A New Burgage Plot Level
[p]This is the new Burgage Plot level planned for the next update.[/p][p]This new level sits between the existing Levels 2 and 3 (internally we’ve been calling it 2.5), and its goal is to more smoothly bridge the gap between early and late-game housing.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/3f31199794743886db63f7fa7f4b2680db216690.png"][/img][/p][p]What This Changes[/p][p]Adding a new housing level naturally means tweaking some existing mechanics. One notable change is to the Burgage Plot Expansion upgrade. Rather than doubling the Living Space within a plot, it will now always add +1 Living Space, regardless of Plot Level.[/p][p]At a base level:[/p]- [p]Burgage Plot (Level 3) provides 2 Living Space[/p][/*]
- [p]Burgage Plot (Level 4) provides 3 Living Space [/p][/*]
Adjusted Residential Requirements
[p]We’ve also made Burgage Plot (Level 2) a bit more forgiving to upgrade.[/p][p]The Small Stone Church is no longer required to reach Level 3. That said, constructing it still provides a substantial Influence bonus, so it remains worthwhile if you have the means.[/p]Artisan Workshop Progression
[p]Alongside housing changes, we’re also experimenting with more varied workshop progression.[/p][p]While we intend on adding other specialized workshops in future, for this update, we’re considering moving the Baker extension to Burgage Plot (Level 3). This may encourage greater use of the Communal Oven early on, while also giving players an additional incentive to work toward Level 3 housing.[/p][p]Similarly, the Cobbler extension may move to this level as well, since Shoes as an item aren’t strictly required until this stage of progression anyway.[/p][p]As always, these changes are still being tested, and we’re keen to hear how they sound from a progression and pacing standpoint.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38221882/b41b18779f15fed52e79974483db6db663e86149.png"][/img][img src="https://clan.akamai.steamstatic.com/images/38221882/cb2d72a7f05f44beba01b96d18d5c1395259e45a.png"][/img][/p]Trade Rework
[p]We've seen the reaction to the new Development Perk system and lots of speculation and suggestions as to what's coming next for it. The next tier of perks will arrive after the Burgage Plot update and it will be focused on Trade Privileges, but before committing to Trade Focused Perks, we saw an opportunity to add more depth to the Trade system itself, introducing new layers of strategic decision-making.[/p][p]What we’re aiming for is a Trade system that:[/p]- [p]Allows economic competition between rival Lords, not just military conflict[/p][/*]
- [p]Clearly separates Regional and Foreign Trade[/p][/*]
- [p]Streamlines inter-regional trade and bartering[/p][/*]
- [p]Feels less predictable, with opportunities that vary between playthroughs [/p][/*]
Trade Routes as Locations
[p]In this system, Trade Routes are tied to specific locations, for example, Passau.[/p][p]Each city imports and exports a small number of goods. Passau might import Charcoal, Leather, and Barley, while exporting Iron, Polearms, and Large Shields. Each good has its own unique prices and a city tariff. These would change from game to game to keep things fresh.[/p][p]While a good like Iron may appear on multiple routes, some cities will offer better prices than others, making certain routes more desirable… and more contested.[/p]Merchants and Trade Volume
[p]Each Trade Route supports up to three Merchants. To trade along a route, you must hire one.[/p]- [p]Merchants have a one-off Hire Fee[/p][/*]
- [p]Once hired, they visit your Trading Post every three months[/p][/*]
- [p]Each visit can move up to 100 goods in and out, based on your desired surplus settings[/p][/*]
