Your Steading
Every Acre you hold serves one use. Your allotment is your strategy made visible. Change it early and often.
The allotment
Fields
Hamlets
Workings
Wards
Fallow
| Use | What it does | Needs |
|---|---|---|
| Fields | 4 Grain per Acre per day | 1 Folk to work |
| Hamlets | houses 20 Folk each | none |
| Workings | 3 Coin per Acre per day | 2 Folk to work |
| Wards | +0.5% defense per Acre, up to +50% | none |
| Fallow | idle. New land arrives here | none |
The Steading assigns workers on its own, Fields first. If Folk run short, production scales down. Folk in the ranks do not also work land. Every soldier is a farmhand you don't have. Folk housed in Hamlets pay tax and grow faster. Folk beyond your housing sleep in ditches and pay nothing.
Re-allotting
Moving any number of Acres between uses costs 1 Watch. The change takes effect at once. The new allotment must account for every Acre you hold.
Clearing the Barrens
Spend 1 Watch to claim up to 50 new Acres from the wild, at 2 Coin per Acre. Cleared land arrives Fallow. The Barrens never run out. But land taken from a neighbor is land they lose and you gain. That is why war exists.
You start with
You start with 500 Acres, 1,000 Folk, 5,000 Grain, 1,000 Coin, and 100 Levies. The Acres arrive as 200 Fields, 100 Hamlets, 100 Workings, 50 Wards, and 50 Fallow. The default allotment merely keeps you alive. Change it on day one.