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This resource system isn't especially deep and is mostly represented through county modifiers, but is great for flavour. All counties also now have various resources that determine how the economical development of it goes, like if it has "fertile farmland" you can build agriculture-related buildings in your manor, which means you can have cereals that allow your county to produce bread and beer. Trade routes can now emerge dynamically and can spread to neighboring counties through special trade-related buildings like roads and bridges. War, peace and various natural boons and disasters impact the prosperity more. You now can't upgrade the "city" building manually, but it does it automatically with the passage of time to represent growth of population.
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All holding types now have three specializations that impact what you can build in them (Castles, for example, have a "feudal city" one, which is a county capital, and a "feudal manor" and "citadel" ones, which are economy and military focused respectively). >MTA Debug decisions (if you want to sandbox it)Īnonymous 08/28/21(Sat)08:26:51 No.
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