Fief Update 24/08/21 -> 25/03/21

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[QUOTE="yrsillar, post: 11601475, member: 870"]
[QUOTE="yrsillar, post: 11601475, member: 870"]
[B]Fief Development and Stats[/B]
[B]Fief Development and Stats[/B]


[spoiler=Term definitions]
[spoiler=Term definitions]
Agriculture: The amount of organic resources available and being produced. Used to pay the cost of projects and pay the upkeep on settlement population and manpower
Agriculture: The amount of organic resources available and being produced. Used to pay the cost of projects and pay the upkeep on settlement population and manpower


Material: The amount of non-organic resources available and being produced. Used to pay project cost, upkeep on improvements and population in larger settlements
Material: The amount of non-organic resources available and being produced. Used to pay project cost, upkeep on improvements and population in larger settlements


Manpower: A measure of working population, does not directly correlate to population count. Each project requires a certain amount of Manpower to be allocated to it. Thus Manpower acts as a cap to how many projects can be worked.
Manpower: A measure of working population, does not directly correlate to population count. Each project requires a certain amount of Manpower to be allocated to it. Thus Manpower acts as a cap to how many projects can be worked.


Cultivator Manpower: Representing larger numbers of cultivators in your population. Certain buildings can only be staffed by cultivator manpower, however cultivator manpower assigned to a mundane slot produces triple the agriculture and material yields and double the Admin, Happiness, and Wealth yields of the slot. Cultivator manpower capacity is gained through the development of sites and access to rare reagents, if you begin a turn beneath your cultivator manpower cap there is a base 10% chance to gain a point of cultivator manpower that turn. Cultivator Manpower Capacity may not exceed one fifth of base manpower capacity under normal circumstances. Cultivator manpower has upkeep in wealth.
Cultivator Manpower: Representing larger numbers of cultivators in your population. Certain buildings can only be staffed by cultivator manpower, however cultivator manpower assigned to a mundane slot produces triple the agriculture and material yields and double the Admin, Happiness, and Wealth yields of the slot. Cultivator manpower capacity is gained through the development of sites and access to rare reagents, if you begin a turn beneath your cultivator manpower cap there is a base 10% chance to gain a point of cultivator manpower that turn. Cultivator Manpower Capacity may not exceed one fifth of base manpower capacity under normal circumstances. Cultivator manpower has upkeep in wealth.


Administration: Administration is a rating which runs from 0-200. At Intervals of twenty five it grants a multiplier to project resource costs and the Happiness Penalties from Settlement size. Each settlement beyond the first adds an Administration Penalty. Multiplier works as per the following.
Administration: Administration is a rating which runs from 0-200. At Intervals of twenty five it grants a multiplier to project resource costs and the Happiness Penalties from Settlement size. Each settlement beyond the first adds an Administration Penalty. Multiplier works as per the following.


0= 0
0= 0
25= 2
25= 2
50= 1.5
50= 1.5
75= 1.25
75= 1.25
100= 1
100= 1
125= 0.75
125= 0.75
150= 0.5
150= 0.5
175= 0.25
175= 0.25
200= 0.1
200= 0.1


Happiness: A general measure of the physical, spiritual and mental health of your fief population. It measures from 0-200. Low Happiness, unlocks negative event tables, high happiness in turn locks certain negative event tables. In addition base Fief Manpower is Multiplied by fief happiness as a percentage to determine usable Manpower. (Ex. Happiness of 25 means manpower is multiplied by .25). Settlements of the Military Outpost and resource Outpost sizes do not have happiness ratings, as their manpower is temporary. Base happiness is 110-Base Manpower Size, which is then modified by your buildings.
Happiness: A general measure of the physical, spiritual and mental health of your fief population. It measures from 0-200. Low Happiness, unlocks negative event tables, high happiness in turn locks certain negative event tables. In addition base Fief Manpower is Multiplied by fief happiness as a percentage to determine usable Manpower. (Ex. Happiness of 25 means manpower is multiplied by .25). Settlements of the Military Outpost and resource Outpost sizes do not have happiness ratings, as their manpower is temporary. Base happiness is 110-Base Manpower Size, which is then modified by your buildings.


Wealth: Wealth is the measure of trade, luxury goods and cultivation resources a settlement or fief possesses. Wealth is an unbounded value. All cultivator presence has a wealth upkeep, as do many improvements. Later wealth will also determine taxation.Negative wealth directly subtracts from Happiness
Wealth: Wealth is the measure of trade, luxury goods and cultivation resources a settlement or fief possesses. Wealth is an unbounded value. All cultivator presence has a wealth upkeep, as do many improvements. Later wealth will also determine taxation.Negative wealth directly subtracts from Happiness


Rare Resources: The measure of rare resource nodes available to the fief. Rare resources unlock special projects and usually directly generate wealth.
Rare Resources: The measure of rare resource nodes available to the fief. Rare resources unlock special projects and usually directly generate wealth.


Defense: Each Settlement has a defense rating, which acts as the chance for minor negative external events to occur in the settlement. Defense rating of 75 means 25% chance of negative events when those are rolled. Defense is rolled once per settlement per turn.
Defense: Each Settlement has a defense rating, which acts as the chance for minor negative external events to occur in the settlement. Defense rating of 75 means 25% chance of negative events when those are rolled. Defense is rolled once per settlement per turn.


Improvements: Permanent projects which modify the fief or a settlement in some way.
Improvements: Permanent projects which modify the fief or a settlement in some way.


