Basic Operations
Camera Control
When you enter the game, first familiarize yourself with camera control:
| Input | Effect |
|---|---|
| Mouse wheel | Zoom in/out |
| WASD / Arrow keys | Pan camera |
| Middle mouse drag | Rotate camera angle |
| Q / Left-click drag (build mode) | Rotate building orientation |
Time System
The game has its own time-flow system. You can control the speed:
| Speed | Description |
|---|---|
| Pause | Stops time for planning and building |
| Normal | Time flows normally |
| 1× | Time accelerated |
| 4× | 4× speed |
| 12× | 12× speed (fastest) |
The time display at the top of the screen shows the current year, month, day, and time-of-day segment. A game year has 12 months, each with 28 days.
Key Hotkeys
Free-draw formation: Select a unit, then hold right-click and draw a line at the target location. The unit will move and form up along the line. When drawing for multiple units, each forms a square column to march, then transforms into the drawn formation near the target — smooth and stutter-free.
Road width & curvature: Hold Shift + scroll to adjust. Roads can be upgraded — upgraded roads let laborers move faster.
Batch pickup: Select map objects (material piles, corpses) to enter batch-pickup mode. The entry is at the bottom-left of the UI. Shift+drag removes items from the selection's priority haul. Relay-station and idle laborers prioritize hauling to warehouses.
Rename building: Select a building, click the button next to its name to rename it.
Quick search: Press Enter or click the Search button. Type initials, Chinese characters, or pinyin for fuzzy building search. Press Tab to switch to item search — highlights all warehouses storing that item with their stock counts.
Building System
How to Build
- 1Click the Build button (bottom of the UI).
- 2Select the building you want from the building list.
- 3Move the mouse over the map — a preview appears.
- 4Left-click to confirm placement.
The build preview shows: the building's outline, placement validity (green = OK, red = blocked), and required materials.
Batch Building
Some buildings support batch construction — e.g. roads and walls. Hold Shift to enter batch mode: place multiple copies of the same building in one go, then confirm to finish the batch.
Building Panel
Click a built building to open its detail panel. The panel has multiple tabs at the top; different buildings have different tabs. Common tabs include Overview, Work, Production, Storage, Supply, and Demand.
Demolishing Buildings
- 1Click the building to open its detail panel.
- 2Click the Demolish button (usually top-left of the panel).
- 3Confirm demolition.
After demolishing: construction materials drop on the ground; items stored inside also drop; laborers auto-pickup the dropped items.
Walls and roads support batch demolition: enter batch management and box-select to demolish multiple segments at once.
Migrating Buildings
Click the Migrate button on the building panel to move a building to a new location.
Laborers & Work
What is a Laborer Unit
The basic labor unit is called a 伍 (wǔ), containing about 5 laborers (民夫). Laborers are your workforce — they automatically perform all kinds of work. You'll see them walking around, hauling items, constructing buildings, gathering resources, etc.
How Laborers Work
Laborer work is fully automatic — you never micromanage individuals. The system auto-assigns work:
- 1A building creates a work demand (e.g. 'haul timber', 'construct', 'produce').
- 2The system finds an idle laborer.
- 3The laborer travels to the building to execute the task.
- 4On completion, the laborer seeks the next task.
The building panel's "Work" tab shows: how many laborers are currently working there, what tasks are in progress, and task progress.
Assigning Laborers to Buildings
Although labor is auto-assigned, you must manually assign 伍 to buildings — a building without an assigned 伍 will not work.
- 1Open the building detail panel.
- 2Find the laborer slot in the Overview tab.
- 3Click Assign to allocate a 伍 to the building.
An assigned 伍 prioritizes that building, boosting its efficiency.
Laborer States
Laborers show different visual states on screen — hauling, building, gathering, idle, sick, etc.
Morale System
What is Morale
Morale is the core stability metric for your territory, displayed at the top of the screen (initial value 50, range 0-100).
| Morale Level | Effect |
|---|---|
| High | New 伍 join your territory (population growth) |
| Low | 伍 may leave (population loss) |
| Dangerous | Mass exodus, possible rebellion |
Morale Needs
Laborers have basic living needs that must be met to maintain morale. Needs are shown in the morale panel: food, housing (tents), drinking water (wells), and winter fuel.
Morale Check Cycle
Morale is checked on a cycle, not continuously. The next check time is shown in the morale panel. Check cycle: monthly.
Winter Fuel (Critical!)
Before winter you must prepare: stockpile firewood or charcoal; ensure fuel warehouses are full.
