⚠ NOTICE
The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.
Development: Difference between revisions
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<languages/> | <languages/> | ||
[[File:Development | [[File:Development.jpg|thumb|300px|<translate><!--T:1--> The development perks screen in early access</translate>]] | ||
<translate> | <translate> | ||
== Treasury == <!--T:2--> | |||
<!--T:3--> | |||
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses. | |||
<!--T:4--> | |||
* If you raid a Bandit Camp, you can choose to keep the reward as part of your Treasury or as Regional Wealth. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region. | |||
== Influence == <!--T:22--> | |||
<!--T:5--> | |||
Influence is required for Diplomacy and pressing Claims. It can be gained from conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings. | |||
<!--T:6--> | |||
== Regional Wealth == | |||
{{Main|{{tl}}Regional wealth|Regional Wealth}} | |||
<!--T:7--> | |||
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports. | |||
<!--T:2--> | <!--T:2--> | ||
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. | Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. | ||
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The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available. | The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available. | ||
= Origins = | = Development Perks = | ||
=== Origins === | |||
<blockquote>"We carry the weight of our past, but it is the promise of these lands that will define us"</blockquote> | <blockquote>"We carry the weight of our past, but it is the promise of these lands that will define us"</blockquote> | ||
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| style="vertical-align: top;" | | | style="vertical-align: top;" | | ||
'''3. Woodwright Journeymen''' | '''3. Woodwright Journeymen''' | ||
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by | * Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 30%. | ||
* Reduces fuel consumption by 50%. | * Reduces fuel consumption by 50%. | ||
* Increases militia combat effectiveness by 10%. | * Increases militia combat effectiveness by 10%. | ||
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'''5. Smiths of Passau''' | '''5. Smiths of Passau''' | ||
* Increases blacksmith efficiency by 20%. | * Increases blacksmith efficiency by 20%. | ||
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by | * Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 30%. | ||
* Strength of "local handymen" affinity increases by 300%. | * Strength of "local handymen" affinity increases by 300%. | ||
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%. | * Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%. | ||
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| style="vertical-align: top;" | | | style="vertical-align: top;" | | ||
'''6. Born of the Alps''' | '''6. Born of the Alps''' | ||
* Clothing durability increase. Consumption of all clothing goods decreases by 50%. | * {{Icon|Clothes}} Clothing durability increase. Consumption of all clothing goods decreases by 50%. | ||
* Sheep are more resilient. Sheep no longer die at high elevation during winter months. | * {{Icon|Sheep}} Sheep are more resilient. Sheep no longer die at high elevation during winter months. | ||
* Hunting camp efficiency increases by 50%. | * Hunting camp efficiency increases by 50%. | ||
* Trade routes are more costly. Establishing a trade route costs 20% more. | * Trade routes are more costly. Establishing a trade route costs 20% more. | ||
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* Improved stonemason's station. Stone gatherer camp labor speed increases by 30% and stonemason's station efficiency increased by 30%. | * Improved stonemason's station. Stone gatherer camp labor speed increases by 30% and stonemason's station efficiency increased by 30%. | ||
* Reduces castle planner cost by 30%. | * Reduces castle planner cost by 30%. | ||
* Decreases labor speed for hunting and fishing by 20%. | * Decreases labor speed for hunting and fishing by 20%. | ||
|- | |- | ||
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| style="vertical-align: top;" | | | style="vertical-align: top;" | | ||
'''9. Weiden Hinterlanders''' | '''9. Weiden Hinterlanders''' | ||
* Efficiency when farming on elevation increased by | * Efficiency when farming on elevation increased by 20%. | ||
* Cheaper animal imports. All animals' ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. | * Cheaper animal imports. All animals' ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. | ||
* Mining labor speed increases by 20%. | * Mining labor speed increases by 20%. | ||
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|} | |} | ||
= Affinity system = | |||
Affinities represent how certain environment types closely relate to economic prospects of a region. The larger one type of area is, the stronger its connected affinities become. This encourages favoring a select few types over the rest, which can be done by shaping the environment to your own preferences. | |||
As an example: having a large area of Meadows promotes harvesting crops in the open, while having lots of Woodland helps wild animals and berry reproduction. Since both area types work against each other, based primarily on the presence of trees, deforestation can strengthen the Meadow affinities, or inversely, planting trees can do the same to Woodland affinities. | |||
The following affinities exist: | |||
{| class="wikitable" | |||
|- | |||
! style="width: 150px;" | Name !! Environment !! Effect | |||
|- | |||
| Pollination || Meadow || | |||
* Crop, Orchard and Vegetable yields are increased by 30% of the combined effect from the Meadow Environment's size in %, and Apiation. | |||
* Apiation contributes 2% per Apiary extension built, up to a maximum of 10%. | |||
|- | |||
| Wilding || Meadow || | |||
* Apiary production time decreases by the Meadow Environment's size in %. | |||
|- | |||
| Pannage || Woodland || | |||
* Pigs yield time decreases by the Woodland Environment's size in %. | |||
|- | |||
| Teeming || Woodland || | |||
* Adds a chance that Wild Animals produce 2 offspring instead of 1 and Mushrooms/Berries produce an extra clump, equal to the Woodland Environment's size in %. | |||
|- | |||
| Bark Gathering || Woodland || | |||
* Tannery yields are increased by the Woodland Environment's size in %. | |||
|- | |||
| Local Handymen || Urban || | |||
* Maintenance durability increases for Urban buildings by the Woodland Environment's size in %. | |||
|} | |||
</translate> | </translate> | ||
Latest revision as of 21:45, 13 April 2026

Treasury
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.
- If you raid a Bandit Camp, you can choose to keep the reward as part of your Treasury or as Regional Wealth. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.
Influence
Influence is required for Diplomacy and pressing Claims. It can be gained from conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.
Regional Wealth
- Main article: Regional Wealth.
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.
Each region has a settlement level, determined by the number and level of burgage plots.
- Level 1 (Small village) requires 5 burgage plots of level 1.
- Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.
- Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.
Development Perks
Origins
"We carry the weight of our past, but it is the promise of these lands that will define us"
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.
Affinity system
Affinities represent how certain environment types closely relate to economic prospects of a region. The larger one type of area is, the stronger its connected affinities become. This encourages favoring a select few types over the rest, which can be done by shaping the environment to your own preferences.
As an example: having a large area of Meadows promotes harvesting crops in the open, while having lots of Woodland helps wild animals and berry reproduction. Since both area types work against each other, based primarily on the presence of trees, deforestation can strengthen the Meadow affinities, or inversely, planting trees can do the same to Woodland affinities.
The following affinities exist:
| Name | Environment | Effect |
|---|---|---|
| Pollination | Meadow |
|
| Wilding | Meadow |
|
| Pannage | Woodland |
|
| Teeming | Woodland |
|
| Bark Gathering | Woodland |
|
| Local Handymen | Urban |
|


