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!
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!