Resources & Warehouses
Resource Types
The game has many resources (currently implemented):
| Category | Resources |
|---|---|
| Building Materials | Log, Mortise Wood Frame, Clay, Stone Slab, Brick, Tile |
| Minerals | Clay, Stone, Salt, Copper, Iron, Tin, Silver, Jade, Meteorite Iron |
| Raw Food | Jujube, Beast Meat |
| Food | Meat Soup, Rice Soup, Jujube |
| Fuel | Firewood, Charcoal |
| Crops | Millet, Herb |
| Currency | Knife Money (for trade, recruitment, etc.) |
| Equipment | Weapons (Short Sword, Long Ge, Bow), Shield, Armor |
| Special | Chariot, Catapult, Bed Crossbow Cart, Medicine, etc. |
Warehouse Storage
Different buildings have different warehouse types. Warehouses store specific categories of items.
Viewing Warehouses
Open a building's detail panel and click the Storage tab to see: what items are currently stored and the quantity of each.
Configuring Warehouse Storage
In the Storage tab you can configure: which item types are allowed to be stored.
Trade Posts & Logistics
What is a Trade Post
A trade post is a specialized building for remote resource allocation. You set transport routes between trade posts to auto-move resources from production sites to consumption sites.
Local Supply & Remote Demand
Trade-post logistics runs on a local-supply / remote-demand mechanism:
Local Supply (items you send out): In the Supply tab, set the item types you want to export. Set a local retention — the trade post keeps this many; only the surplus is shipped.
Remote Demand (items you receive): In the Demand tab, set the item types you want imported. Set a local demand — the desired stock level.
Minimum shipment: Each trade post can set a minimum shipment — below this quantity no cart is dispatched, avoiding frequent small shipments and improving efficiency.
How Routes Form
Routes form automatically — no manual start/end configuration:
- 1Trade Post A sets an item as 'local supply' with stock above retention.
- 2Trade Post B sets that item as 'remote demand'.
- 3A and B are within each other's working range.
- 4The system auto-dispatches ox carts from A to B.
The demand panel shows: in-transit carts, each cart's item type/quantity/progress, and estimated arrival time.
Trade-post transport consumes Transport Carts and Fuel. Lack of either is shown in the building. New trade posts start with some carts to bootstrap initial routes.
Relay Station
Transport capacity is the core limiting factor for resource exchange.
- Relay stations are logistics-specialized buildings.
- Laborers assigned to a relay station prioritize transport tasks.
- Relay-station laborers carry 10× the normal load per trip.
- Building relay stations significantly boosts transport capacity.
Range Circles & Item Exchange
Buildings exchange items in two ways. Range Circle: every building has a resource-acquisition range (the range circle). A building only tries to obtain needed items from within its own circle. Click a building to see its range (the white circle).
Disasters & Calamities
Disease & Injury
Laborers can get sick or injured.
| Source | Details |
|---|---|
| Disease | Higher rates in autumn/winter; plague infection; harsh environments |
| Injury | Resource gathering (logging, mining); combat; production accidents |
Effects: sick laborers work slower and need treatment; severe cases can die; plague auto-spreads to nearby laborers. Treatment: build a Hospital, assign laborers to visit; the hospital must stock medicine.
Plague Outbreaks
Plague is a special disease state: it spreads to nearby laborers within a cycle and range; infected laborers risk death; survivors gain a significant bonus. Countermeasure: avoid concentrating laborers in plague zones (imprison or execute the infected); the plague ends after spreading for a while.
Rebellion System
When morale is too low, rebellion can break out: the lower the morale, the higher the chance; laborers don't rebel immediately — they enter a preparation phase first; rebels-in-preparation can be dealt with early via execution; rebelling laborers become rebel soldiers that attack your buildings and troops; suppress them with soldiers or by building a Village Pavilion and recruiting catchers.
Prevention: keep morale at a safe level; promptly meet laborer needs; act early when rebellion signs appear.
Lightning Striking Rebels
Under certain conditions, rebels may be struck by lightning — a special morale-buff effect. When morale is in certain favorable states, rebels may suffer divine punishment.
Farming
Farmland States
Farmland cycles through different states as crops grow. Monitor the states via the building panel.
Fertility System
Farmland has a fertility value that affects yield. Fertility drops: each planting consumes fertility. Fertility can be restored: apply fertilizer (肥水) to recover it.
Consecutive-Planting Penalty
If you plant the same crop consecutively, fertility consumption increases. Rotate crops — alternate different crops — to avoid this penalty.
Irrigation
Farmland needs watering. Build a well or water source near the farmland. Laborers auto-draw water from wells to irrigate the fields.
Military System
Conscripting Soldiers
To turn laborers into soldiers:
- 1Prepare enough equipment (weapons, armor, etc.).
- 2Select the conscript function in the panel.
- 3Choose the soldier type to conscript.
Conscription requires the necessary weapon equipment! Armor is not mandatory, but unequipped soldiers have very poor combat effectiveness.
Soldier Types
Soldier types are determined by the weapons used during conscription. Confirmed types include melee infantry (short sword, long ge), archers (bow), and chariot troops. More types will be documented as data is mined.
