Final Harbour, The Manual
Time on Final Harbour
Basically a day lasts 56 minutes. It's a nice number as it makes it possible to get a whole year, consisting out of 12 months with 30 days each, in a week of real time. I understand that this uneven daycycle makes inner kingdom planning very, very tiresome. To prevent this setting from being too unnerving, the servertime is shown on all in-game pages.
1 day56 minutes
1 month30 days
1 year12 months
1 age5 years


Money and income
The money system that's used in this game is based on gold ounces. So your working peasants pay their taxes as part of ounces. Your tax income isn't that high and you want to increase your income through mines. Not only the workers pay taxes but they also extract this needed metal during their shift.
Compared to the cost of your military and the cost to build and run your land your overall income is a bit low and that is just as it's intended. While it keeps the military numbers low it also provides an obstacle you have to master. You can always become a thief and steal the money you need from the enemy.

Food and it's production.
One unit of food is enough to get one trained or working peasant through one day. 8 fieldworkers are needed to get the maximum of 50 food units out of one hectare of land. Obviously you'll need a lot of those to get enough food for your little realm. Stored food decays with a rate of 4% per day. That's the drawback of a medieval world, no high tech, no fertilizer. At least that gives you plenty of free peasants. What, you don't want plenty of lazy unemployed peasants? That's just too bad. ;)

Components, or how to fuel magic.
To do their magic tricks, mages need some different materials. In this game all those little things, started with candels and pens up to sulphur, snake eyes and such, are just addressed as components. So every spell you want to do, including the active defense against attack spells, need a certain amount of components next to the wizards themselves. To produce these things you need workshops. As the storage technics aren't that good, components, just like food, have the tendency to rott away if not used. So there is a loss of 4% of your stock per day. To get this down you can build storehouses which reduce the loss drastically down to mere 1% per day for the components stored in them.

The start up
You start with a province of 200 hectare. Several hectare have already buildings and you get enough resources to start developing your realm further. It might be that you are able to log in before the game actually starts. In this case you will be able to post in the Forum, to write msgs and to give first build orders. Those orders won't start to have an effect until the time itself starts. Your province will be under protection for some time. In this time you won't be able to send aid, you don't pay your taxes to the Monarch and you won't be able to do any ops outside your own realm. You can however already place a vote for the Monarch. It is essential to get one before the protection runs out.

The Final Harbour Age
An Age in FH lasts around 10 weeks. That isn't very long. But with the limited land and the fast growing of new gained hectare that should be plenty of time. The strict limitation of the main resource should reduce the number of survivors rather heavily. If an age would be longer, I could have called it "last kingdom standing".

  Land in Final Harbour
Land is very limited. The world starts with 5.000 hectare per active kingdom. Every player gets his initial 200 hectare from that number. So in a kingdom that starts with 5 provinces, the free land is already down to 4000 hectare. The only way to grow later on will be to conquer it from others.
The world of FH doesn't loose land. So if a player dies, or delets his account, or gets deleted, or get voted out, the land goes back to the free land pool of the kingdom. The same happens when hectare are lost due to the "terror" or "demolition" attack.
During peace time a player can choose to drop land back into the kingdom pool. So it's possible for non attackers to keep up with the average province size...You are a team, remember?

Provinces
A Province starts with 200 hectare and a few resources. It dies as soon as it falls below 100 hectare, runs out of population or isn't checked by its ruler for more than 5 realtime days.

Aid
It is possible to send aid in form of food, peasants, components or gold to others in your kingdom. Allthough it should be the exception, there are some guys believing to gain an advantage if they feed one or two players to an incredible size. Well, go along, it might not work out as you expect . There is a limit of 10 aid sendings a province can do per month, so one should decide carefully to whom and how much aid should be send.

Communication
There is a msg system in the game. It allows to exchange messages with every other player playing a game. If you address a kingdom rather than a single province, the msg is send to the Monarch. If there isn't one, you can't write it anyway. However, if you are a Monarch yourself, you can send a multi msg to a whole kingdom that hasn't a Monarch and you can do so in your own one too. There is a 1 msg/hour limit to that feature.
The second build in method is the inner kingdom forum. In there you can open topics and discuss things or exchange intelligence data. The forums administrator is your Monarch and his helping Moderator is the Prince(-ess).
The Kings have a special own Forum where they can discuss political or game issues. Every Monarch has some limited moderator rights for his own topics in there and topics per Monarchs are limited to three at once.(not implemented yet)
There is a special page where the personal descriptions of every player (change/edit in the ingame player setup) is shown. You can use that to post your ICQ or AIM address for example to have a faster, directer way to communicate, or to exchange your email to be able to reach each other if he's not showing up in the game itself or isn't online. That's a good way to improve player relations too, so it's my advice to do that.

Monarch Bonus
There is no such thing in FH. However, the Monarch receives taxes from everybody who is voting him currently. The tax rate is set and can't be changed. Actually most other games use these bonus things to give a Monarch an equal chance as he often is a main target during conflicts. In Final Harbour you won't need that, as the Monarch is anonymous to outsiders as long as he doesn't announce himself (or get betrayed) to the enemy. Btw, the overall tax income of the Monarch during one complete age is one of possible 2 kingdom rankings.
Income Taxes
Gold: 2% Food: 2% Components: 2%



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