %-10
2)content %-15
3)*if content < 60: respectability %-15 and reputation %-15
or if content >= 60: content %-5
Enclosure event 1
Enclosure being built
content %-5
Enclosure event 2
Enclosure being built
respectability %-5
Enclosure event 3
Enclosure being built
1) tenants – 5, content %-10 and respectability %+10
2)tenants – 5, content %-15 and respectability %+15
3)content %+5 and respectability %-10
Timberyard event 1
Timberyard being built
if there is no expert: respectability %-10
Timberyard event 2
Timberyard being built, no Timberyard event 1 andprofit of 1200
respectability %+10
Timberyard event 3
Timberyard being built
1) – 5 wealth and content %-5
2)Nothing
3)Nothing
Anchorage event 1
Anchorage type intendancy being built
+ 50 wealth
Anchorage event 2
Anchorage type intendancy being built
respectability %+10
Anchorage event 3
Anchorage type smugglers being built
content %-5 and respectability %-5
Studfarm event 1
Studfarm being built and in at least stage 11
respectability %+5
Studfarm event 2
Studfarm being built and in at least stage 9
respectability %-5
Studfarm event 3
Studfarm being built and in at least stage 11
1(if married or engaged) fiancee/wife %+10
1/2)content %+10
2/3)respectability %+10
3/4) +15 wealth
Orchard event 1
Orchard being built, with at least growth 8 and with best trees
respectability %+5
Orchard event 2
Orchard being built, with at least growth 8 and with worst trees
respectability %-5
Orchard event 3
Orchard being built and with at least growth 8
1) -50 wealth, if respectability >= 45 then prosperity %+5
or if respectability < 45 then prosperity %+2
2) -100 wealth, if respectability >= 45 then prosperity %+10
or if respectability < 45 then prosperity %+5
3)Nothing
Seasonal based events:
Event
Condition
Effects
Choices and effects
Spring event 1
Spring
prosperity %-5
Spring event 2
Spring
content %+5
Spring event 3
Spring
-1 tenant
1) +50 wealth and %-5 content
2) +50 wealth and %-5 content
3) %+5 content
4) %+5 content
Spring event 4
Spring
1) content %-5 and prosperity %-5
2) -50 wealth and content %+5
3) -100 wealth, content %+5 and respectability %+5
Autumn event 1
Autumn
prosperity %-5
Autumn event 2
Autumn
prosperity %+5
Autumn event 3
Autumn
prospererity %+10
1 if hate elfs) respectability %-5 and reputation %-5
1/2) respectability %-5 and reputation %-5
2/3) respectability %-5 and reputation %-5
3/4) -100 wealth and content %-10
Autumn event 4
Autumn
1) content %+5 and respectability %-5
2) content %-5 and respectability %+5
3) -50 wealth
General Events:
Event
Condition
effect
General event 1
Constructing something
and content + prosperity >=100
+250 wealth
General event 2
content + prosperity >= 100
respectability %+10
General event 3
respectability + prosperity >= 100
content %+10
General event 4
content + respectability >= 100
prosperity %+10
General event 5
content < 45
respectability %-5 and prosperity %-5
General event 6
prosperity < 45
respectability %-5 and content %-5
General event 7
respectability < 45
prosperity %-5 and content %-5
General event 8
if content + prosperity >= 100 respectability %+5
or if not then respectability %-5
General event 9
if content + respectability >= 100 prosperity %+5
or if not then prosperity%-5
General event 10
if prosperity + respectability >= 100 content %+5
or if not then content %-5

Estate Managers

They are:

  • Loch, only for those that unlocked him in Guns (chapter9) and Sabres(chapter5).
  • Saundersley for all
  • The brother for those that have one
  • The brother-in-law for those that decided to get engaged.

The various managers will have two impacts in the game, the first is different results during the game while in Aetoria, and the second are different buildings that can be build if money is sent to the Manager fund.

One must remember that projects cost twice as much if built by the managers and that they are made in the order of the list, although if there is not enough money a building can be skipped until there is enough. So 3 projects of 500 can be build and only then the first of 1000, if 500 were sent 3 times and 1000 in the forth.

Build list for Loch:

Build
Manager fund necessary
House repairs
1000
Fence repairs
500
Fence refurbishing
1000
Roads Repairs
500
Outbuilding Repairs
1000
Cottage Repairs
500
Field clearance
1000
Outbuilding refurbishing
2000
More field clearance
3000

Build list for Saundersley:

Build
Manager fund necessary
House repairs
1000
Cottage Repairs
500
Roads Repairs
500
Field clearance
1000
Fence repairs
500
Market hall
2500
School
1000

Build list for the Brother:

Build
Manager fund necessary
House repairs
1000
Fence Repairs
500
Cottage Repairs
500
Roads Repairs
500
Outbuilding Repairs
1000
Ballroom
2500
Library
1000

Build list for the Brother-in-law:

Build
Manager fund necessary
House repairs
1000
Fence Repairs
500
Cottage Repairs
500
Roads Repairs
500
Outbuilding Repairs
1000
Field clearance
1000
Shrine
1500
Outbuilding refurbishing
2000

 

Managers effects in Aetoria

Manager
Effect in 2a
Effect in 3a
Effect1 in 4a
Effect2 in 4a
Effect in 8
Loch
If hired and sent the roadsmen to be hanged reputation %+10 and content %+10
content %-45, if shrine built content %+10, manager fund -500 or if not enough -500 wealth next turn
content %+15, respectability %+10, prosperity %+5, reputation %+10 and tenants + 65
tenants – 10, content %-10, respectability %+5 and reputation %-10
Saundersley
If hired and sent the roadsmen to be hanged reputation %+10 and content %+10
content %+10
tenants – 10, content %-10, respectability %+15 and reputation %+5
Brother
If hired and sent the roadsmen to be hanged reputation %+10 and content %+10
content %-20, manager fund -250 or if not enough -250 wealth next turn
content %+10, respectability %+5, reputation %+5 and tenants + 15
tenants – 5, reputation %-10 and manager fund -250 and reputation %+5 or if not enough -250 wealth next turn and reputation %-5
Brother-in-law
If hired and sent the roadsmen to be hanged reputation %+10 and content %+10
content %-5
and respectability %-5
reputation %-10 and tenants + 10
tenants – 15, content %-15, respectability %+5 and reputation %+5
If married Improves relationship with wife by %+15

Thanks to Tiago for his excellent guide, all credits belong to his effort. if this guide helps you, please support and rate it via Steam Community. enjoy the game.

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