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Hegemonu.The greatest natsim

@Bear please help

Land and construction

Settlement rules, terrain yields, development costs, and county improvements.

Settle connected territory

Run /frontier, select a county, then choose Settle county. /claim opens the same list. The first settlement can be anywhere. Later settlements require a shared land border with one of your counties.

Settlement costs 1,000 + 250 × counties already owned. The first three settlements cost 1,000, 1,250, and 1,500 gold. Only the Head of State or Interior minister can settle.

Every county has 1,000 residents. Residents and buildings stay with the county after conquest. Use /land to browse your holdings and /county to inspect one.

/claim county: 42

Choose a specialization

In /county, choose Farm · grain, Mine · ore, or Town · tools. The first development fixes that county’s specialization. Further levels must use the same type. The Head of State and Economy minister can develop counties.

Each level costs 500 × the new level. Level 1 costs 500 gold, level 2 costs 1,000, and level 10 costs 5,000. Building all ten levels costs 27,500 gold.

The base rates below are for each development level and each 1,000 residents, before taxes, roads, institutions, and devastation. All counties also produce 0.65 base grain per 1,000 residents.

/develop county: 42 kind: mine

Base production per game second
SpecializationTerrain or elevationOutput per level
FarmGrassland0.900 grain
FarmForest0.585 grain
FarmDesert0.270 grain
MineAt least 500 m0.910 ore
MineBelow 500 m0.325 ore
TownAny terrainCapacity for 0.550 tools; each tool consumes 0.800 ore

Build roads, institutions, and repairs

Open an owned county with /county. Road, Institution, and Repair 30% are panel actions; they have no separate slash commands. Buttons show the current cost.

Road and institution levels add to the same productivity multiplier. One road and one institution give a multiplier of 1.20. Repair reduces devastation by 30 percentage points, down to zero.

County improvements
ActionCost in goldEffectOffice
Road750 × next road levelAdds 0.12 to productivity per level; cap 5Economy
Institution1,000 × next institution levelAdds 0.08 to productivity per level; cap 5. Also lowers national unrest pressure and raises authority target.Interior
Repair 30%1,500Removes up to 30 percentage points of devastationInterior

Calculate county output

Productivity multiplier = (population ÷ 1,000) × (1 − production tax rate × 0.8) × (1 + roads × 0.12 + institutions × 0.08) × (1 − devastation). Enter tax and devastation as fractions: 20% is 0.20.

Multiply the county’s base output by that multiplier. For a level 1 grassland farm with 1,000 residents, 20% tax, no improvements, and no damage: grain = (0.65 + 0.90) × 0.84 = 1.302 per game second.

Town output is further limited by national ore supply. Adding town levels increases capacity, but only produces more tools if enough ore is available. Read Current local economy in the county panel for actual output.