Settlement Size: A rating which determines Maximum manpower and access to many projects as well as story opportunities. Administration Bonuses apply only to the first settlement The Size Categories are as follows
Settlement Size: A rating which determines Maximum manpower and access to many projects as well as story opportunities. Administration Bonuses apply only to the first settlement The Size Categories are as follows


[B]Military Outpost[/B]
[B]Military Outpost[/B]
-Manpower Capacity 0, Defense Bonus 50, No Happiness
-Manpower Capacity 0, Defense Bonus 50, No Happiness
[B]Resource Outpost[/B]
[B]Resource Outpost[/B]
- Manpower Capacity 10, Defense Bonus 25, No Happiness
- Manpower Capacity 10, Defense Bonus 25, No Happiness
[B]Hamlet[/B]-New baronial holding
[B]Hamlet[/B]-New baronial holding
Village
Village
Small Town-established baronial holding
Small Town-established baronial holding
Large Town
Large Town
Small City-Minimum for viscounty captial
Small City-Minimum for viscounty captial
City
City
Large City-Minimum for County Capitals
Large City-Minimum for County Capitals
Grand City
Grand City
Metropolis-Province Capitals
Metropolis-Province Capitals


Cities such as Xiangmen or other provincial capitals can exceed these ratings but require special resources or locations.
Cities such as Xiangmen or other provincial capitals can exceed these ratings but require special resources or locations.


[TABLE]
[TABLE]
[TR]
[TR]
[TD][/TD]
[TD][/TD]


[TD]Manpower Capacity[/TD]
[TD]Manpower Capacity[/TD]
[TD]Defense[/TD]
[TD]Defense[/TD]
[TD]Wealth Upkeep[/TD]
[TD]Wealth Upkeep[/TD]
[TD]Administration[/TD]
[TD]Administration[/TD]
[TD]Minimum Manpower[/TD]
[TD]Minimum Manpower[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Military Outpost[/TD]
[TD]Military Outpost[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]50[/TD]
[TD]50[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Resource Outpost[/TD]
[TD]Resource Outpost[/TD]
[TD]10[/TD]
[TD]10[/TD]
[TD]25[/TD]
[TD]25[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]0[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Hamlet[/TD]
[TD]Hamlet[/TD]
[TD]25[/TD]
[TD]25[/TD]
[TD]0[/TD]
[TD]0[/TD]
[TD]-1[/TD]
[TD]-1[/TD]
[TD]-10[/TD]
[TD]-10[/TD]
[TD]8[/TD]
[TD]8[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Village[/TD]
[TD]Village[/TD]
[TD]50[/TD]
[TD]50[/TD]
[TD]-25[/TD]
[TD]-25[/TD]
[TD]-2[/TD]
[TD]-2[/TD]
[TD]-20[/TD]
[TD]-20[/TD]
[TD]20[/TD]
[TD]20[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Small Town[/TD]
[TD]Small Town[/TD]
[TD]80[/TD]
[TD]80[/TD]
[TD]-50[/TD]
[TD]-50[/TD]
[TD]-6[/TD]
[TD]-6[/TD]
[TD]-50[/TD]
[TD]-50[/TD]
[TD]40[/TD]
[TD]40[/TD]
[/TR]
[/TR]
[TR]
[TR]
[TD]Large Town[/TD]
[TD]Large Town[/TD]
[TD]120[/TD]
[TD]120[/TD]
[TD]-75[/TD]
[TD]-75[/TD]
[TD]-8[/TD]
[TD]-8[/TD]
[TD]-70[/TD]
[TD]-70[/TD]
[TD]60[/TD]
[TD]60[/TD]
[/TR]
[/TR]
[/TABLE]
[/TABLE]




[B]Negative Fief Events:[/B]
[B]Negative Fief Events:[/B]
These are the result of rolling over the defense value of a settlement for events. Fief Events fall into a few broad categories. These are [Attack] [Curse] [Disease] [Famine] [Weather]. Settlements of the Town Size or higher will unlock other categories of negative event. and change the overall defense calculation.
These are the result of rolling over the defense value of a settlement for events. Fief Events fall into a few broad categories. These are [Attack] [Curse] [Disease] [Famine] [Weather]. Settlements of the Town Size or higher will unlock other categories of negative event. and change the overall defense calculation.
[/spoiler]
[/spoiler]
[TABS width="100%"]
[TABS width="100%"]


[slide_header]Base Resources [/slide_header]
[slide_header]Base Resources [/slide_header]


[slide]
[slide]
[B]Agriculture: 156.55(2.55)[/B]
[B]Agriculture: 359.1(2.55)[/B]
Production
Production
+8 Small Fishery
+8 Small Fishery
+3.3 Subsistence Fields
+3.3 Subsistence Fields
+2.25 Subsistence Sheep Pastures
+2.25 Subsistence Sheep Pastures
-11 Manpower Upkeep
-11 Manpower Upkeep


[B]Material: 99.5(+5)[/B]
[B]Material: 304.5(+5)[/B]
Production
Production
+5 Small Quarry
+5 Small Quarry


[B]Base Manpower: 11(x1.3 Happiness)[/B]
[B]Base Manpower: 11(x1.3 Happiness)[/B]
14/14 Employed
14/14 Employed


[B]Cultivator Manpower 0/1[/B]
[B]Cultivator Manpower 0/2[/B]


[U]Capacity:[/U] 25
[U]Capacity:[/U] 25






[/slide]
[/slide]






