⚠ 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.

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<languages/>
<languages/>
[[File:Development Trees.png|thumb|300px|<translate><!--T:1--> The development trees in early access</translate>]]
[[File:Development.jpg|thumb|300px|<translate><!--T:1--> The development perks screen in early access</translate>]]
<translate>
<translate>
<!--T:2-->
 
Each region has a Settlement Level, determined by the number and level of [[{{tl}}Burgage Plot|Burgage Plots]]. All regions start at settlement level 1: Small Village.
== Treasury == <!--T:2-->
* Level 2 (Small Village) requires 5 Burgage Plots of level 1.
* Level 3 (Medium Village) requires 5 Burgage Plots of level 1 and 2 Burgage Plots of level 2.
* Level 4 (Large Village) requires 10 Burgage Plots of level 1 and 5 Burgage Plots of level 2.


<!--T:3-->
<!--T:3-->
Each region also has a Development. Each time its Settlement Level increases the region will gain a Development Point, which can be used to unlock new buildings or upgrades or make existing ones more efficient. There are 4 development trees, each one with 10 or 11 development branches.
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.


== Farming development tree == <!--T:4-->
== Influence == <!--T:22-->


<!--T:5-->
<!--T:5-->
{| class="wikitable"
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.
| colspan=2 width=33% | '''Orchardry'''<br>New backyard extension: Apple Orchard
| colspan=2 width=33% | '''Sheepbreeding'''<br>Sheep grazing on the pastures slowly multiply.
| colspan=2 width=33% | '''Heavy Plow'''<br>Farmhouse upgrade: Add a plowing station
|-
| width=25% | '''Rye Cultivation'''<br>New crop: Rye. Identical to Wheat and can be grown in places with lower fertility.
| colspan=2 width=25% | '''Irrigation'''<br>Dramatically lowers the amount of damage caused by Droughts.
| colspan=2 width=25% | '''Fertilization'''<br>Field upgrade: Fence up
| width=25% | '''Bakeries'''<br>New backyard extension: Bakery Extension
|-
| work in progress
| colspan=2 | work in progress
| colspan=2 | work in progress
| work in progress
|}


== Trade development tree == <!--T:6-->
<!--T:6-->
== Regional Wealth ==
{{Main|{{tl}}Regional wealth|Regional Wealth}}


<!--T:7-->
<!--T:7-->
{| class="wikitable"
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.
| colspan=2 | '''Foreign Suppliers'''<br>New building: Firewood cart<br>New building: Food cart
 
| colspan=2 | '''Trade Logistics'''<br>Establishing a new Trade Route always costs a maximum of 25 Regional Wealth.
<!--T:2-->
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|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.
 
<!--T:3-->
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 ===
<blockquote>"We carry the weight of our past, but it is the promise of these lands that will define us"</blockquote>
 
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.
 
{| class="wikitable" style="border: none;"
|-
| style="width: 150px; vertical-align: top;" | [[File:Bamberg.jpg|150px]]
| style="vertical-align: top;" |  
'''1. Bamberg Smallholders'''
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.
* Increased approval from food variety (+10%)
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.
|-
| style="width: 150px; vertical-align: top;" | [[File:Vogtland.jpg|150px]]
| style="vertical-align: top;" |
'''2. Of the Vogtland'''
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.
* Increased export price on minor trades. All minor trades base export value is increased by 50%.
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.
|-
| style="width: 150px; vertical-align: top;" | [[File:Woodwright.jpg|150px]]
| style="vertical-align: top;" |
'''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 30%.
* Reduces fuel consumption by 50%.
* Increases militia combat effectiveness by 10%.
* Decreases mining gathering speed by 10%.
|-
| style="width: 150px; vertical-align: top;" | [[File:Regensburg.jpg|150px]]
| style="vertical-align: top;" |
'''4. Regensburg Guildsmen'''
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.
* Land tax approval malus. Land tax approval severity increased by 20%.
|-
| style="width: 150px; vertical-align: top;" | [[File:Passau.jpg|150px]]
| style="vertical-align: top;" |
'''5. Smiths of Passau'''
* Increases blacksmith efficiency by 20%.
* 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%.
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.
|-
| style="width: 150px; vertical-align: top;" | [[File:Alps.jpg|150px]]
| style="vertical-align: top;" |  
'''6. Born of the Alps'''
* {{Icon|Clothes}} Clothing durability increase. Consumption of all clothing goods decreases by 50%.
* {{Icon|Sheep}} Sheep are more resilient. Sheep no longer die at high elevation during winter months.
* Hunting camp efficiency increases by 50%.
* Trade routes are more costly. Establishing a trade route costs 20% more.
|-
| style="width: 150px; vertical-align: top;" | [[File:Strasburg.jpg|150px]]
| style="vertical-align: top;" |
'''7. Strasburg Masons'''
* 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%.
* Decreases labor speed for hunting and fishing by 20%.
|-
|-
| width=25% | work in progress
| style="width: 150px; vertical-align: top;" | [[File:Nuremburg.jpg|150px]]
| width=25% | work in progress
| style="vertical-align: top;" |  
| width=25% | '''Better Deals'''<br>Reduces import costs by 10.
'''8. Nuremburg Prospectors'''
| width=25% | work in progress
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.
* Retinue treasury cost is now doubled.
|-
|-
| work in progress
| style="width: 150px; vertical-align: top;" | [[File:Weidenhinterlanders.jpg|150px]]
| work in progress
| style="vertical-align: top;" |
| work in progress
'''9. Weiden Hinterlanders'''
| work in progress
* 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%.
* Mining labor speed increases by 20%.
* Artisan efficiency malus. All artisan workshops' efficiency is decreased by 20%.
|}
|}