Issuing Orders
After selecting a soldier/army:
| Order | Effect |
|---|---|
| Right-click ground | Move to that position |
| Hold | Hold position, don't pursue enemies |
| Pursue | Actively chase enemies |
Knockback (Pseudo-Physics)
In combat, chariot-type attacks can knock soldiers back: the hit soldier flies in a parabolic arc and only recovers standing posture after landing. Flight distance and height scale with the attacker's power and speed.
- Faction-aware: knockback only affects enemy units; friendly fire knockback does not occur.
- National policy unlock: all friendly units gain a chance to knock back on attack.
- Hold state: soldiers in Hold orders are harder to knock back — use this to stabilize lines.
Terrain Height Advantage
Height difference between attacker and defender creates distinct combat outcomes for wall sieges and terrain elevation:
- Low attacking high (e.g. ground troops attacking wall defenders): the hit party takes less damage.
- High attacking low (e.g. wall defenders firing down at siege troops): the hit party takes more damage.
City Wall Defense
Building Walls
- 1Select the city wall building.
- 2Place the first wall segment.
- 3Keep placing — walls auto-connect.
Wall Connections
Walls auto-generate snap points. On connection points you can build: gates, towers, wall catapults, and other defensive facilities.
Wall Garrison
You can garrison archers on walls (remember to issue Hold orders) — they will shoot enemies from the wall.
Wall Upgrades
Click a wall segment — the panel has an Upgrade button. Upgraded walls are sturdier.
Wall Attachments & Types
Two wall materials can be built: wooden walls and rammed-earth walls. They are independent systems — built separately and cannot connect to each other.
After a wall is built, you can place wall defenses (e.g. bed crossbows) on it. Wall defenses can be rotated with the F key. All wall defenses have their own attack range. Some wall defenses require specific wall types as support.
Retainer System
What are Retainers
Retainers are special characters that provide various bonuses. They belong to different schools of thought (philosophical traditions).
Recruiting Retainers
- Recruitment: spend resources in the retainer panel / command tent.
- Diplomacy: obtain retainers from other states via diplomacy.
Dispatching Retainers
- 1Select the target building or army.
- 2Choose the retainer to dispatch.
- 3Confirm dispatch.
Once dispatched, the retainer provides bonuses to the target building or army.
Retainer Satisfaction
- Must have their own housing.
- Monthly salary must be paid (knife money and items).
- If salary is unpaid, satisfaction drops.
- If satisfaction drops too low, the retainer leaves!
Diplomacy System
Diplomacy Panel
Click the diplomacy button to open the panel. You see: a list of all other states; each state's favorability value; the current favorability stage.
Favorability Stages
Favorability is divided into stages that determine available diplomatic actions and trade price modifiers.
Diplomatic Functions
Click a state to use these functions:
| Function | Description |
|---|---|
| Intel | View details: power, military strength, wealth, specialties |
| Trade | Select items to sell and buy; higher favorability = better prices; confirm trade |
| Tribute | Pay knife money to boost favorability; once per month |
| Bribe | Pay knife money to reduce the target state's power; once per month |
| Garrison | Request the state to send troops to support you; requires high enough favorability |
| Recruit Retainer | Invite a notable from that state to join you |
Nobility System
Nobility Panel
Open the nobility panel to see: current rank (0-6), upgrade requirements, current progress. Laborers auto-haul the required upgrade items to the command tent. Rank upgrades increase the number of 伍 attracted per month at the same morale level.
Upgrade Conditions
Each rank has specific conditions (resources, items, etc.) that must be met before petitioning.
Petition Process
- 1Click the Petition button in the nobility panel.
- 2The system enters the petition process.
- 3After completing the petition, your rank increases.
Claiming Kingship
The highest nobility rank is Claiming Kingship!
Save System
Saving
- 1Select a save slot.
- 2Enter a save name (optional).
- 3Confirm save.
Loading
- 1Select the save to load.
- 2Confirm load.
- 3The game loads that save state.
Recommended: enable auto-save with a minimum interval of one month.
FAQ
Building not working?
Check these points:
- Is the building still under construction? (It must finish building first.)
- Has a 伍 been assigned? (Check the Overview tab.)
- Has it reached the production cap you set?
- Are there enough work materials in range?
- Check the Production tab for the reason it's not working.
Morale keeps dropping?
Check the morale panel:
- Is the food need met?
- Is the housing need met? (Enough tents?)
- Is fuel stockpiled for winter?
- Are wells supplying water normally?
Can't build?
Building requires laborers to haul materials:
- Check if there are idle laborers (only unassigned laborers do construction work).
- Check if materials are sufficient.
- Check if roads are passable.
How to increase population?
Raise morale:
- Meet all morale needs.
- When morale is high, new 伍 join.
- Some special events also grant population.
- Population only arrives at the start of each month.