[slide_header]Governance Ratings [/slide_header]
[slide_header]Governance Ratings [/slide_header]


[slide]
[slide]
[B]Administration: 120[/B]
[B]Administration: 120[/B]
[U]Modifiers[/U]
[U]Modifiers[/U]
Cai Renxiang: +100
Cai Renxiang: +100
Admin Center +10
Admin Center +10
Gold Autumn School Graduates +10
Gold Autumn School Graduates +10
Granary +10
Granary +10
Hamlet -10
Hamlet -10


[U]Cost Multiplier:[/U] x 1
[U]Cost Multiplier:[/U] x 1


[B]Happiness: 133
[B]Happiness: 138
Base 110-11=99[/B]
Base 110-11=99[/B]
-Granary +10
-Granary +10
-High Quality Roads +5
-High Quality Roads +5
Veins of the Earth +5
Veins of the Earth +5
Snowblossom Lake +5
Snowblossom Lake +5
Theater of Frost +5
Theater of Frost +5
Settlement Walls +5
Settlement Walls +5
Boiling Deep Shrine +5


[B]Wealth: 3.85[/B]
[B]Wealth: 3.45[/B]
[U]Modifiers[/U]
[U]Modifiers[/U]
High Quality Roads +3
High Quality Roads +3
Sheep Pastures +0.6
Sheep Pastures +0.6
ChillGrasp Clay +0.1
Hamlet Upkeep -1
Hamlet Upkeep -1
Granary -0.25
Granary -0.25
Theater of Frost: -0.25
Theater of Frost: -0.25
Boiling Deeps: -0.5
Simple Palisade -0.75
Simple Palisade -0.75
Small Fishery -0.5
Snowblossom Shrine -0.5
Cai Clan support +16
Cai Clan support +16
Xia Clan Support +2
Xia Clan Support +2
Ling Clan Upkeep -5
Ling Clan Upkeep -5
Cai Clan Upkeep -4
Cai Clan Upkeep -4
Gan Clan Upkeep -3
Gan Clan Upkeep -3
Xia Clan Upkeep -3
Xia Clan Upkeep -3










[/slide]
[/slide]






[slide_header]Settlements [/slide_header]
[slide_header]Settlements [/slide_header]


[slide]
[slide]
[U][B][SIZE=5]Shenglu Hamlet:[/SIZE][/B][/U]
[U][B][SIZE=5]Shenglu Hamlet:[/SIZE][/B][/U]
[I]Description pending[/I]
[I]Description pending[/I]


Size Rating: Resource Outpost
Size Rating: Resource Outpost


Defense: 105
Defense: 105
Modifiers:
Modifiers:
Admin Center +10
Admin Center +10
Settlement Walls: +50
Settlement Walls: +50
High Quality Roads: +5
High Quality Roads: +5
Veins of the Earth: +10
Veins of the Earth: +10
[S]Xia Lin +25
[S]Xia Lin +25
Gan Guangli +25
Gan Guangli +25
Ling Qi +15
Ling Qi +15
Cai Renxiang +50[/S]
Cai Renxiang +50[/S]
Zhengui +5 (Fiefwide)
Zhengui +5 (Fiefwide)
Sect Security(temp): 25
Sect Security(temp): 25


Resources
Resources
Agriculture
Agriculture


[B]Material[/B]
[B]Material[/B]
Iron Grade 1
Iron Grade 1
Iron Grade 2
Iron Grade 2
Iron Grade 3
Iron Grade 3
Silver Grade 1
Silver Grade 1
Silver grade 2
Silver grade 2


Rare Resources
Rare Resources
-Flamesand
-Flamesand
-Jadehelm Catfish
-Jadehelm Catfish
-Chillgrasp Clay
-Chillgrasp Clay
-Clearwater Mist
-Clearwater Mist


[spoiler=Administration Center]
[spoiler=Administration Center]
The beginnings of a baronial manor and the central point of what will become a true settlement, establishing both a military hardpoint and a central location for planning and logistics. In time, it may become much more.
The beginnings of a baronial manor and the central point of what will become a true settlement, establishing both a military hardpoint and a central location for planning and logistics. In time, it may become much more.




Manpower Slots 1/1
Manpower Slots 1/1
Production: +10 Defense, +10 Administration
Production: +10 Defense, +10 Administration


Allows Three Projects per turn.
Allows Three Projects per turn.


[/spoiler]
[/spoiler]


[spoiler=Settlement Walls]
[spoiler=Settlement Walls]
A low wall surrounding the settlement center composed of stone and wood, worked through with basic spirit warding
A low wall surrounding the settlement center composed of stone and wood, worked through with basic spirit warding


Cost: 50 material, 10 Agriculture. 1 Month
Cost: 50 material, 10 Agriculture. 1 Month


Passive Defense +50, Happiness +5
Passive Defense +50, Happiness +5
Cultivation Manpower Slots: 0/1 (Double Building benefits if manned)
Cultivation Manpower Slots: 0/1 (Double Building benefits if manned)
Upkeep: 0.75 Wealth.
Upkeep: 0.75 Wealth.