== Industry development tree == <!--T:8-->
= 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.


<!--T:9-->
The following affinities exist:
{| class="wikitable"
{| class="wikitable"
| colspan=2 | '''Basic Armormaking'''<br>New backyard extension: Armorer's Workshop
| colspan=2 | '''Charcoal Burning'''<br>New building: Charcoal kiln
|-
|-
| width=25% | '''Advanced Armormaking'''<br>Armorer's Workshop can produce Mail Armor, which can be used to equip citizens of Burgage Plots of Level 3 and above, or promoting a new Retinue.
! style="width: 150px;" | Name !! Environment !! Effect
| width=25% | work in progress
|-
| width=25% | '''Deep Mining'''<br>Mining Pit upgrade: Deep Mine
| Pollination || Meadow ||
| width=25% | work in progress
* 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 %.
|-
|-
| '''Master Armormaking'''<br>Armorer's Workshop can produce Plate Armor, which can in turn be used to upgrade the Retinue.
| Teeming || Woodland ||
| work in progress
* 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 %.
| work in progress
| work in progress
|}
 
== Gathering development tree == <!--T:10-->
 
<!--T:11-->
{| class="wikitable"
| colspan=2 width=33% | '''Beekeeping'''<br>New building: Apiary
| colspan=2 width=33% | '''Forest Management'''<br>Doubles capacity of all Berry deposits.
| colspan=2 width=33% | '''Trapping'''<br>Enables hunters to skillfully lay traps in the forest, which gives a passive income of Meat.
|-
|-
| width=25% | work in progress
| Bark Gathering || Woodland ||
| colspan=2 width=25% | '''Advanced Beekeeping'''<br>Apiaries also produce Wax.
* Tannery yields are increased by the Woodland Environment's size in %.
| colspan=2 width=25% | '''Advanced Skinning'''<br>Doubles the amount of meat harvested by hunters and butchers and from goat pens.
| width=25% | '''Pelt Extraction'''<br>Hunters also collect Hides from traps.
|-
|-
| work in progress
| Local Handymen || Urban ||
| colspan=2 | work in progress
* Maintenance durability increases for Urban buildings by the Woodland Environment's size in %.
| colspan=2 | work in progress
| work in progress
|}
|}
</translate>
</translate>

Latest revision as of 21:45, 13 April 2026

The development perks screen in early access

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.

1. Bamberg Smallholders

  • New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.
  • Increased approval from food variety (+10%)
  • Increased success chance for tree planting. The base chance of failure (50%) no longer applies.
  • Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.

2. Of the Vogtland

  • New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one small game every seven days.
  • Increased export price on minor trades. All minor trades base export value is increased by 50%.
  • Increased capacity for foraged goods deposits. Wild berries and mushroom deposits have doubled capacity.
  • Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.

3. Woodwright Journeymen

  • Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for warbows, crossbows, small shields and large shields is also increased by 30%.
  • Reduces fuel consumption by 50%.
  • Increases militia combat effectiveness by 10%.
  • Decreases mining gathering speed by 10%.

4. Regensburg Guildsmen

  • Increased regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.
  • Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.
  • Salt and iron ore import value reduced by 30%.
  • Land tax approval malus. Land tax approval severity increased by 20%.

5. Smiths of Passau

  • Increases blacksmith efficiency by 20%.
  • Increased weapons export value. Spears, sidearms and polearms export value increases by 30%.
  • Strength of "local handymen" affinity increases by 300%.
  • Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.

6. Born of the Alps

  • 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.
  • Hunting camp efficiency increases by 50%.
  • Trade routes are more costly. Establishing a trade route costs 20% more.

7. Strasburg Masons

  • 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%.
  • Decreases labor speed for hunting and fishing by 20%.

8. Nuremburg Prospectors

  • Improved armorers. Armorer efficiency increases by 20%. Export value of helmets, mail armor and plate armor increases by 20%.
  • Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.
  • Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.
  • Retinue treasury cost is now doubled.

9. Weiden Hinterlanders

  • Efficiency when farming on elevation increased by 20%.
  • Cheaper animal imports. All animals' ( oxen, mules, horses, sheep, lambs, goats and chickens) import price is reduced by 20%.
  • Mining labor speed increases by 20%.
  • Artisan efficiency malus. All artisan workshops' efficiency is decreased by 20%.

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
  • 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 %.