[/spoiler]
[/spoiler]


[spoiler=High Quality Roads]Built by Wang experts of the third and fourth realms these roads of qi reinforced stone are engineered for extreme durability and ease of maintenance. Smooth and wide, they greatly ease the transport of goods and people
[spoiler=High Quality Roads]Built by Wang experts of the third and fourth realms these roads of qi reinforced stone are engineered for extreme durability and ease of maintenance. Smooth and wide, they greatly ease the transport of goods and people


Effects: +1 Wealth per level of the settlement, +5 Happiness per 10 Manpower, +5 Defense per 10 Manpower
Effects: +1 Wealth per level of the settlement, +5 Happiness per 10 Manpower, +5 Defense per 10 Manpower


Unlocks High Quality Road Expansion project at Village[/spoiler]
Unlocks High Quality Road Expansion project at Village[/spoiler]


[spoiler=Small Fishery] A small fishery set up by the lake shore, easily capable of supporting the beginnings of population even with minimal infrastructure, thanks to the richness of the waters, and the inquisitive curiosity and affection of the lake. Little docks now stretch out like fingers over the water letting the nets ply deeper, richer waters.
[spoiler=Aquaculture Infrastructure]

[spoiler=Snowblossom Shrine]

Building up the covered dock for your shrine ship to be able to hold more regular rites and beseechments of your town's guardian diety and honor her with what grandeur you can manage.

Upkeep: 0.5 Wealth
Effect: Increase chance of gaining cultivator Manpower by 5%. Reduced danger to fishermen. Increased happiness and attention from Snowblossom. Allows further development of Snowblossom lake site.

[/spoiler]


Small Fishery: A small fishery set up by the lake shore, easily capable of supporting the beginnings of population even with minimal infrastructure, thanks to the richness of the waters, and the inquisitive curiosity and affection of the lake. Little docks now stretch out like fingers over the water letting the nets ply deeper, richer waters.


Effects:
Effects:
Manpower Slots 4/6
Manpower Slots 4/6
Production: +2 Agriculture per assigned Manpower(Base +1)
Production: +2 Agriculture per assigned Manpower(Base +1)
Upkeep. 0.5 Wealth(transferred to Snowblossom Shrine on completion)
Upkeep: None


Improvements: Fishing Docks[/spoiler]
Improvements: Fishing Docks[/spoiler]


[spoiler=Subsistence Fields]
[spoiler=Subsistence Fields]
Fields sufficient to eke out a threadbare existence. Due to climate, requires further development or aid to be self sufficient.
Fields sufficient to eke out a threadbare existence. Due to climate, requires further development or aid to be self sufficient.


Effects
Effects
Manpower Slots 3/3
Manpower Slots 3/3
Production: +1.1 Agriculture per assigned Manpower (Base. 0.5)
Production: +1.1 Agriculture per assigned Manpower (Base. 0.5)


[/spoiler]
[/spoiler]


[spoiler=Subsistence Sheep Pastures]
[spoiler=Subsistence Sheep Pastures]
Pastures added to the Fields, and a central pasture for holding seed population of herds
Pastures added to the Fields, and a central pasture for holding seed population of herds


Manpower Slots 3/4
Manpower Slots 3/4
Production: 0.75 Agriculture, 0.2 wealth per assigned Manpower
Production: 0.75 Agriculture, 0.2 wealth per assigned Manpower


Special: Must be staffed by at least two manpower. If unstaffed 25% chance of this fief development being lost each month.
Special: Must be staffed by at least two manpower. If unstaffed 25% chance of this fief development being lost each month.
[/spoiler]
[/spoiler]


[spoiler=Hamlet Granary]
[spoiler=Hamlet Granary]
A central granary placed under the wards and security of the town center, providing storage and central administrative records for taxation and emergency distribution.
A central granary placed under the wards and security of the town center, providing storage and central administrative records for taxation and emergency distribution.


Manpower Slots 1/1
Manpower Slots 1/1
Upkeep: 0.25 Wealth
Upkeep: 0.25 Wealth
Production: +10 Happiness, +10 Administration.
Production: +10 Happiness, +10 Administration.


Special: Halves Agriculture Loss of Famine related negative events.
Special: Halves Agriculture Loss of Famine related negative events.


[/spoiler]
[/spoiler]


[spoiler=Tiny Quarry]
[spoiler=Tiny Quarry]
A tiny quarry built into the nearby hills, aligned with divination and best practices to increase productivity
A tiny quarry built into the nearby hills, aligned with divination and best practices to increase productivity


Manpower Slots 2/3
Manpower Slots 2/3
Production: +2.5 Material per assigned Manpower
Production: +2.5 Material per assigned Manpower


[/spoiler]
[/spoiler]

[spoiler=Chillgrasp Clay Collection]
Experimental Harvesting of the cultivation reagent discovered by the lakeside, allowing study and development of the material.

Adds 0.1 Wealth. Opens other projects.
Unlocks Experimental Chillgrasp Pottery, Unlocks Minor Tradepost and Tiny Alchemy Workshop if first cultivation reagent developed.
[/spoiler]
[spoiler=Theater of Frost Foundations]
[spoiler=Theater of Frost Foundations]
The clearing of a hilltop, the construction of a stage, and space for bonfires aplenty, the very beginning of a place of performance and winter rites
The clearing of a hilltop, the construction of a stage, and space for bonfires aplenty, the very beginning of a place of performance and winter rites


Upkeep 0.25 wealth
Upkeep 0.25 wealth
Effect: +5 Happiness, Increase chance of gaining cultivator manpower by 5%. Reduced negative winter effects
Effect: +5 Happiness, Increase chance of gaining cultivator manpower by 5%. Reduced negative winter effects
[/spoiler]
[/spoiler]
Text moved with changes from lines 485-491 (95.3% similarity)
[spoiler=Boiling Deep Shrine Foundations]

The beginnings of construction for a Sacred Site at the Noiling Deeps the geyser Zhengui has raised from the earth, foundations and a central shrine structure set down, as well as space cleared for cultivation chambers.

Upkeep: 0.5 Wealth
Effect Increase Cultivation Manpower cap by 1. +5 Happiness. Changes to Boiling Deep effect. Story arc trigger

Unlocks Boiling Deeps Shrine[/spoiler]
[/slide]
[/slide]
[slide_header]Rare Resource Sites[/slide_header]
[slide_header]Rare Resource Sites[/slide_header]
[slide]
[slide]
[B][SIZE=5]Veins of the Earth: Development Level 1/5[/SIZE][/B]
[B][SIZE=5]Veins of the Earth: Development Level 1/5[/SIZE][/B]


Heat lives in the frozen earth here, bubbling to the surface in pools and springs, and gathering in the hearts of the mountains. Enables agriculture in otherwise inhospitable locations and enables certain building options.
Heat lives in the frozen earth here, bubbling to the surface in pools and springs, and gathering in the hearts of the mountains. Enables agriculture in otherwise inhospitable locations and enables certain building options.


[U]Cultivation Effects.[/U]
+1 to Fire, Mountain or Water projects
+10 Physical Cultivation XP


[U]Development Effects[/U]
[U]Development Effects[/U]
+0.6 to Agriculture Production of Fields Chain Buildings(Fief Wide)
+0.6 to Agriculture Production of Fields Chain Buildings(Fief Wide)
+10 to Settlement Defense(Fief Wide) Negates Minor Disease Events
+10 to Settlement Defense(Fief Wide) Negates Minor Disease Events
+5 Happiness
+5 Happiness
-Unlocks Boiling Deeps Shrine Building Chain
-Unlocks Boiling Deeps Shrine Building Chain


[SIZE=5][B]Snowblossom Lake 1/5[/B][/SIZE]
[SIZE=5][B]Snowblossom Lake 1/5[/B][/SIZE]


[SIZE=4][U]Cultivation Effects[/U]
+10 Spiritual Cultivation XP


[U]Development Effects[/U]
[SIZE=4][U]Development Effects[/U]
Adds 1 to Cultivation manpower Limit
Adds 1 to Cultivation manpower Limit
+0.5 to Fishery Output
+0.5 to Fishery Output
+5 Happiness
+5 Happiness
Unlocks Snowblossom Shrine Chain
Unlocks Snowblossom Shrine Chain
Exotic Deposits: Jadehelm Catfish, Chillgrasp Clay, Clearwater Mist[/SIZE]
Exotic Deposits: Jadehelm Catfish, Chillgrasp Clay, Clearwater Mist[/SIZE]


[B][SIZE=5]Thunderclap Mountain:[/SIZE][/B]
[B][SIZE=5]Thunderclap Mountain:[/SIZE][/B]


A peak shrouded in perpetual storm where the shadowed forms of dragon horses have been spied.
A peak shrouded in perpetual storm where the shadowed forms of dragon horses have been spied.


[U]Inaccessible[/U]
[U]Inaccessible[/U]


[B][SIZE=5]Saline Grotto:[/SIZE][/B]
[B][SIZE=5]Saline Grotto:[/SIZE][/B]


An unnatural mountain hollow that seems it should collapse.Within is a clear, still lake of water, bitter with salt, surrounded by strange and brittle fungal blooms like scraggly trees. The air filled with visible, drifting spores and seems to drink in light and sound.
An unnatural mountain hollow that seems it should collapse.Within is a clear, still lake of water, bitter with salt, surrounded by strange and brittle fungal blooms like scraggly trees. The air filled with visible, drifting spores and seems to drink in light and sound.


[U]Cultivation Effects[/U]
+2 Success to a Darkness project or +1 Success to a Lake or Earth Projects
-1 GS Cultivation Upkeep if a Darkness Project is cultivated here

[U]Development Effects[/U]
[U]Development Effects[/U]
Exotic Deposit: Chthonic Lead-Untapped
Exotic Deposit: Chthonic Lead-Untapped
Not Developed
Not Developed


[B][SIZE=5]Cathedral of Winds:[/SIZE][/B]
[B][SIZE=5]Cathedral of Winds:[/SIZE][/B]


A vast hollowed out mountain filled with a cavern of colorful almost painted stone through which the wind blows like a haunting piper. Something dark lurks in the still waters, and something mighty sleeps in the colorful crystal
A vast hollowed out mountain filled with a cavern of colorful almost painted stone through which the wind blows like a haunting piper. Something dark lurks in the still waters, and something mighty sleeps in the colorful crystal



[U]Cultivation Effects[/U]
+2 XP to Wind, Water Light or Sun projects
-1 GS Cultivation Upkeep when a Wind, Water Light or Sun project is cultivated.

[U]Development Effects[/U]
[U]Development Effects[/U]
Exotic Deposit: Shining Air-Untapped
Exotic Deposit: Shining Air-Untapped


[B]Falling Waters Palace:[/B]
[B]Falling Waters Palace:[/B]
A great complex of dams and waterfalls constructed by strange little flat tailed spirit beasts. The headwaters flow from a great glacier, with a frozen darkness within.
A great complex of dams and waterfalls constructed by strange little flat tailed spirit beasts. The headwaters flow from a great glacier, with a frozen darkness within.


[U]Cultivation Effects[/U]
+2 XP to Water, Wood or Ice related projects cultivated here


[U]Development Effects[/U]
[U]Development Effects[/U]
Locked
Locked




[/slide]
[/slide]
[slide_header]Development Projects[/slide_header]
[slide_header]Development Projects[/slide_header]
[slide]
[slide]
[spoiler=Fishery Infrastructure]
[spoiler=Fishery Infrastructure]
[spoiler=Fishing Boat Construction]
[spoiler=Fishing Boat Construction]
Materials and facilities for building non makeshift boats fit for small numbers of men
Materials and facilities for building non makeshift boats fit for small numbers of men
Cost 30 Agriculture, 20 material
Cost 30 Agriculture, 20 material
1 Month
1 Month
Increases Fishery Output by .5 per manpower. Unlocks Fishery Specialization, Unlocks Expanded Docks
Increases Fishery Output by .5 per manpower. Unlocks Fishery Specialization, Unlocks Expanded Docks. Required for further Snowblossom Dev


Facilities to construct single person vessels and larger nets, improving output further, and granting additional permanent manpower[/spoiler]
Facilities to construct single person vessels and larger nets, improving output further, and granting additional permanent manpower[/spoiler]


[spoiler=Jadehelm Scrimshaw Carver]
[spoiler=Jadehelm Scrimshaw Carver]
A formal space and tools given to the small number of citizens with a talent for carving the hard bones of the Jadehelm.
A formal space and tools given to the small number of citizens with a talent for carving the hard bones of the Jadehelm.


Cost 25 Agriculture, 10 Material
Cost 25 Agriculture, 10 Material
1 Month
1 Month


Adds 0.1 Wealth.
Adds 0.1 Wealth.


Unlocks Jadehelm Studies, Unlocks Minor Tradepost and Tiny Alchemy Workshop if first cultivation reagent developed.
Unlocks Jadehelm Studies.


[/spoiler]
[/spoiler]


[spoiler=Clearwater Mist Collector]
[spoiler=Clearwater Mist Collector]


The problems of collecting the mist are many and require a heavy investment upfront, but the potential uses are many and valuable. Methods for now are ad hoc and personal requiring attention from several cultivators to manage
The problems of collecting the mist are many and require a heavy investment upfront, but the potential uses are many and valuable. Methods for now are ad hoc and personal requiring attention from several cultivators to manage


Cost 35 Material. 1 Month
Cost 35 Material. 1 Month
0/1 Cultivation Manpower
0/1 Cultivation Manpower
Production 1 wealth per assigned Manpower
Production 1 wealth per assigned Manpower
Upkeep -0.5 Wealth
Upkeep -0.5 Wealth


Unlocks Clearwater Mist Distillery, Unlocks Minor Tradepost and Tiny Alchemy Workshop if first cultivation reagent developed.
Unlocks Clearwater Mist Distillery


[/spoiler]
[/spoiler]
[/spoiler]
[/spoiler]
[spoiler=Fields Projects]
[spoiler=Fields Projects]
[spoiler=Field Expansions]
[spoiler=Field Expansions]
Expansions to the fields of the fief, drawing in more people and putting further land under cultivation.
Expansions to the fields of the fief, drawing in more people and putting further land under cultivation.


Cost 35 Material. 35 Agriculture 1 Month
Cost 35 Material. 35 Agriculture 1 Month


Increases Manpower Slots of Fields to 5. -15 to Defense, +1 Manpower
Increases Manpower Slots of Fields to 5. -15 to Defense, +1 Manpower


Unlocks Central Shrine to the Bountiful Earth when Expansion, Preservation, and Infrastructure are complete
Unlocks Central Shrine to the Bountiful Earth when Expansion, Preservation, and Infrastructure are complete
[/spoiler]
[/spoiler]
[spoiler=Fields Infrastructure]
[spoiler=Fields Infrastructure]
Improved tools, construction and the addition of poultry and plow animals to existing fields to improve the efficiency of each plot of farmland
Improved tools, construction and the addition of poultry and plow animals to existing fields to improve the efficiency of each plot of farmland


Cost 45 Material, 10 Agriculture
Cost 45 Material, 10 Agriculture


Increase Production of Fields Manpower by .5 per manpower
Increase Production of Fields Manpower by .5 per manpower


Unlocks Communal Mill
Unlocks Communal Mill
[/spoiler]
[/spoiler]


[spoiler=Fields Preservation Infrastructure]
[spoiler=Fields Preservation Infrastructure]
Aid to your farmers in the construction of pantries, cold rooms and the materials necessary to preserve their personal stocks
Aid to your farmers in the construction of pantries, cold rooms and the materials necessary to preserve their personal stocks
Cost: 25 Agriculture, 15 material
Cost: 25 Agriculture, 15 material


Increase Production of Fields Manpower by 0.25 per manpower
Increase Production of Fields Manpower by 0.25 per manpower


Unlocks Communal Ovens
Unlocks Communal Ovens
[/spoiler]
[/spoiler]


[spoiler=Implement Bai Clan Soil Studies]
[spoiler=Implement Bai Clan Soil Studies]
Using the methods and fertilizers described in the notes you purchase from Bai Xia Lushen, together with Zhengui, the fertility and productivity of your fields can be significantly increased, along with resistance to Disease spirit and parasite infestations
Using the methods and fertilizers described in the notes you purchase from Bai Xia Lushen, together with Zhengui, the fertility and productivity of your fields can be significantly increased, along with resistance to Disease spirit and parasite infestations


Cost: 45 Agriculture. 1 Month
Cost: 45 Agriculture. 1 Month


Increase Productivity of Fields by .75 per manpower. Adds a 0.1 wealth upkeep per manpower employed in Fields Slots. Negates plant blight based negative events.
Increase Productivity of Fields by .75 per manpower. Adds a 0.1 wealth upkeep per manpower employed in Fields Slots. Negates plant blight based negative events.
[/spoiler][/spoiler]
[/spoiler][/spoiler]
[Spoiler=Mining and Quarrying]
[Spoiler=Mining and Quarrying]
[spoiler=Iron Mining]
[spoiler=Iron Mining]


Simple diggings in the earth, the first delvings under the earth for its treasures.
Simple diggings in the earth, the first delvings under the earth for its treasures.


Cost: 25 Agriculture, 35 Material. 2 months
Cost: 25 Agriculture, 35 Material. 2 months


Added to the Tiny Quarry to create the 'Hamlet Mining and Quarrying Facilities'
Added to the Tiny Quarry to create the 'Hamlet Mining and Quarrying Facilities'
Increases Productivity of building by 0.75 Material per manpower. Unlocks Ore refining and smithy projects, Decreases Defense by 10[/spoiler]
Increases Productivity of building by 0.75 Material per manpower. Unlocks Ore refining and smithy projects, Decreases Defense by 10[/spoiler]


[spoiler=Silver Mining]
[spoiler=Silver Mining]


Simple diggings in the earth, the first delvings under the earth for its treasures.
Simple diggings in the earth, the first delvings under the earth for its treasures.


Cost: 25 Agriculture, 35 Material. 2 months
Cost: 25 Agriculture, 35 Material. 2 months


Added to the Tiny Quarry to create the 'Hamlet Mining and Quarrying Facilities'
Added to the Tiny Quarry to create the 'Hamlet Mining and Quarrying Facilities'
Increases Productivity of building by 0.5 Material per manpower and 0.15 wealth per manpower, +5 Happiness while at least one manpower is employed. Decreases Defense by 10[/spoiler]
Increases Productivity of building by 0.5 Material per manpower and 0.15 wealth per manpower, +5 Happiness while at least one manpower is employed. Decreases Defense by 10[/spoiler]
[spoiler=Chillgrasp Clay Collection]
[spoiler=Experimental Chillgrasp Pottery]
Experimental Harvesting of the cultivation reagent discovered by the lakeside, allowing study and development of the material.
Working with the new material its properties will be tested and cataloged, making it more valuable and available for other special projects.


Cost: 25 Material 1 Month
Cost 35 Agriculture
Adds 0.1 Wealth. Opens other projects.
Effect Increase Chillgrasp wealth generation by 0.1. Minor story arc and additional projects
Unlocks Experimental Chillgrasp Pottery, Unlocks Minor Tradepost and Tiny Alchemy Workshop if first cultivation reagent developed.
[/spoiler][/spoiler]
[/spoiler][/spoiler]
[spoiler=Hamlet Forestry]
[spoiler=Hamlet Forestry]
Formalizing the location and production of lumber in Snowblossom from its early outpost form, including provision of replanting efforts for sustainability.
Formalizing the location and production of lumber in Snowblossom from its early outpost form, including provision of replanting efforts for sustainability.


Cost 15 Agriculture, 15 Material. 1 month
Cost 15 Agriculture, 15 Material. 1 month


Manpower Slots: 0/1 3 Agriculture per Manpower
Manpower Slots: 0/1 3 Agriculture per Manpower
Unlocks Lumberyard and Hunter's Shrine[/spoiler]
Unlocks Lumberyard and Hunter's Shrine[/spoiler]
[spoiler=Administration Infrastructure]
[spoiler=Administration Infrastructure]
[/spoiler]
[/spoiler]
[spoiler=Shrine Projects]
[spoiler=Shrine Projects]
Text moved with changes to lines 330-337 (95.3% similarity)
[spoiler=Boiling Deep Shrine Foundations]

The beginnings of construction for a Sacred Site at the Noiling Deeps the geyser Zhengui has raised from the earth, foundations and a central shrine structure set down, as well as space cleared for cultivation chambers.

Cost 50 Agriculture 50 Material. 2 months
Upkeep: 0.5 Wealth
Effect Increase Cultivation Manpower cap by 1. +5 Happiness. Changes to Boiling Deep effect. Story arc trigger


Unlocks Boiling Deeps Shrine[/spoiler]
[spoiler=Theater of Frost Foundations]
[spoiler=Theater of Frost Foundations]
[S]A proper temple to the spirits of the mountain winter and their singer, the Lady Hanyi, whose voice brings them to dance. A single story structure composed mostly of the performing stage and room for the audience to stand. Outside are gardens and a paved courtyard where the space for bonfires and dances remain.
[S]A proper temple to the spirits of the mountain winter and their singer, the Lady Hanyi, whose voice brings them to dance. A single story structure composed mostly of the performing stage and room for the audience to stand. Outside are gardens and a paved courtyard where the space for bonfires and dances remain.


Cost 60 Material, 25 Agriculture. 3 months(replaces foundations)
Cost 60 Material, 25 Agriculture. 3 months(replaces foundations)
Upkeep 0.5 wealth
Upkeep 0.5 wealth
Effect: +5 Happiness, +5 defense. Winter Spirits pacified. Improve Hanyi's cultivation. +10% chance to gain cultivation manpower. Story Trigger
Effect: +5 Happiness, +5 defense. Winter Spirits pacified. Improve Hanyi's cultivation. +10% chance to gain cultivation manpower. Story Trigger


Cannot be upgraded further at Hamlet level[/S] Cannot be taken pre-war
Cannot be upgraded further at Hamlet level[/S] Cannot be taken pre-war
[/spoiler]
[/spoiler]
[spoiler=Snowblossom Shrine]
[/spoiler]
[spoiler=City Center Infrastructure]
[spoiler=Tiny Alchemist Lab]
A small location safe with the inner walls outfitted for safe alchemical practices, able to support a small handful of low cultivation achemists practicing their trade


Building up the covered dock for your shrine ship to be able to hold more regular rites and beseechments of your town's guardian diety and honor her with what grandeur you can manage.
Cost: 35 Agriculture 5 material(reduced by available pillmaker)
Cost 25 Material, 25 Agriculture. 1 month
1 month
Upkeep special (transfers 0.5 upkeep from the fishery building)
Upkeep: 1 wealth
Effect: Increase chance of gaining cultivator Manpower by 5%. Reduced danger to fishermen. Increased happiness and attention from Snowblossom. Allows further development of Snowblossom lake site.
Effect: +0.1 Wealth per accessible cultivation reagent and special material, +5% chance of gaining cultivator pop [0.1]
Unlocks: Hardened Alchemy processes. Expanded Alchemy processes
[/spoiler]


[/spoiler][/spoiler]
[spoiler=Minor Tradepost]
A set location for traders to stop, rest their animals and buy and sell goods, not quite enough to be called a market yet, but all things start somewhere.
Cost 25 Agriculture. 25 Material
1 month

Upkeep 0.5 wealth
Effect: +0.2 wealth per accessible trade resource[0.2]
Unlocks: Central Stableyard. Unlocks Coachouse. Unlocks Pasture[Horse]
[/spoiler]
[/spoiler]
[spoiler=Expansion Infrastructure]
[spoiler=Expansion Infrastructure]
[spoiler=Cliff Roads]
[spoiler=Cliff Roads]
A series of switchback paths and primitive mechanical elevators allowing traffic and goods to move up and down the cliff face with less or no cultivation assistance. Necessary to begin development at the clifftop.
A series of switchback paths and primitive mechanical elevators allowing traffic and goods to move up and down the cliff face with less or no cultivation assistance. Necessary to begin development at the clifftop.


Cost: 50 Material, 10 Agriculture. 1 Month
Cost: 50 Material, 10 Agriculture. 1 Month
Upkeep. 0.2 Wealth
Upkeep. 0.2 Wealth
Unlocks Cathedral of Winds Development(once cleared) Unlocks various clifftop projects[/spoiler]
Unlocks Cathedral of Winds Development(once cleared) Unlocks various clifftop projects[/spoiler]
[spoiler=Saline Grotto Outpost]
[spoiler=Saline Grotto Outpost]


Create Military Outpost: Saline Grotto
Create Military Outpost: Saline Grotto


Cost 75 Agriculture, 75 Material. 1 Month
Cost 75 Agriculture, 75 Material. 1 Month
Upkeep. 0.75 wealth, -25 Defense to Shenglu
Upkeep. 0.75 wealth, -25 Defense to Shenglu
Effect, allows development of Saline Grotto Site[/spoiler][/spoiler]
Effect, allows development of Saline Grotto Site[/spoiler][/spoiler]
[spoiler=Defenses]
[spoiler=Defenses]
[/spoiler]
[/spoiler]
[spoiler=Repeatable Projects]
[spoiler=Repeatable Projects]
[spoiler=Population Drive]
[spoiler=Population Drive]
Cost 10 Agriculture, 10 Material
Cost 10 Agriculture, 10 Material
1 month
1 month


Increase Permanent Manpower by 2.
Increase Permanent Manpower by 2.


Sending out runners, messengers and recruiters throughout the province, seeking those who wish to try their hand at a new life, with the promise of benefits and land. May be taken subsequently, but cost increases each time.
Sending out runners, messengers and recruiters throughout the province, seeking those who wish to try their hand at a new life, with the promise of benefits and land. May be taken subsequently, but cost increases each time.
[/spoiler]
[/spoiler]
[spoiler=Call on Cai Clan Wealth]
[spoiler=Call on Cai Clan Wealth]
Cai Renxiang has many resources at her disposal but it still takes time to turn this into goods and materials, still takes up time and space in the burgeoning logistics in the developing region, limiting what can be done. Yet still your young fief has access to wealth no baron could dream of.
Cai Renxiang has many resources at her disposal but it still takes time to turn this into goods and materials, still takes up time and space in the burgeoning logistics in the developing region, limiting what can be done. Yet still your young fief has access to wealth no baron could dream of.


1 Month
1 Month


Gain 200 Agriculture, Gain 200 Material
Gain 200 Agriculture, Gain 200 Material


or Immediately complete a project which would take 6 months or less in one month, if other requirements are met.
or Immediately complete a project which would take 6 months or less in one month, if other requirements are met.


[/spoiler][/spoiler][/slide][/Tabs]
[/spoiler][/spoiler][/Spoiler][/slide][Spoiler=Mining and Quarrying][/spoiler][/Tabs][Spoiler=Mining and Quarrying][/spoiler]
[/QUOTE]
[/QUOTE]